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    Halfling in the Playground
     
    Flumph

    Join Date
    Sep 2015

    Default Re: Empire! Lands of Arandi

    Petravolan

    Region:118
    Population:740,000(Rexline)


    Spoiler: Terrain
    Show


    The terrain of Petravolan is largely rainforest to the east slowly becoming hilly and mountainous to the west. The rainforests are filled with large deciduous trees that have root systems above ground creating pathways similar to roads. At the center of the rainforest resides Lignum a tree larger than all the others this is one of the main trading post of Petravolam. Farther west at the base of the largest mountain Domi lies the capital of Petravolam, Nidus. In the rainforest there are many different species of animals but the most notable animals are the Lacerta, they are large lizards that have spiked tails and extremely sharp claws.
    Spoiler
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    Spoiler: People
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    The Rexline are large catlike humanoids that are born quite strong. The common fur patterns of the Rexline depends on their origins or family in Petravolan. If born in the mountainous area they tend to be solid gray or black if they are born in the rainforest they tend to be orange with black stripes.The Rexline still have all that makes them good predators such as their long sharp teeth and claws.The Rexline also have no need for cooked meats and prefer just to eat it raw.The Rexline have a fairly primitive way of running their government, it is run by an Alpha that is the strongest Rexline in the country. The Alpha is chosen from the winner of a tournament. This tournament is called Ignifero Iudicio and is a series of fights fought until the other concedes or dies. If the previous Alpha has died this tournament is held immediately. The Rexline also hold the Grand Hunt every year, this is where one member from each clan goes out into the rainforest to see if they can bring down a mighty a Lacerta. Due to the general heat of the rainforest’s climate tend to not wear shirts but just loin cloths.




    Spoiler: Main Clans
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    Spoiler
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    The True Crown is the clan of the Alpha family they are born stronger than most Rexline and have a fur color of pure white. This is the clan that has thge current Alpha that rules over Petravalon even though their family is smaller than most. The only clans that they are allowed to find a mate in are The Golden Eagles and The Sanguine Griffins to maintain the strength of the family.
    Spoiler
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    The Golden Eagle is one of the largest families of Petravolan they are the ones responsible for protecting The True Crown as the alpha guards and have golden fur. They have also been bringing rise to a small cult known as the Venaton.

    Spoiler
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    The Sanguine Griffins are the largest family and are usually the higher ranked Rexline in the military and have a reddish tinge to their fur. The Sanguine Griffins also supervise the gathering of medicinal herbs due to being generally more intelligent.


    Spoiler: Resource
    Show

    The rain forest having a great diversity of plants makes it an excellent place to collect Medicinal Herbs for helping fight infections and other sicknesses.

    Fish is scarce despite the many swamps in the Rainforest and is considered to be a great delicacy to the Rexline people


    Spoiler: Faith
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    Spoiler: Religion
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    Spoiler: General Belief
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    The Venaton is the belief that once on dies all go to the same afterlife ;even those who do not worship it ;but with a catch. This afterlife is known as The Eternal Hunt, this is no leisurely afterlife with perfection to your personal needs, it is constant action of the strong believers hunting the weak and non-believers who attempt to run. When one dies they are judged by Venator The Great Hunter who represents the sentient beings of the world. Once judged Venator will put you in one of 2 roles, the hunter and the hunted. Venator judges you by your feats in life your style in life and if you are a believer or not. In the role of being The Hunter you can be placed in 4 different hunting packs, the hunting pack of Durk the Lion, Trake the Serpent, Delfy the Owl and Venator The Great Hunter based on your feats and style of life. In the role of the hunted you have no pact, no friends or allies. The ultimate goal of this religion is to be in the pack of Venator to roam the afterlife freely hunting where and when you please.


    Spoiler: Durk's Pack
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    Durk is a Lion who leads the pack of Durk. The pack of Durk takes hunting grounds in the Savannah area of the afterlife. The pack hunts with great ferocity and never gives up on the chase. If you are put into Durk's pack this means that you are a believer who went through life being lazy, using brute force to take what you want but when it came to fighting you had unfailing courage. Once Durk has felt that you have mastered your ferocity and determination he will reincarnate you with no prior memory but with the skills you have mastered as a pack member of Durk's.


    Spoiler: Trake's Pack
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    Trake is a Serpent who leads the pack of Trake. Trake's hunting grounds reside in the jungles of the afterlife. This pack hunts with extraordinary dexterity/speed and patience. When put into Trake's pack you went through life being patient and waiting for the proper time to strike whether it was in a fight or in more mundane tasks but when one did strike it was with lightning speed. Once Trake has felt that you have mastered your dexterity/speed and patience he will reincarnate you with no prior memory but with the skills you have mastered as a pack member of Trake's


    Spoiler: Delfy's Pack
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    Delfy is an Owl who leads the pack of Delfy. Delfy's hunting grounds are the forests and small fields. The pack hunts with wisdom and cunning, luring prey into traps to be taken down. As Delfy's pack member you went through life thinking before every decision and tricking people into doing your will. Once Delfy has felt you have mastered your wisdom and cunning she will reincarnate you with no prior memory but with the skills you have mastered as a pack member of Delfy's


    Spoiler: Venators Pack
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    Being a pack member of Venator is being fully ascended in the minds of The Venaton. You are not limited to any hunting ground that other packs are and are not constantly on the hunt like the other packs. This pack hunts with all the skills that the Animal Packs use making them the best hunters in the realm. If you are a member of Venator's pack you lived life being the ultimate warrior using all of the animal packs skills and a great leader. Once you are a pack member of Venator you have become the best person that you are capable of being and are no longer reincarnated, you life a life full of action and rest that the other packs do not.



    Primo Crure
    Region: 25

    Spoiler: Race
    Show
    The inhabitants of Primo Crure are close cousins to the Rexline called the Igara. The Igara still have all that makes them good predators such as their long sharp teeth and claws and also have no need for cooked meats and prefer just to eat it raw.They have a fairly primitive way of running their government, it is run by an Alpha that is the strongest or most cunning Igara in the country. The Alpha is chosen from the winner of a tournament. This tournament is called Ignifero Iudicio and is a series of fights fought until the other concedes or dies. If the previous Alpha has died this tournament is held immediately. Due to the general heat of the rain forest's climate tend to not wear shirts but just loin cloths.. Their culture is extremely similar to the Rexline's in many aspects except they are less aggressive in nature. A Igara is built similarly to a Rexline except they are more lean, bear stripes on their fur and males lack manes. The Igara being less aggressive make up for it in resourcefulness and quick wit. The Igara have a right of passage for every Igaran that reaches maturity, the right of passage is that they most build a small boat from scratch and sail successfully down "The Oceans Teeth" with a small crew of their choosing. If they succeed the voyage they are accepted by everyone as a true part of the society, if they fail they may try again but only once or be banished into the forest.


    Spoiler: Resource
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    Primo Crure has a MINOR resource of wood used mainly for boats REQUIRES MEDICINE do to their inefficient ways of "healing".



    Spoiler: Religion
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    The Igara never had much of a religion just some weak beliefs in paganism (minority) .


    Spoiler: Terrain
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    Primo Crure is a coastal land with white beaches with soft, silky sand and astonishing sunrises that reflect off the water, the beaches are considered paradise by the many that live there and are referred to as the Haranem. The inland area is primarily made up of the same rain forest that continues on to Petravolon, nobody in their mind should willingly enter the forest because that is where the banished reside. The trees that the Igara get their wood from have tall trunks with faint stripes on them and large leaves that only grow on the top of the tree that form large canopies.

    Landmarks
    Caladia a flat beach of pure white sand easily several leagues wide lies on the southeastern shores of Primo Crure, the beaches size is do to the unwillingness of the Igara to enter the forest so they only cut wood from the edges of the forest and have slowly been pushing it back while extending the beaches reach. This massive beach is home to the largest city of the Igara called Tar'ak. Tar'ak is a city of large and small huts set up on posts as to avoid any damage from a rising tide. Tar'ak also doubles as a port when the tide is high making it extremely useful in the process of crafting boats.



    Tannan
    Region 122
    Population - 355,000






    Spoiler: Terrain
    Show

    The lands of Tannan are composed mainly of temperate, cliffed highland stretched with long grasses and wide growing bushed and shrubs. Vast cliffs tumble over one another in beautify cascades of yellow and grey stone, often with trickling or roaring waterfalls to accompany them. In the east, known as The Hafyan, spires of rock jut from the ground as though trying to pierce into the sky, while the warm sun heats them to a pleasant temperature in the day. Pools of crystal water, kept cool by circulation from deep underground, dot the landscape and provide a scenic location for animals to meet and drink, or for a small hamlet to drop its terracotta walls and trellises. The west, or The Sepales, is a land of rolling hills and treacherous cliffs, dropping over 60 feet in some places, and in one such area the metropolitan centre of Hess Tannan, or High Tannan, is set. Tall spired building of green, purple and pink clay and terracotta, dragged and dried from riverbeds, reach for the clouds, with dainty shingled roofs perched atop them. On the winding steps of the ground levels, colourful displays of exotic wares, silks and spices brought from foreign lands. It is one of the most beautiful cities in the known world, all shimmering sequins to attract tourists. After all, All Roads Lead to Hess Tannan.

    Velleechi's Spire - Out in the east of Tannan, in an area called The Hafyan, a great naturally forming stone spire, imbedded with beautiful sky blue crystals and veins of raspberry stone pushes out of the earth high above all other standing stones. It was discovered over 150 years ago, by an explorer by the name of Morgavero Velleechi, when Hess Tannan was still budding into the glorious city it is today and little was known about the lands that surrounded it. During the night, the blue crystals glimmer faintly, like stars, and it is possible to make out pattern and pictures in it, much like that constellations in the country sky. It brings about many sightseers, who wish to look upon it's magnificent swirls, but it is extremely protected, and guards are posted day and night to see that no harm comes to one of Tannan's great natural treasures.

    Ve Leari da Feranna Linorichi (The Cave of Wondrous Lights) - Out to the south of Hess Tannan, where the Sepales border the Larenti Sona, there is a tunnel of rock and stone, leading to a great cavern where light shafts down from the surface. This cave is a hotspot for the Gilded Scarabs, shining, multi-coloured beetles that inhabit almost all of the Tannan Region and are often seen within the walls of Hess Tannan. Due to the sheer number of the scarabs in this cave, it is a wonderful area for collectors of rare patterns and colours to find the more illusive strains of beetle. The beams of sunshine flicker with the colours of the winging creatures, and cast rainbow patterns against the walls. The whooshing of large hunting nets of the enthusiast can be heard amongst the constant chirruping of the beautiful animals.


    Spoiler: People
    Show

    The people of Hess Tannan and it's surrounding region are the Sephorites, a species of hominid who thrive in the temperate cliffs of Tannan. The Sephorites are fairly tall, averaging at about 6 feet in height, with narrow shoulders and an elongated head. The eyes are oval in shape, with no eye brows above them at all. The eyes themselves are made of a dull soft bronze matter, and contain no iris or pupil, different colours instead coming from a translucent layer over the eyes, named the Strava, which varies in colour from purple to yellow, giving Sephorite eyes a range on metallic sheens. The hair is long and grows down to the shoulders, where it is put into pleats around the base of the neck, as is a traditional Sephorite style. Hair is typically stiff and wire-like, as though made out of thin metals, but conditioners exists to help create softer hair that is easier to manage. The colour of the hair itself is normally a mousy or hazel brown, although on rare occasion it is possible for lilac hair to occur, which is considered especially beautiful and often tried to be kept in a family line. The mouth is similar to a humans, but the teeth, rather than being separate, are joined in two large plates with serrations around the front of the mouth and flat parts around the back. The tongue is long and pinkish with a tinge of silver, with the taste buds underneath, which oddly lack the capacity to taste sour. The necks are long and slender, with a pink stripe running down the nape, and no Adam's Apple. The skin itself is a white or pale pink, and is extremely thin and delicate. Found in patches along the arms and lower body there are rainbow and platinum coloured scales, which change colour slightly depending on the angle you look at them. The Sephorite have arms roughly the same in proportion to a humans, with 6 clawed fingers at the end of the hand. The talons are about an inch long and a dull brown or bronze colour, and can cut through softer metals with relative ease. Despite this, Sephorites can handle objects very delicately without causing any damage. Every Serophite has an avian tail, that unfurls downwards into a plume. The feathers are a range of colours, depending on genetics, although those with lilac hair generally retain lilac tails as well. They cover their tails in dyes, which can make it hard to distinguish the real colour, although those with rare shades leave their feathers unadjusted.

    Sephorite culture is obsessed with beauty and perfection of the self, and Sephorite citizens will go to great lengths to increase their desirability, such as dying their feathers and skin, or having shimmering jewels places amongst their scales. Rich clothes are often worn, and in a society were colour is a large part of beauty, varieties of different clashing and complementing colours are used to accentuate attractive features or completely replace undesirable ones. Even in other aspects of their lives, the Sephorites believe in perfection, and their architecture, music, cuisine, art and literacy are all meticulously planned to achieve the correct style, whatever the creator might deem that to be. This generates a wide respect for people of merit, be the labourers able to build perfectly balanced structures, or artists delving into a new technique to bring colours to life. This desire for perfection also extends to their trade and industry, believing the aggressive expansion of economy and business is a form of perfection, and a Sephorite will seek to squeeze every opportunity they see dry, whatever the consequences happen to be.


    Spoiler: Resources
    Show

    Gilded Scarab - A creature as ornately beautiful as the walls of Hess Tannan itself, these wondrous insects can be found throughout the region of Tannan. Owing to their great beauty and the rarity of certain strains, extremely high prices can be paid for these creatures, and their shells can often by crushed and turned into metallic dyes that will stain anything from cloth to terracotta to steel with shimmering colours. Catchers and collectors gather the scarabs for use in projects of Hess Tannan and for export to other lands seeking them as exotic pets or fabulous dyes.

    Gemstones - While there are few gemstones in the region of Tannan, the largest, the Sellice do ne Rasion, belonging to the Vincehin of Hess Tannan, it is peculiar that there is such a demand for the pretty trinkets to decorate the clothing and even the skins of Sephorites across Tannan. While not strictly necessary to life, there is such demand for their supply, that any Vincehin who did not supply at least one kind would soon find himself in very hot water with the population.


    Spoiler: Religion
    Show

    The religion of classical Hess Tannan and the surrounding region is a form of idol worship, in which each family would have several, often ten to fifteen, small terracotta idols that would each represent an important aspect of that families daily life, such as beauty, commitment, productivity, perfection, and other essential parts of the Serophite culture. Each family has a separate group of idols, completely unique to them in their appearance, the stories that they appear in, their respective spheres and how favoured they are. While it is rare for brand new idols to appear, normally only happening when great momentous events occur within the family, they often fluctuate in and out of favour with the family, depending on how much their sphere's are needed, whether the head of the family likes them, whether they have failed recently to protect the family or if they seem to demand to high a price. In order to have the idols bless the family, sacrifices of expensive, rare or beautiful items are required. These are normally just trinkets and are burned or submerged in oil before the statue of the idol. This was a very loose belief system, and that suited the Serophite, since it allowed them to choose the level of commitment to their religion without it interfering to greatly in their lives.

    The modern view on religion is equally as loose, with all forms of worship being allowed within the walls of Hess Tannan, unless they break laws such as murder, cannibalism, or extreme and unconsented violence. It is a strongly held belief that diversity is the key to perfection and beauty and the same rule applies to religion. Many still keep to the classic religion and worship of Hess Tannan, but new religions are now commonly and openly practised inside the city walls. The Copper Vault in particular promotes multiple religions in the region, since it stimulates trade and negotiation with other similarly worshipping regions and kingdoms, which is always good for the economy. There is one important law to do with religion inside the city, however. Different religions may not provoke, attack, sabotage or otherwise hinder the follower's and beliefs of other religions, so while peaceful conversion is accepted, violence and forceful behaviour is strongly punished. Faith is welcome in the Vincedom of Hess Tannan, just make sure to bring a full purse.

    Majority - Native Idol Worship
    Minority - The Grand Church of Daen
    Minority - The House of the Pale Lady
    Minority - The Doctrine of the Nine Candles

    Lands waiting for approval, I did not really realize that soomor never made a right up for two of the regions that I conquered a while ago.


    Gruden
    Region 120
    Population - 728,000






    Spoiler: Terrain
    Show

    Gruden's lands consist of golden sprawling plains that play host to the many grain farms of the lands and a diverse set of wildlife. The grass that is not tamed by farms can reach a height of 5 1/2' making plain hunting especially difficult if you can not see over the grass. Being so close to the massive mountain Domi to the north, Gruden gets a second night of sorts that appears at high noon as the sun disappears behind the mountain and lasts for 2 hours, this is called Dietus.

    The Mouth of Earth- The Mouth of Earth is a very large geyser to the far east of Gruden's boarders that erupts every morning anytime from 5-7, the people use its hot and clean water to wash their cloths by putting racks of the geyser so that when it erupts it hits the cloths, sanitizing everything it hits. The Sephorites believe that The Mouth of Earth is part of the same underground spring as the legendary Ve Leari da Feranna Linorichi in Tannan.

    The Bones of The Ancient- In the dead center of Gruden lays a massive anomaly that many to believe to be geologic and others believe to be the bones of an ancient creature. The Bones resemble a great spine on the ground that sprouts shoots that greatly resemble a rib cage, the rest of it if there is any is buried deep in the earth.


    Spoiler: People
    Show

    The people of Hess Tannan and it's surrounding region are the Sephorites, a species of hominid who thrive in the temperate cliffs of Tannan, but have adapted well to high grasses of Gruden. The Sephorites are fairly tall, averaging at about 6 feet in height, with narrow shoulders and an elongated head. The eyes are oval in shape, with no eye brows above them at all. The eyes themselves are made of a dull soft bronze matter, and contain no iris or pupil, different colours instead coming from a translucent layer over the eyes, named the Strava, which varies in colour from purple to yellow, giving Sephorite eyes a range on metallic sheens. The hair is long and grows down to the shoulders, where it is put into pleats around the base of the neck, as is a traditional Sephorite style. Hair is typically stiff and wire-like, as though made out of thin metals, but conditioners exists to help create softer hair that is easier to manage. The colour of the hair itself is normally a mousy or hazel brown, although on rare occasion it is possible for lilac hair to occur, which is considered especially beautiful and often tried to be kept in a family line. The mouth is similar to a humans, but the teeth, rather than being separate, are joined in two large plates with serrations around the front of the mouth and flat parts around the back. The tongue is long and pinkish with a tinge of silver, with the taste buds underneath, which oddly lack the capacity to taste sour. The necks are long and slender, with a pink stripe running down the nape, and no Adam's Apple. The skin itself is a white or pale pink, and is extremely thin and delicate. Found in patches along the arms and lower body there are rainbow and platinum coloured scales, which change colour slightly depending on the angle you look at them. The Sephorite have arms roughly the same in proportion to a humans, with 6 clawed fingers at the end of the hand. The talons are about an inch long and a dull brown or bronze colour, and can cut through softer metals with relative ease. Despite this, Sephorites can handle objects very delicately without causing any damage. Every Serophite has an avian tail, that unfurls downwards into a plume. The feathers are a range of colours, depending on genetics, although those with lilac hair generally retain lilac tails as well. They cover their tails in dyes, which can make it hard to distinguish the real colour, although those with rare shades leave their feathers unadjusted.

    Sephorite culture is obsessed with beauty and perfection of the self, and Sephorite citizens will go to great lengths to increase their desirability, such as dying their feathers and skin, or having shimmering jewels places amongst their scales. Rich clothes are often worn, and in a society were colour is a large part of beauty, varieties of different clashing and complementing colours are used to accentuate attractive features or completely replace undesirable ones. Even in other aspects of their lives, the Sephorites believe in perfection, and their architecture, music, cuisine, art and literacy are all meticulously planned to achieve the correct style, whatever the creator might deem that to be. This generates a wide respect for people of merit, be the labourers able to build perfectly balanced structures, or artists delving into a new technique to bring colours to life. This desire for perfection also extends to their trade and industry, believing the aggressive expansion of economy and business is a form of perfection, and a Sephorite will seek to squeeze every opportunity they see dry, whatever the consequences happen to be.


    Spoiler: Resources
    Show

    Grain - The fast plains of Gruden are a fairly decent area for many grain farms that fuel the provinces economy. The production of this large amount of food helps support the people of Tannan who do not get much crops living on the sharp cliffs.
    Steel - Having to continuously plow the land and mill the grain creates a massive demand for the metal to repair and create new tools as the old ones break very quickly with overuse,


    Spoiler: Religion
    Show

    The religion of classical Hess Tannan and the surrounding region is a form of idol worship, in which each family would have several, often ten to fifteen, small terracotta idols that would each represent an important aspect of that families daily life, such as beauty, commitment, productivity, perfection, and other essential parts of the Serophite culture. Each family has a separate group of idols, completely unique to them in their appearance, the stories that they appear in, their respective spheres and how favoured they are. While it is rare for brand new idols to appear, normally only happening when great momentous events occur within the family, they often fluctuate in and out of favour with the family, depending on how much their sphere's are needed, whether the head of the family likes them, whether they have failed recently to protect the family or if they seem to demand to high a price. In order to have the idols bless the family, sacrifices of expensive, rare or beautiful items are required. These are normally just trinkets and are burned or submerged in oil before the statue of the idol. This was a very loose belief system, and that suited the Serophite, since it allowed them to choose the level of commitment to their religion without it interfering to greatly in their lives.

    The modern view on religion is equally as loose, with all forms of worship being allowed within the walls of Hess Tannan, unless they break laws such as murder, cannibalism, or extreme and unconsented violence. It is a strongly held belief that diversity is the key to perfection and beauty and the same rule applies to religion. Many still keep to the classic religion and worship of Hess Tannan, but new religions are now commonly and openly practised inside the city walls. The Copper Vault in particular promotes multiple religions in the region, since it stimulates trade and negotiation with other similarly worshipping regions and kingdoms, which is always good for the economy. There is one important law to do with religion inside the city, however. Different religions may not provoke, attack, sabotage or otherwise hinder the follower's and beliefs of other religions, so while peaceful conversion is accepted, violence and forceful behaviour is strongly punished. Faith is welcome in the Vincedom of Hess Tannan, just make sure to bring a full purse.

    Majority - Native Idol Worship
    Minority - Venaton



    Dunaret
    Region 121
    Population - 667,000






    Spoiler: Terrain
    Show

    Dunaret has a continuation of the jungles that Petravolan contains and shares many similar traits such as the large rooted trees that act as roads, but also have less shrubbery leading to the lack of medical herbs that Petravolan contains. With less shrubbery it leaves room for even more trees that otherwise would not have been able to grow making it an extremely thick and dense jungle.

    The Root's Crater- A large hole on the north side of the country's boarders that leads into an intricate cave system that was created by a once massive tree that fell over and tore the ground up with it as it was up rooted. It is often accurate refereed to as an abyss do to the sheer size of it, with an average radius of half a kilometer and so deep that you can not see the bottom, just darkness.

    The Golden Ground- Just outside the boarders of Tannan there is a massive cliff that contains an unthinkable amount of gold just on the cliff face and is well refined do to the rain that hits it, making it very shiny. When the sun hits the cliff face all the ground for miles is hit with a golden hue making it one of the most amazing things a person could ever see.


    Spoiler: People
    Show

    The people of Hess Tannan and it's surrounding region are the Sephorites, a species of hominid who thrive in the temperate cliffs of Tannan. The Sephorites are fairly tall, averaging at about 6 feet in height, with narrow shoulders and an elongated head. The eyes are oval in shape, with no eye brows above them at all. The eyes themselves are made of a dull soft bronze matter, and contain no iris or pupil, different colours instead coming from a translucent layer over the eyes, named the Strava, which varies in colour from purple to yellow, giving Sephorite eyes a range on metallic sheens. The hair is long and grows down to the shoulders, where it is put into pleats around the base of the neck, as is a traditional Sephorite style. Hair is typically stiff and wire-like, as though made out of thin metals, but conditioners exists to help create softer hair that is easier to manage. The colour of the hair itself is normally a mousy or hazel brown, although on rare occasion it is possible for lilac hair to occur, which is considered especially beautiful and often tried to be kept in a family line. The mouth is similar to a humans, but the teeth, rather than being separate, are joined in two large plates with serrations around the front of the mouth and flat parts around the back. The tongue is long and pinkish with a tinge of silver, with the taste buds underneath, which oddly lack the capacity to taste sour. The necks are long and slender, with a pink stripe running down the nape, and no Adam's Apple. The skin itself is a white or pale pink, and is extremely thin and delicate. Found in patches along the arms and lower body there are rainbow and platinum coloured scales, which change colour slightly depending on the angle you look at them. The Sephorite have arms roughly the same in proportion to a humans, with 6 clawed fingers at the end of the hand. The talons are about an inch long and a dull brown or bronze colour, and can cut through softer metals with relative ease. Despite this, Sephorites can handle objects very delicately without causing any damage. Every Serophite has an avian tail, that unfurls downwards into a plume. The feathers are a range of colours, depending on genetics, although those with lilac hair generally retain lilac tails as well. They cover their tails in dyes, which can make it hard to distinguish the real colour, although those with rare shades leave their feathers unadjusted.

    Sephorite culture is obsessed with beauty and perfection of the self, and Sephorite citizens will go to great lengths to increase their desirability, such as dying their feathers and skin, or having shimmering jewels places amongst their scales. Rich clothes are often worn, and in a society were colour is a large part of beauty, varieties of different clashing and complementing colours are used to accentuate attractive features or completely replace undesirable ones. Even in other aspects of their lives, the Sephorites believe in perfection, and their architecture, music, cuisine, art and literacy are all meticulously planned to achieve the correct style, whatever the creator might deem that to be. This generates a wide respect for people of merit, be the labourers able to build perfectly balanced structures, or artists delving into a new technique to bring colours to life. This desire for perfection also extends to their trade and industry, believing the aggressive expansion of economy and business is a form of perfection, and a Sephorite will seek to squeeze every opportunity they see dry, whatever the consequences happen to be.


    Spoiler: Resources
    Show

    Lacetra - A creature that the Rexline people have traditionally hunted for as sport and honor due to being deemed a very dangerous beast, but have now started to be raised in the jungle of Dunearet to be used to the advantage of all people under Petravolan's rule. The beast itself is a large reptile that is as tall as a rhinoceros and twice as long, they have scales that are extremely tough(and shed), large serrated teeth and formidable claws that can rip a man to shreds,

    Chickens - Chickens have been in very high demand ever since Lacetra have started to be raised in the area because it is a very good idea to keep the beasts full and content so they do not attempt to attack the trainers.


    Spoiler: Religion
    Show

    The religion of classical Hess Tannan and the surrounding region is a form of idol worship, in which each family would have several, often ten to fifteen, small terracotta idols that would each represent an important aspect of that families daily life, such as beauty, commitment, productivity, perfection, and other essential parts of the Serophite culture. Each family has a separate group of idols, completely unique to them in their appearance, the stories that they appear in, their respective spheres and how favoured they are. While it is rare for brand new idols to appear, normally only happening when great momentous events occur within the family, they often fluctuate in and out of favour with the family, depending on how much their sphere's are needed, whether the head of the family likes them, whether they have failed recently to protect the family or if they seem to demand to high a price. In order to have the idols bless the family, sacrifices of expensive, rare or beautiful items are required. These are normally just trinkets and are burned or submerged in oil before the statue of the idol. This was a very loose belief system, and that suited the Serophite, since it allowed them to choose the level of commitment to their religion without it interfering to greatly in their lives.

    The modern view on religion is equally as loose, with all forms of worship being allowed within the walls of Hess Tannan, unless they break laws such as murder, cannibalism, or extreme and unconsented violence. It is a strongly held belief that diversity is the key to perfection and beauty and the same rule applies to religion. Many still keep to the classic religion and worship of Hess Tannan, but new religions are now commonly and openly practised inside the city walls. The Copper Vault in particular promotes multiple religions in the region, since it stimulates trade and negotiation with other similarly worshipping regions and kingdoms, which is always good for the economy. There is one important law to do with religion inside the city, however. Different religions may not provoke, attack, sabotage or otherwise hinder the follower's and beliefs of other religions, so while peaceful conversion is accepted, violence and forceful behaviour is strongly punished. Faith is welcome in the Vincedom of Hess Tannan, just make sure to bring a full purse.

    Majority - Native Idol Worship
    Minority - Venaton




    Furlend
    Region 123
    Population - 732,000






    Spoiler: Terrain
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    Furelend is primarily as wasteland that boarders on a desert but still has grasses that can be found in most places, this is a major problem for most living things as there is no place to take refuge from the sun from except for The Rupture. The wasteland is dusty and unwelcoming there are few forms of wildlife especially animals, any plants that exist are very low lying and seem dead to the eye.

    The Rupture- A great valley that provides the only shelter from the sun in the entire province, but fortunately spans from the north east almost all the way down the the south eastern boarder. Inside the valley are oil wells that appear to be a pitch black hole with nothing in it except of the occasional bubble of natural gas.

    The Barren- This is an area in the far south east were nothing lives, there are no plants, no animals and no water. The only thing that you can see when you look into The Barren is dust and oil springs.


    Spoiler: People
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    Lignummese
    The Lignummese (or Furfolk) stand roughly two to three feet tall. They are covered in brown fur and have two white and black stripes that run all the way down their backs. Their arms and legs are about the same length and they often run on all fours. They have large bushy (squirrel) tails that help them balance while practicing marshal arts or running on all fours. Their heads have brown fur and two large, black, beady eyes. They have ears that protrude from the tops of their heads and twitch back and forth almost constantly to take in sounds all around them. The rest of their face meets in one distinct snout near the bottom where they have their nose and whiskers directly above their large mouth which can hold plenty of food at once.


    Spoiler: Resources
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    Oil - A resource that many people were amazed by as it made things catch on fire very quickly and killed many people when its function was first discovered. The oils in Furlend come from The Rupture in a seemingly infinite amount of pools that have also swallowed up those who have fallen into them. It has proven very useful in harsh winters and is a much better way of lighting than just campfires.

    Wood - This is used to board over the oil well so that people do not fall into them and to support primitive derricks that are also made out of wood. There is also a severe lack of housing and has very little to build houses from in Furelend itself.


    Spoiler: Religion
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    There is absolutely no beliefs in this land as it was originally owned by Arenhal

    Deep Fern
    Region 23

    Population: 682,000 Rexline

    Spoiler: Terrain
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    The land of Deep Fern is a sub-tropical region bordered along the north by Fern River which flows northwest where it intersects the Rhobin and continuing to the sea. Mirroring Munda Doab flipped across the Rhobin in river geography if not in actual terrain. The region slopes in towards its center creating a massive valley that protects the region from erosive winds and allows its vegetation to run wild. The central features large trees that rise in height and dominance the further south, and deeper sunk, the region goes and it begins to blend into Petravolan. The area is always wet in some form or fashion and rain is common throughout the region and the hills of the region cause water to run down into the river system of the region causing flooding and difficult to traverse rapids.

    In the southeast a large lake, possibly a long overgrown crater, called the Blue Circle serves as a region of significant cultural importance to the people. The fresh water of the lake is said to have mystical properties of healing and rejuvenation and serves as the meeting site for all the clans when important decisions are needed to be made.

    The rich green of the land is a savage landscape of nature filled with large predators that threaten even the dominant Rexline as well as small dangers ranging from poisonous plants and small animals to sudden floods and mudslides. Despite this the valley region's greenery has gripped the hearts of its natives and now the Aeldir too find themselves enthralled in its great natural beauty. For what is beauty without danger?


    Spoiler: People
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    The area is populated by a sect of Rexline, cousins to those found in Petravolan, who call themselves the Black Fur. A feline-humanoid people the Rexline of Deep Fern are less bulky than those found in Petravolan. More lithe, the natives are also more commonly black furred with features reminiscent of panthers including the reflective golden eyes of the hunter cats. Their claws are kept short as is their fur. Almost all Black Fur Rexline keep their hair straight and smoothed back and while some grow tufts around their cheeks and chin most prefer to keep it short and tight. Ritualistic grooming plays an important role in their culture and is a sign of love between couples and parents with their children.

    Unlike their Petravolan cousins the Black Fur never organized behind a unified leader and have remained within separated clans for centuries. Despite this the locals have developed a more advanced society than most unorganized territories which the Aeldir attribute to their relative seclusion in the jungles from outside influence and their ritualistic annual meeting at the Blue Circle where Clans exchange young adult Black Fur for intermarriage and apprenticeships. The Black Fur are divided into roughly eight prominent clans though each of these eight has innumerable splinter clans spawned from them as well. Of these eight the Golden Eyes are the clan with whom the Aeldir have had the most dealing, owing largely to this clan's focus on developing and controlling the growth of the region's primary export, its peanuts.

    Most all of the clans follow similar living arrangements with the patriarch and matriarch of the clan living in a cave, either natural or dug in, at the top of a local tall hill and surrounded below by their clan members who live in either lower caves or roughly constructed wooden housing roofed with the thatched leafy greens of the region. Most Black Fur live in family units of mother, father, and a litter of children usually no smaller than four in number. These large families have not allowed much in the way of population growth however due simply to the dangers of the region. The Black Fur share their clan rulership between matriarch and patriarch and a Black Fur's clan is determine by whom one lives with for the majority of their life. Married Black Furs often have celebrations after years of marriage to their spouse welcoming them to their new clan once their years among their new people at last outweighs their life among the old.


    Spoiler: Resources
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    Peanuts: Minor Small portions of the land, mainly in the sides of the hills have been cleared by the natives and turned into small peanut farms. The intense effort required to clear the thickly vegetated land has however prevented large scale farming from developing and so only a small amount of these legumes are available for trade outside the region until the land can be developed further to support wider agriculture.

    These Rexline have a great desire for fish, for while their rich land is rich with rivers the dangers of these waters for fishing due to the native predatory fish species and the rushing waters common in the rainy land.


    Spoiler: Religion
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    The Black Fur revere the Blue Circle as the center and eye of the entire region, and perhaps all of nature for their understanding of lands beyond their home was limited before contact with the Aeldir. While much ceremony is associated with the annual pilgrimage to the Circle by the young and clan leaders actual religious dogma or authority has never developed and is shared equally among all who wish and have time to pursue such matters. This has led to the natives developing a personal attachment to their beliefs, which may very greatly from one individual to the next and has for centuries prevented penetration of organized religion within the region. Though this may owe to the region's natural hostility to the unprepared outsider as much as anything else.
    Last edited by Rexleox; 2016-07-10 at 06:59 PM.

  2. - Top - End - #32
    Halfling in the Playground
     
    DeMouse's Avatar

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    May 2010

    Default Re: Empire! Lands of Arandi

    The Free-Men's Alliance
    Region 26
    Name of Region: The Marauder Isles
    Population: 860,000
    Ruler: Lord Admiral Keen-eyed Jack
    Ruler stats
    Diplomacy: 2
    Millitary: 5
    Curiosity: 5
    Faith: 2
    Luck: 3



    Spoiler: Terrain
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    The "isles" are in fact more of a loose collection of marshlands. The dense mangrove forests coupled with the treacherous terrain make pole-rafts one of the most common methods of travel outside of the more built up areas. The cities are built upon huge wooden platforms raised above the marsh, and in many cases simply suspended over the river-ways. Only the centres of the two largest isles are stable enough to support stone structures and it is upon these that the ruling seats of power are located. Many visitors are often thrown off by these more civilised areas in an otherwise backwards-seeming nation.

    Interspersed throughout the marshlands are the sunken ruins of an ancient and advanced civilisation that came before. In the center of the territory stands the largest of these, towering over the surrounding mangroves. It is here that the council meets when the time comes to elect a new Lord Admiral. The structure is a tall rectangular shape comprised of steel and glass. It's lower portions are completely overrun by the swamp while the top has been made into the Lord admiral's seat of power with trophies and spoils decoratimg the rooms and space to house administrators, advisors and bodyguards.


    Spoiler: People
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    The majority of the Free-Men's Alliance's people are, in a word, pirates. The outlying villages within the marshlands a full of people happy to risk their lives on ventures out into the open seas to bring back food for their families. They are fast to befriend and fast to anger and take each day as it comes, signing on to crew the vessels of whoever can promise them glory and gain. The people of the central cities however are a more ambitious lot. They are the ones who build and captain the great raiding galleys that go out to foreign lands and bring back sustenance and spoils, ostensibly for the republic's people, but really mostly for themselves. Most of the nation's people are humans but there is a smattering of Halflings in the outlying settlements and Dwarves in the central cities.


    Spoiler: Resources
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    Good Resource -
    Timber; The most common resource in the Marauder Isles are a particular species of mangrove from which a light yet sturdy timber can be harvested. This timber is an ideal construction material for the many boats produced within the republic.

    Import desire -
    Food; As a collection salt-marshes the Marauder Isles do not have much in the way of edible food. Most of the plants and animals that grow there are poisonous and food must be "acquired" from elsewhere.


    Spoiler: Religion
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    There is no formal religion within the nation with many individual settlements and even ships having their own set of superstitions.


    Spoiler: Government
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    The Lord Admiral of the Alliance is elected for life by a council comprised of the most successful ships captains as well as the local leaders of various settlements. There is no hard and fast rule as to who is actually on the council, it is simply a loose collection of people who wield enough power that the others can't really stop them from attending the vote.


    Spoiler: History
    Show
    No one can say when the marauder isles were first settled, for a long time none of its people bothered recording the past outside of an inconsistent spoken tradition. What is known however is that the people of the marshlands and the people of the firmlands were once in continuous conflict over resources, with marshlander raids being a regular occurrence and the firmlanders trying their best to deprive the marshlanders of anything they could. They only unified two centuries ago when the first Lord Admiral was elected to lead both groups against outside forces threatening them both. While there is still some conflict between the two groups, none can deny that the partner ship has only brought increased prosperity to both.
    Last edited by DeMouse; 2015-10-02 at 03:26 AM.

  3. - Top - End - #33
    Barbarian in the Playground
     
    DimpleLoamsdown's Avatar

    Join Date
    May 2015
    Location
    Earth-89

    Default Re: Empire! Lands of Arandi

    The Topaz Liberantatem Regions 141, 140, 139, 138, 131

    Standing army: 1
    Spoiler: Coat of Arms
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    Spoiler: Leader
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    Grand Sheep Bob II

    Grand Sheep Bob XII, son of Jack XII son of Jack XI, son of Jane, daughter of Mad, son of Bob, son of George, son of Ian, son of the one and only, great founder of Adrax Awaria, Frescobaldi. He is a 7 foot tall fat banion, from the North. He is greatly respected by his people, due to his fatness. He is relatively old now, as he is turning blue. His eyes are like amethysts. He has four Brothers children, all turning green. There names are, Jim, John, Gabe and Marc. Jim has one kid, Jim II. Bob II has two kids, Fred and Ian.

    Grand Sheep Bob II

    Aged 40
    Hair colour: Black
    Skin colour: Yellow-green
    Eye Colour: Topaz
    Religion: Order of the Eternal Soul
    Height: 5 feet tall

    Diplomacy 5
    Military 2
    Curiosity 4
    Faith 3
    Luck 6


    Grand Sheep Jack XII

    Grand Sheep Jack XII, son of Jack XI, son of Jane, daughter of Mad, son of Bob, son of George, son of Ian, son of the one and only, great founder of Adrax Awaria, Frescobaldi. He is a 7 foot tall fat banion, from the North. He is greatly respected by his people, due to his fatness. He is relatively old now, as he is turning blue. His eyes are like amethysts. He has five children, all turning Yellow. There names are Bob, Jim, John, Gabe and Marc. Bob II has two kids, Fred and Ian and Jim has one kid, Jim II.

    Grand Sheep Jack XII
    Aged: 84
    Hair colour: Black
    Skin Colour: Purple
    Eye colour: Amethyst
    Religion: Order of the Eternal Soul
    Height: 7 feet tall

    Diplomacy 10
    Military 6
    Curiosity 4
    Faith 5
    Luck 5

    Spoiler: Adrax Awaria
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    Adrax Awaria Region 141
    Population:890000

    Spoiler: Race
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    In Adrax Awaria, the people are called banions. They are between five and seven feet tall, when they are fully grown. At Birth, they are red, and progress through the rainbow, until they are purple at natural death. Their eyes can look like any gemstone you can think of. Their black hair is worn long and greasy.
    The past 100 years:
    1: Frescobaldi unifies Adrax Awaria as one country.
    5: Frescobaldi is assassinated by a rebel.
    10: Anti Unification Rebels have begun frequent attacks against the government.
    15: A full out civil war is started, dividing Adrax Awaria in two parts. The North and the South, the Adrax and the Awaria.
    40: The Awarian Rebels overpower the Adraxians. The remaining Adraxians flee to the beach, where they can hide underground.
    60: The Adraxians recommence the civil war, starting by reconquering the beach.
    80: The Adraxians conquer the North side of the wall.
    Grand Sheep Jack XII is born.
    90: Peace is restored, as Adrax Awaria becomes reunited as one country.
    100: Grand Sheep Jack XII breaks down the wall, to ensure peace.

    Ages/Colours
    Red: 0-10
    Orange: 11-35
    Yellow: 36-40
    Green: 41-59
    Blue: 60-80
    Purple: 81+

    Homes
    Banions live in complex tunnel systems, going no more than 10 meters underground, with rocks as their front doors.
    Banions can also live in hollowed out trees, with giant mushrooms as doors.
    Finally, they can lie in chicken feather tents on the Northern beach.


    Spoiler: Resource
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    The most common pass time and job in Adrax Awaria is the excellent art of chicken farming. They can be used for feathers, eggs, claws, beaks, meat bones etc. A resource that they need is wood. They need it to build fences to contain their chickens, build houses and make water transportation. Also, the banions need some sort of hard metal or stone. They need it to make better weapons and roads.


    Spoiler: Religion
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    The banions do not currently have a defined religion, as they will not really care about a religion until fully convinced, then they will follow it as well as they can.
    A small portion of the banions follow The Grand Church of Daen, while another larger portion follows The Doctorine of the Nine Candles. The rest does not support any religion.
    The Grand Church of Daen Minority.
    The Doctorine of the Nine Candles Minority.
    Religionless Magority.


    Spoiler: Terrain (edited)
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    The terrain of Adrax Awaria is loosely forested, by moon berry trees, providing food for chickens and only chickens, as they are toxic to all other species, and they make chickens really fat. In the North, their is a white sand beach, containing most of the population of Adrax Awaria. This is the ideal spot for chicken farming, as it is easy to watch all of the chickens here. Adrax Awarians still farm chickens in the forest, but it is less common because it is easier for them to run away.

    Landmark
    •The main Landmark is a giant 100 meter tall rock on the beach, carved into a glorious portrait of the founder of Adrax Awaria, Frescobaldi. They call it, The stone Portrait of Frescobaldi, the founder.
    •Another Landmark is The Broken Nouth Weastern Wall of Adrax Awaria, broken down ten years after Peace was restored in Adrax Awaria. Each Homestead was given a small portion of the wall to signify peace throughout Adrax Awaria.


    Spoiler: Hakeber
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    Quote Originally Posted by ReaderAt2046 View Post
    Hakeber (Region 139)
    Population 910000

    Spoiler: Region
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    Hakeber is a region of phenomenally lush growth, of volcano-fed jungle grown so dense and in such layers that there are treetop villages whose inhabitants may go months without setting foot on the ground. The glaring exception to this rule is Karnak, a tremendous stone city smack-dab in the center of the jungle. The current inhabitants of Hakeber have no clue who built Karnak, nor what arcane mechanism forbids the beasts and plants of the jungle from running rampant within its borders, but this fact makes it sacred in their eyes. Princess Hwakalini’s decision to claim this ancient sanctum as her capitol has drawn the ire of many, but the fact that the Ancients have not smote her for it lends her rule a certain legitimacy. Her symbol is a crimson rose and flame, side by side on a purple field.


    Spoiler: People
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    The inhabitants of Hakeber are human, and may be divided into three (or maybe four if you count the city-folk of Karnak) groups based on where they make their residence. All share certain features, most notably skin, hair, and eyes that all fit in the general range from light brown to black. The tree-folk are those who make their abode in the upper layers of the jungle, running and leaping between branches, hunting birds and catching rainwater. They have little involvement with most species of dragon, but the winged dragons they will often tame and ride. They are, naturally, small and slender to a man, with excellent reflexes and coordination. The ground-folk make their homes in villages on the floor of the jungle, often in the rare clearings or on the slopes of the volcanoes, and practice some crude agriculture as well as hunting (and sometimes taming), the dragons that rule these lower levels. They tend to be much larger and bulkier than their arboreal cousins. The beach-folk, finally, make their home around the edges on the huge bay that cuts Hakeber nearly in two, living chiefly off of fish and such seaside agriculture as they manage.

    Spoiler: Resources
    Show
    Though Hakeber possesses many useful resources, the most prominent is its vast supply of Fruits. With every kind of fruit and vegetable available simply for the reaching out and plucking, these foodstuffs may well prove Hakeber's chief export to the outside world. Unfortunately, though Hakeber has crystal and vegetable and animal resources aplenty, the one thing it lacks are Metals. Few accessible ore deposits exist, and even those the Hwakalin have little idea how to work.

    Spoiler: Religion
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    The Hwakalin "religion" is deep, but unorganized, being more a codex of legends and superstitions than anything approaching a coherent theology. Generally speaking, it is a mix of animism (everything in the jungle has its spirit, and the spirits must be propitiated), and a blind and wondering worship of the Ancients who built Karnak, alloyed here and there with scraps of Daenic theology and doctrine extracted from fragmentary writings within and upon the walls of Karnak.

    Spoiler: OOC note
    Show
    BTW, I should make you aware that the Hwakalin use the term "dragons" to cover roughly the same classes of creature that a Terran would refer to as "dinosaurs".


    Spoiler: Frescodonia
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    Frescodonia Region 140
    Population: 690000

    Spoiler: Race
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    Frescodonians are short, and rainbow coloured. Their heads are red, there arms are orange their “middle” is yellow, their legs are green their feet are blue, and their hands are purple. They have long ears, reaching to be approximately one foot above their heads. Frescodonians naturally have “buzz cut” hair and shiny skin. They follow the teachings of the Great Frescobaldi, the banion from the West. Their entire culture is based around him (see religion). Frescodonians have sky blue eyes that sometimes, if you look close enough, you can even see clouds.

    Homes
    Frescodonians live in chicken shaped houses, made of wood. Two to twenty families live in one building in the middle of the woods, depending on the buildings age and size. These buildings also act as religious buildings.
    Spoiler: Houses
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    Spoiler: Resource
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    Under the large leafy trees, you can find a [Minor] amount nocturnal medical herbs, only harvestable during the day, when their leaves are dry and brittle, in the night, their leaves are wet, slippery and nearly impossible to cut, though once removed from the plant, it remains brittle. These plants are high in vitamins and are also a decent food source, what this nation needs, is chicken products for their religious needs, and they also need hard metals to build weaponry, tools, and other equipement for their day to day needs.


    Spoiler: Religion
    Show

    Frescodonians are paganists, worshipping the Great Frescobaldi of the west, a banion leader who went missing 100 years ago from Adrax Awaria. With him, he brought a flock of chickens. He treated them as brothers and expected others to do the same. The short Frescodonians saw this large muscly banian as a god, a man of legends, so they held feasts in his name, wrote songs of his greatness, and once he died, they built a magnificent tomb for him to stay forever. On religious occasions, the Frescodonians burn chicken feathers at his tomb, or in front of their houses. Anyone who does not is shunned and sent south, to starve in the colder, dense forest. People of religious importance have chicken bones “weaved” through their ears along the outside (like earrings). Frescodonians that are not important religiously have feather piercings, similar to those of religious importance.


    Spoiler: Terrain
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    The terrain of Frescodonia is loosely forested, by large, easily climable trees that shade the medical herbs in the north, there is a small beach, and the majority of the population is found in the south east. The leaves of the trees are all very long, thin, and when the sun shines through them, they turn to be a golden colour.

    Landmark
    •The primary landmark is the Tomb of Frescobaldi. It is made of wood, which is replaced each year, and surrounded by medical herb gardens. There is a stone alter, where each day, the Frescodonians burn feathers in Frescobaldi’s name.
    •A secondary landmark is the gate of exile. This is a wooden gate at the southern border of Frescodonia. If you forget to burn feathers at an altar twice a week, you are sent to exit through that gate, never to return.


    Spoiler: Exetilorier
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    Exetilorier Region 138
    590000

    Spoiler: Race
    Show


    The Exiled are approximately five feet tall with rapidly changing rainbow skin, going through a full colour wheel in seven hours. Their skin is primarily made of scales that put off heat, permitting the Exiled to not need to wear very warm clothes, despite the colder environment compared to that of the warmer north. They have long ears, but not quite as long as those of the Frescodonians, the Exiled’s ears are only six inches above their heads (rather than 12). The Exiled have large Goat-like horns protruding from a space just below their ears, above their temples.


    Spoiler: Resource
    Show

    All over Exetilorier, you will find the Exiled raising horses and riding them. They can help with farming chores, entertainment, or potentially, battle. The horses found in Exetilorier are all black, with a brown stripe on their noses. At first, I was against horses being used as a food source, but these people need to eat. The Exiled aren’t going to starve because of the fact that they love their horses. The Exiled need a hard metal to be able to build weapons, armor, tools and other equipment for day to day use.


    Spoiler: Religion
    Show

    The Exiled are partly influenced by the Zaj, so they were initially convinced to become part of the cult of the four dragons, but over the years, they have been influenced by other immigrants, so they have accepted the worship of the Great Frescobaldi, the Doctrine of the Nine Candles, the Great Church of Daen and various other pagan religions.
    Cult of the Four Dragons Magority
    Doctrine of the Nine Candles Minority
    Grand Church of Daen Minority
    Great Frescobaldi Minority
    Various Pagan religions Minority


    Spoiler: Terrain
    Show

    This region is densely forested in the north, with a mix of Leafy trees, like those in Frescodonia, but mostly, pine trees. Farther to the south, there are only low to the ground, dense Pine trees that have “lots of air” in between them. The horses of Exetilorier love to eat the small pine branches from these trees.

    Landmark
    •The main landmark is a giant watchtower. It stands 300 feet in the air and is made of cobblestone bricks, and is hundreds of years old and has no door. Legend has it, that if you go outside at midnight on the third full moon of the year, while it is raining, if the first lightning bolt of the storm hits the tower, while you have your back on the side of the tower, and you walk seven equal steps away from the tower, and you look at the top of the tower, you can see an ancient wizard, watching over the Exiled.


    Spoiler: Saphiria
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    Saphiria Region 131
    820000


    Spoiler: Race
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    The People of Saphiria are a very intelligent subspecies of the Amal-Zaj. They are more adapted to the water, with webbed digits on their hands and feet. They are all blue, and naturally curious. They swam across the Crystallum Ocean, to the new land, which they called Saphiria. They are shorter than the average Amal-Zaj, averaging around four feet tall. In general, their bodies are more aerodynamic, permitting them to swim faster and for longer. They still do have horns, but they more like stubs, protruding only a few inches from their heads. The Saphiraquaneers do not grow hair, and if they do, it is considered an insult, so if you are the odd Saphiraquaneer that can grow hair, you will likely cut it off as soon as you can.


    Spoiler: Resource
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    Saphiria is famous for it’s [good] amount of Gold, used for armour, tools, weapons etc. The Saphiraquaneers are missing a stable import of Sapphires, for religious purposes.


    Spoiler: Religion
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    The People of Saphiria are solely Members of the (Pagan) Cult of the Four Dragons


    Spoiler: Terrain
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    The Saphiraquaneers live in a dense forest of trees with blue leaves. In-land areas are deforested so that the miners can mine the gold from the gold mines.

    Landmark
    The Landmark of Saphiria is the Saphiraquaneerian University. It is built of Wood and Gold. The main lobby is tall enough to see the balconies from the other levels of the University looking down on it, where there are gaps between books on the bookshelves that are packed with books going all the way to the top seventh floor. At this school, some of the classes you can take are:
    • Dead Language History
    • Language of the Dead History
    • Wilderness Survival
    • Foreign Criminal Justice
    • Justice for Foreign Criminals
    • Stealth and Camouflage
    • Foreign Demographics
    • Self Defense
    • Foreign Music
    • Local Music
    • General Music
    • Foreign Anatomy
    • Foreign Survival Techniques
    • Foreign Diplomacy
    • Local Demographics
    • Military History
    • Calligraphy



    Spoiler: Liberantia
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    Liberantia Region 130
    Population 588000

    Spoiler: Race
    Show

    The People of Liberantia are martial artists of extreme skill. One fully trained Liberantian can take down two humans, and will beat any of their enemies into the ground and will not give up a fight until their enemy is dead, or until they are dead. They have three arms, evenly spaced around their upper body, in a ring. These topaz coloured martial artists have four fingers in between two thumbs, on either side of each of their hands. This helps them to climb faster and to keep a better grip on their weapons. Some Liberantians will cut off their second thumbs, and third arm, in an attempt to fit in with the human population of some relatively nearby nations. These attempts are not worth the pain, as Liberantians still have Dragon-like faces, so they are not likely to look human at all, though, amongst non warriors, farmers, hunters and lumberjacks, it is still common to cut of the second thumb and the third arm. Liberantians are very lean, and muscular, with long, blonde hair amongst male members of the race, and shiny, bald heads, amongst the female members of the race. Liberantians believe that everyone should be free, they believe this so much, that they do not believe that they should follow laws, so they run wild through their forests, hunting, but only the most civilized go to the Landmark to train, so that they can be even more superior than the other barbarians.
    (1 unit=500 Liberantian Brutes)

    Spoiler: Resource
    Show

    Liberantia has a [minor] resource of Topaz, used for religious purposes, and for jewelry, but Liberantians require a steady import of hard metals, for more advanced weaponry.

    Spoiler: Religion
    Show

    The People of Liberantia are solely Members of the (Pagan) Cult of the Four Dragons, brought into their land by the Saphiraquaneers.

    Spoiler: Terrain
    Show

    The Liberantians live in a thin forest. Their trees are very leafy, with thin trunks. On their eastern border, their is a long beach with topaz in the sand, which high ocean winds blow fast enough to sting human skin if approached, only the toughest Liberantians can harvest these gems from the beach.

    Landmark
    The Landmark of Liberantia is a giant hill known as the Hill of the Dragon Soul. On the top of this hill is a school of martial arts, shaped like a Liberantian hand. It’s six pillars are home to the Warriors of Liberantia. The first thumb is a building for residence, the index finger is a school of mastery of the bo staff, a long oak staff measuring approximately 6 feet, the middle finger is a school of the Nunchaku, two hard wooden sticks, connected by a metal chain, the ring finger is the school of Shuriken, small metal, four pointed throwing stars, with a hole in the center, the pinky is the school of the Kama, a scythe like weapon that can also be used to harvest plants and leaves, and finally, the second thumb, the school of the chain whip, a whip made of a chain with axe shaped links. Once a Liberantian warrior has competed it’s training, it receives a weapon of it’s training type, with topazes embed in the handle(s).

    If someone is more knowledgeable in the weapons listed above, please point out any errors, because I do not actually know much about them. please forgive my poor descriptions.


    Spoiler: Heimat
    Show
    Heimat Region 132



    Spoiler: Race
    Show
    The people of Heimat are called Schmetterlings. They stand five feet tall, with large dragon-like scales and a long horn on their foreheads. Their scales’ colour depends on their personal characteristics.
    Infants have no scales, and grow them once they become 13, then, once they are 50 years old, they shed their scales, and make a cocoon around themselves until they are 65, when they grow their second, more durable set of scales. They then use their horn to cut the cocoon in two equal butterfly wing shaped pieces. They take these pieces and tie them together and wear them as a sign of accomplishment, as most Schmetterlings will die during the Tötung games. In the Tötung Games, young Schmetterlings have their arms tightly bound behind their backs, with the strongest chains in all of Heimat. They then fight to the death, using their horns, and the winner eats their opponent, and hangs their scull on their trophy rack. Even if you are victorious, there is still a great chance that you will die from your wounds shortly afterwards. They make these mock-butterfly wings in an attempt to be like the more godlike race of Heimat.


    The Fliege are two feet tall, and look like giant monarch butterflies, though with flat faces, that have big grapefruit (sized and coloured) eyes and mouths the size of a grain of sand. They make up fifteen percent of the population. They are extremely unintelligent, though at the beginning of time, the Schmetterlings were convinced that they are extremely intelligent, though prefer not to share this extreme intelligence with sentient beings, including members of their own race, so they are always acting unintelligent, almost non sentient, though strangely, the Schmetterlings believe that if they fight in the Tötung Games, they will please the Fliege enough, to have the Fliege’s intelligence revealed.



    Spoiler: Resource
    Show
    In Heimat, the Schmetterlings go west to cut down trees to build houses and to export. It’s a [Minor] resource of wood. They need a steady import of Soft Metals, in order to be able to better decorate themselves if they win the Tötung Games.


    Spoiler: Religion
    Show
    The people of Heimat are paganists, worshipping the Fliege, as they believe that these Giant Butterflies are angels, so they participate in the Tötung games in the aim of pleasing the Fliege. In Heidentumism, you achieve extreme intelligence, and become an ally of the Fliege if you can prove yourself to be superior over the other Schmetterlings.


    Spoiler: Terrain
    Show
    All of Heimat is an oak forest, consisting of very spaced out oak trees with trunks so thick that any race in all of Arandi can hardly reach their arms around them.

    Landmark
    In the center of Heimat, there is a giant city, populated by Schmetterlings. It has buildings made of oakwood, but it’s outer walls are made of ancient stone, and they stand fifty feet tall. All of the houses in Heimat are three stories tall, each with a basement, and decorative wooden shingles, as it does not rain much in Heimat. If you follow the only entrance, from the north, you will go down a long road all the way to the center of the city. on either side of the street that is crowded both day and night, you will find bars, various shops, selling weapons, armour, tools, clothes, various other items of relatively low value and merchant carts. At the center of city is the Tötung Arena. See Race for more details on this arena. On the southern side of the Arena, is the reserved section for the ruler of Heimat. It is a wooden balcony with the most comfortable chair in all of Heimat. Behind this chair is a door leading to the Königliche Palace, the only building in all of Heimat that is made of stone. All of the Schmetterlings come here to pray to the Fliege every day, as it is built around the nest of the Fliege.

    Spoiler: Schmetterling scale colours and meanings
    Show
    Grey scales indicate young men with Warrior-like characteristics.
    Black scales indicate elderly men with Warrior-like characteristics.
    White scales indicate young men with Diplomatic characteristics.
    Pale, almost white, pink scales indicate elderly men with Diplomatic characteristics.
    Yellow-Brown scales indicate Faithful young men.
    Brown scales indicate Faithful elderly men.
    “Peach” scales indicate Curious young men.
    Orange scales indicate Curious elderly men.
    Maroon scales indicate young women with Warrior-like characteristics.
    Red scales indicate elderly women with Warrior-like characteristics.
    Green scales indicate young women with Diplomatic characteristics.
    Turquoise scales indicate elderly women with Diplomatic characteristics.
    Purple scales indicate Faithful young women.
    Blue scales indicate Faithful elderly women.
    Dark Green scales indicate Curious young women.
    Dark Yellow-Green scales indicate Curious elderly women.
    Last edited by DimpleLoamsdown; 2016-01-27 at 02:16 PM.

  4. - Top - End - #34
    Dwarf in the Playground
     
    RangerGuy

    Join Date
    May 2015
    Location
    Utopia
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    5 Tribes Syndicate
    Sapphire Division of the Crystal Union

    m9p909





    Leader:Niran Krainm
    Stats:
    Diplomacy [3]
    Military [10]
    Curiosity [10]
    Faith [1]
    Luck [6]
    Spoiler: Past Rulers
    Show

    Niran Wanam
    Niran Burch

    Region 116:Arendar
    Population:348000
    Spoiler: Summary
    Show

    Population:>348,000
    Resource: Enigma Berries
    Requirement:Fish
    Faith:OotES Majority, Unorganised minority

    Spoiler: Terrain
    Show

    Arendar is a forest with trees that range in diameter from 3 to 8 feet in diameter and can grow up to 300 feet tall,Unfortunately it is very difficult to cut down such big trees and such it is very difficult to export. There are plenty of ferns and the area is covered with moss. There are also very deep patches of mud however these are very rare, the mud normally looks solid while calm but it can be up to 10 humans deep. The ground is also littered with small plants. There is also a volcano in the center of the region, it is currently dormant and safe for climbing. The capital of the region is Yria it is at the base of the volcano. Some other cities would be Arbor, Munaef and Irtsau. Arbor is in the north-west of the region, the forest is much denser in this part of the region. The town is a beside what the Yayfle people believe to be the biggest tree in the forest. Munaef is not far north of Yria, it is in the middle of a large field filled with grass. Irtsau is more towards the south of the region. The jungle is much less dense around there, the trees are also thinner than the average tree in the region, so about 4 feet. Snakes are very common in Arendar however, unlike normal snakes these snakes are able to climb. They are often found hiding in the vines. There are also quite a few wildcats. One type of cat, the souh cat, the yayfle people have been able to tame. However the rest run rampant throughout Arendar. The souh cat is one of the only smaller cats and it is the only orange cat in Arendar. There are also very large birds that are a mix of blue and red that have their eyes on the back end of their beak.The beaks of these birds are rounded and they have a very fluffy tail, they are one of the main food sources in Arendar. There are many other animals in Arendar, these are just some examples.

    Spoiler: People,society & race description
    Show

    Race:
    The Yayfle are race of people who resemble a small human with pointy ears and black eyes the size of a human pupil, they have excellent hand eye co-ordination but are not as strong as most other species.The Yayfle are also nocturnal.Their skin is a dark brown with patches of darker or lighter spots all over their body.
    People:
    Hair color differs depending on the tribe, if a tribe has a child with the wrong hair color the child is sent to a different tribe or their hair must be died. The Yayfle people try their best to be well liked by outsiders, guests are considered very important in most Yayfle cultures. Also Yalfe the people are often very troubled by slight inconsistencies. The People of Arendar very much enjoy the taste of fish. It is considered a great delicacy. They need fish not only because of the taste but also because the thin cardiledge keeps their clothes together. The Yayfle people are able to weave vines in and out, to make clothes, these clothes are generally not very efficient because they will decompose eventually, it is a custom to wear new clothes every week. Some tribes also have specific decorations for their clothes. Hats are considered inappropriate because of the importance of hair color.

    Origin Story:
    The Yayfle people were originally nomads trying their best to fit into whatever culture they could find. Originally only the Uspon tribe settled down but soon after other tribes started to like the idea and settled down alongside them. Since then they have made out fairly well.

    Spoiler: Governement
    Show

    The gouvernement currently is run by the 5 main tribes currently inhabiting Arendar. These tribes are the Uspon(Black/Blue Hair), Chonga(Orange/red Hair),Efrueye(Blonde Hair),Ustrijan(White hair), and Cleutaji(Brown hair) tribes. Each tribe has a representative in the capital city where they bring up issues of their tribe with the monarchy. The leader is known as the Niran, (Same thign as a king). The leaders wife is called the Niren. Every full moon there is a meeting in the capital city "Yria", all representatives must attend and either the Niran or one of his representatives will also show up.

    Ruler:
    The current Niran is Wanam. He is the first of his name and his Great-Grand-Father was the first settler in this land.


    Spoiler: Resource
    Show

    Resources:
    Spoiler: Details
    Show

    Enigma berries are a type of berry that has many nutrients, making it a ok food source.They are incredibly common in Arendar they are also rumored to be linked with magic, however the magic occurences seem to happen randomly and no-one has been able to figure out how to use them as something other than a food source, hence the name Enigma berries. They are black when ripe and most of them look like small pears. If they are not ripe they are white.These berries grow on vines that spiral around the trees, they strangle any trees that are not thick enough.

    Enigma berries[0/2 Trade Routes]

    Required Resource:
    Fish[0/1]


    Spoiler: Faith
    Show

    Yayfle people try their best to fit into whatever they are surrounded by, as such no religious developpement has occurred.



    Region 115:Nettofurikusu
    Population:599,000
    Spoiler: Summary
    Show

    Population:599,000(Yayflese)
    Resource:Riding Lizards(good)
    Required:Medicinal Herbs
    Faith:OotES Majority, unorganised minority

    Spoiler: People
    Show

    Race: The People of Nettofurikusu are Yayflese
    Quote Originally Posted by m9p909
    The Yayfle are race of people who resemble a small human with pointy ears and black eyes the size of a human pupil, they have excellent hand eye co-ordination but are not as strong as most other species.The Yayfle are also nocturnal.Their skin is a dark brown with patches of darker or lighter spots all over their body.
    The Yayfle from Nettofurikusu are all purple haired, unlike other Yayfle people, the Yayflese in Nettofurikusu can not have children of a different hair color, a child from two purple haired parents can not have a blond child. The Yayfle from Nettofurikusu tend to have slightly lighter skin.

    Society: They have a very social society, there are frequent events and parties that the people enjoy going to. It is very common for the people of this region to get headaches because of staying up too late or getting intoxicated. There is no negative stigma against things like alcohol or hallucinogenic mushrooms, as long as it is done socially. Rumors and news spread like wildfire in this region. The details are normally mangled but the general population knows about what is happening around them. If you told one person that their leader was having an affair, by sundown more than half the population would know about it.The people have many recreational activities such as watching lizard races. There are stadiums built specifically for them, where food is served and betting booths are around every corner. Betting on lizard races is perceived in this region to be skill based.
    Origin: They were originally nomads wandering the world when, together, they decided to settle down and chose Nettofurikusu to settle down in. They have actually been in Nettofurikusu longer than the Yayflese in Arendar.

    Spoiler: Terrain
    Show

    The terrain of Nettofurikusu varies greatly. In the south east there are mountains, where the riding lizards live. The native people of this region call them the Uluru. Without a proper mount it is very difficult to traverse these mountains, but not impossible. To the north of the region the land is very fertile and excellent for growing crops. The region is mostly a prairie region with patches of forest, that gradually get rockier the closer they are to the mountains in the south of the region. Although further west there is a forest that starts about 60 furlongs from the border. Moss grows very well in this region, most of the rocks seen poking out of the ground are very green or blue depending on the type of moss. There are many small brown animals with long brown fur and a white stripe down their back, they are called the purrogu by the native people. They live in the prairies and have a small network of tunnels just below the surface of the land. These little animals are notorious for stealing crops from farmers.

    Spoiler: Religion
    Show

    The Yayfle people try their best to fit into whatever they are surrounded by, they adopt whatever they come into contact with. Now that they are independent they have not been able to develop a religion.

    Spoiler: Resources
    Show

    Nettofurikusu has plenty of riding lizards, they make for fast mounts that excel at traversing difficult terrain. The people are however in dire need of medicinal herbs. Not only is it easy to be cut by sharp rocks in this region, causing infection, but the people often get hurt in fights during parties.

    Resource:

    • [Good]Riding Lizards [2/2]


    Required Resource:

    • Medicinal Herbs [1/1]






    Region 117:Golyater
    population: 673,000
    Spoiler: Summary
    Show

    Population:673,000(ki)
    Resource:Fish(minor)
    Required Resource: Wood
    Faith OotES(Majority), Unorganised (Minority),Venaton(Minority)

    Spoiler: People
    Show

    Race: The people of Golyater are known as the ki. They are a race of tall, thin, humanoid beings that resemble trees. The ki have long pointy fingers, and feet that are big and round with what appears to be branches sticking out of the sides of their feet. Like toenails the ki have to cut these about once a month. their skin is a light brown with deep grooves scattered throughout their bodies. The ki do not have hair, instead they have big curly horns. They always seem to be in a daze, they go about their day in this calm state. When angered they break out of this state and become very dangerous to be around, luckily they train their entire life to remain calm, and to quickly return to their calm state. They don't seem to sleep, instead it appears that they are semi-conscious their entire lives, except when angry.

    Society: They live very uneventful and calm lives. During each day they meditate for about an hour or two each day, they say that it prevents them from getting wound up and entering into their angry state. The ki have big meetings every month to tell each other what their needs and what they have extra of to balance out and make sure everyone has what they need. This is the only big social gathering they have. Death to them is just a inconvenient circumstance of life, they do not mourn their dead and if they are sad they do not show it. In their culture it is not necessary for them to wear clothes. They will only wear clothes during diplomatic meetings. When they do wear clothes they are often some shade of brown, or green, they do not feel comfortable in bright colors. The ki do not normally have their own homes, instead there is a building designated for each room there would normally be in a house. For example there is a building for cooking, for dining, for bathing etc. in each village and city. Each ki in Golyater has a specific job to do decided by their leader or sub-leaders. The leader normally resides in the capital, while there is a sub-leader in every city or village. The leaders have a responsibility to their people to attend every meal, to talk to the people and assure that they are content with his leadership. This rule assures a connection between the people and their leader. The ki are largely independent from the Tribes and C.U.

    Spoiler: Terrain
    Show

    Nearly the entire region appears to be a big crater. The crater walls are incredibly steep and impossible to climb. In the crater there are grasslands, the only trees in the region are found around or on the walls of the crater. Big red fruits grow on these trees, the ki enjoy these fruits very much. There are numerous tunnels in the crater with staircases that lead up to the surface. In the tunnels there is ancient writing, presumably written by the ki long ago. The land is very rocky and dense, farming is difficult in this region especially without proper tools. There are many small ponds in this region, where fish seem to be in abundant supply. The ki say that for each fish that is pulled out of the pond two more reappear. The ponds are very deep, no-one has yet to reach the bottom of any of them.

    Spoiler: Religion
    Show

    The ki do have some sort of a religion where they frequently give thanks to the one above all. They do not define this being, but they say he is all powerful.

    Spoiler: Resources
    Show

    Resources:
    The ki have many ponds filled with fish, however the ki are in dire need of wood so that they can make tools and farm their land.
    • [Minor] Fish [1/1]

    Required resource:
    • Wood [0/1]



    Region 103:Mizalna
    Population:812,000
    Spoiler: summary
    Show

    Population: 812,000(humans,yayflese and Geshmefar)
    Resource: Gold(Minor)
    Requirement:Mounts
    Faith: Order of the Eternal Soul(Sole)

    Spoiler: People
    Show

    Race: The majority of the people in region 103 are a awkward mix between human and Yayfle. These half breeds are, mostly, short for humans. Their skin is very light gray and their eyes appear to be human except for the large pupils. Th sleep scheduals of these people are incredibly varied, most don't have a set sleep schedual. There are plenty of Yayflese people and humand people too. The people in this region vary widely.
    Quote Originally Posted by m9p909
    The Yayfle are race of people who resemble a small human with pointy ears and black eyes the size of a human pupil, they have excellent hand eye co-ordination but are not as strong as most other species.The Yayfle are also nocturnal.Their skin is a dark brown with patches of darker or lighter spots all over their body.
    There are also now a few Geshem refugees who came after their nation was crushed.
    Quote Originally Posted by lt_murgen
    The Geshem are small folk, ranging from three to three and a half feet tall and roughly 45-60 pounds. They are slight of build but strong for their size. They are noticeably quick and nimble, able to move quickly and quietly when they choose.
    Society: This region has a very kind society, they have a very "all for one, one for all" mentality and will often be found sharing food with strangers, they occasionally even accept people of different hair colors although this is still quite rare . They rarely eat by themselves or just their families, normally there are 2 or 3 families that all eat together. It is very important to be polite to one another in this region, and anyone rude is shunned and has a hard time finding a dinner party. Kids without their parents are considered to be pickpockets and thieves, in this region a child can only be left alone after 14 years of age, more or less depending on what they look like. If someone is identified as a outsider than they are taught the customs of the region and are often offered food. The clothes worn in this region are waterproof robes made from the leaves of the trees in this region. For hot(most) days the robes worn are sleeveless.

    Spoiler: Terrain
    Show

    This region has small mountains the west. The region is very hot with very little rain on average, however when it does rain there are often floods. The ground in this region is very rocky and dangerous to traverse. There are still trees in this region, even though the ground is all sharp rocks. The trees look like big umbrellas from far away, with leaves that are spread in a way so that water cannot penetrate them. In the center of the top of the trees is a hole that holds water from the rain, its like a small pond in the roof of the tree. There are translucent flowers that grow on moss inside the trees that are almost always blue, although some red and green species have been found.

    The capital city is Lazuras, it is made on a plateau in the southern part of the region. The plateau isn't particularly high and there are winding paths that lead up to it. Inside the city is a big tower of stone called "La Torre De Wend". The tower is used as a cloud temple the people of Mizalna climb the tower to pray to the clouds.There is a big bell in the top of the tower that rings when rain is coming. There is a second set of stairs that are in a spiral around the outside of the tower, new stairs have been built inside the tower for safety, only the most devoted climb the outside stairs. The buildings in this city are mostly made of stone. They say that this city was carved out of a mountain, which is probably pretty close to reality because the oldest houses appear to be one big stone.

    Spoiler: Resources
    Show

    This region has gold mines scattered throughout the region, the gold is very easy to find and is often right below the surface of the earth. The people of this region need mounts, because of the rocky terrain, it is dangerous and difficult to go far on foot.

    Available Resource:
    [Minor] Gold [0/1]

    Required Resource:
    Mounts [0/1]


    Spoiler: Religion
    Show

    This region has a religion based around equality. It revolves around the Golden rule, do unto others as you would have others do unto you. When someone does something nice to them, they thank the clouds for creating kindness. There are a few who talk of the clouds someday coming down and bestowing life and peace to the entire world. On the flip side there are people who believe that the ground will rise up and crush everyone against the ceiling of the world.



    Region 114:Krriam
    Population:610,000
    Spoiler: Summary
    Show

    Population:610,000(Yayflese)
    Resource: Wheat(minor)
    Requirement:Wood
    Faith: Order Of the Eternal Soul (Minority)

    Spoiler: People
    Show

    Race: The people of Krriam are Yayflese.
    Quote Originally Posted by m9p909 View Post
    The Yayfle are race of people who resemble a small human with pointy ears and black eyes the size of a human pupil, they have excellent hand eye co-ordination but are not as strong as most other species.The Yayfle are also nocturnal.Their skin is a dark brown with patches of darker or lighter spots all over their body.
    Society: In krriam, the people are very closed to each other, they prefer to stay inside and work on small projects than to roam and get together with friends. Most of these projects are art projects made with the clay that is found all over the region. Visitors are rarely welcome in homes and people tend to distrust each other. The region had a long history of thieves and famous scammers who still appear in old tales. There are a average amount these days but people still don't trust each other. Most people choose only to trust and talk to family. Most families are very close because of this and often they have a series of houses the are all blood relatives. Adoption is frowned upon because it is seen as an attempt at bringing a outsider into the family. These people wear clothes that match with their families colours, and emblems. For example the Margour family will wear blue and white robes with their hair tied up on their heads, while the Karlington family will wear green shirts with black pants, and their family emblem on the back of their shirts. The history of this region is very very long, most of the inhabitants of this region claim that hey have been here since the dawn of time.



    Spoiler: Terrain
    Show

    The terrain in Krriam is mostly flat, there are no big hills or big dips in the terrain. The ground is very moist and good for farming. The dirt in this region is sticky and moist because of all the clay mixed in with the dirt. Gravel paths are used to make sure that travelers don't sink into the ground. There are different statues found all over the region, one for every city or town. The capital of this region, Omarushu, has a giant statue of the ancient hero Elfstan Silverstring, who is said to have taken out an entire army with one arrow. In the second largest town of Bragon is a statue of another great hero, Theodulph Greenhand as he stabs his sword into the back of the evil Rufus Cutton as he lay on the ground. The houses in this region are made from clay, they look like giant hills of clay from afar but up close the windows are visible along with the door. The houses are often in strings of 5 or 6 then for a couple furlongs there is nothing throughout most of the region, except in cities where there could easily be 40 houses right next to each other. The region has many large fields of golden wheat that span for miles, that are often surrounded by fences to keep intruders out. There are barely any trees in this region, the first settlers of this region cut down most of the trees and burned them over the years to make room for farmland.

    Spoiler: Religion
    Show

    There are no formal religions in this region, however they do occasionally pray to the god who molded the world from clay so many years ago. THere are plenty of stories about this god but they do not actively worship him.

    Spoiler: Resources
    Show

    There are very few trees in this region because of such a large production of wheat.

    Resource:

    • [Minor]Wheat [1/1]


    Required Resource:

    • Wood [0/1]




    Region 113:Manton
    Population:801,000
    Spoiler: Summary
    Show

    Population: 801,000 (Yayflese)
    Resource: Wheat(minor)
    Requirement: Wood
    Faith: Order of The Eternal Soul(Minority)

    Spoiler: People
    Show

    Race:
    Quote Originally Posted by m9p909
    The Yayfle are race of people who resemble a small human with pointy ears and black eyes the size of a human pupil, they have excellent hand eye co-ordination but are not as strong as most other species.The Yayfle are also nocturnal.Their skin is a dark brown with patches of darker or lighter spots all over their body.


    Society:
    When speaking with people in this region they are very direct. Conversations with the people in this region nevr vary from a specific topic. For example if the topic is the weather, people would never bring up their garden, it's considered impolite. Conversations also go from left to right, everyone is expected to contribute something even if it's a gentle nod or an "ok". It's very difficult for outsiders to fit in in this region, especially those who talk a lot.

    Society is very orderly and everyone has a job to do. Most people pick their own job. Once a job is chosen it cannot be changed. Occasionally people get forced into jobs because of demand, the treatment of these workers is sub-par. The workers tend to work throughout the entire day, being forced to scavenge for food at night when all the shops are closed. Staying open isn't worth the risk of theft or the loss of time during the day for the shopkeepers. The lucky workers who have close relatives get their food prepared by these relatives.

    The famous Silverstring Family resides in this region. They claim to be direct descendants of Elfstan Silverstring himself and are easily the most powerful people in this region. To say anything against this family means death, often these deaths appear to be accidents but the people know better. Only the council of the Five Tribes can keep them under control, and even they know not of all the families ordeals.



    Spoiler: Terrain
    Show

    The region is in a very dense forest, with mostly conifer trees. There is a very peculier moss in this region that resembles a tiny forest of conifer trees. It can be found on rocks, houses or anywhere else that one might find moss. The moss grows towards caves, as if reaching through the dark woods for food. The people dare not go near the caves. There are stories of these caves. Some say that inside dragons sleep, only to wake every 5000 years to feast on the living. Some say the ground itself swallows those who enter, few have ever returned from these malicious caves and none have returned sane.

    The residents live in lush fields cut from the ancient forests that once resided here. The birds sing songs of sadness for their lost homes. The villagers cannot leave the village because the forest is dense as a wall, to move through this region paths paths cut from the trees have been cut. The wood cut from this region is soft and moist. It's a common joke to call the trees "butter trees" for their ease of cutting and yellow interior. These trees can even be eaten and chewed easily, although it is not recommended and can cause indigestion. Because the trees are so soft, they are useless for building. The wood bends over time and by the end of a year it can no longer be the structure of a house. The forest is dense but the fields can last for miles without a break, because these trees are so easy to clear cut.

    The Capital City of Manton is Lirbievea, from afar it appears to be a simple farm town on a hill. Inside the town is a bustling commerce town filled with houses and tradesmen. There is a small palace in this town that resembles a giant house made of wood and straw. Inside the famous Silverstring family lives in their rooms of stone.

    Spoiler: Resources
    Show

    Wheat is available since fields were so easy to cut. Wood is required because this regions wood is nearly useless.

    Available Resource:
    [Minor] Wheat [0/1]

    Required Resource:
    Wood [0/1]


    Spoiler: Religion
    Show

    The people of this region worship the almighty war hero Elfstan Silverstring. Unlike other regions, the people in this region believe he ascended to become a god. The Silverstring Family controls anyone in this cult, and they must obey or be killed by assassins who were likely hired by the Silverstrings. It is neigh impossible to escape this small cult.



    Region 112:Belnar
    Population:712,000
    Spoiler: Summary
    Show

    Race:Yayflese
    Population:712,000
    Resource:Wood [minor]
    Requirement: Meat

    Spoiler: People
    Show

    Race:Yayflese
    [/b]Society:[b] Belnar is a very mercantile region as a result of their being the land connection to the rest of the Crystal Union. The majority of the population earn their living by trade with travellers and they tend to focus on being social and making connections to improve their business. The merchants try to appear as happy as possible to improve their business’ like happy mask salesmen.

    On the outskirts of the main city, Brelnavskar, the country folk live more simple lives, relaxed lives because of the high price their products fetch. These people have frequent annual community events, often each month is referred to by the prominent event of the month such as “Pumpkin Month” with the pumpkin growing contest. The farmers value staying in the community and rarely ever leave home. They are most willing to forgive those who’ve wronged them as long as they don’t involve agriculture. They are often seen as more traditional or stereotypical halflings, although in reality anyone could live this way if they had enough riches.

    Spoiler: Terrain
    Show

    Belnar is mostly forest with the occasional pumpkin. The trees in this region grow with an alarming speed and could become full grown in less than ten years. The unfortunate consequence of this is that the trees absorb most of the resource from the soil. The soil becomes dense and a sick light brown if it isn’t taken care of.

    This region is known for their pumpkins and the wonderous ways they grow. A pumpkin vine is similar to a grape vine, but through the tangles eventually a couple vines converge and the result is a pumpkin connected from the top by between 10 and 15 vines. The vines don’t strangle the tree and were in fact the balancing factor in the ecosystem. The pumpkins provided shelter for the ground, keeping it moist and holding in nutrients and in exchange the trees provide their long bodies to allow the vines to grow to the top and steal some of precious sunlight.

    If there is one thing this region lacks, its meat. The problem isn’t that there aren’t many animals, its simply that hunting in this region is very difficult. The people in this region are very rancorous; some profess that this region the loudest region in Arandi. Not just that but most of the mammals in the region are small and furry, and there aren’t many bodies of water at all for fish.

    The main city is Brelnavskar. It is the largest conglomeration of merchants along the entire road, and not just that, it is an ideal place for a city. To the south is a river, perfectly suited with fresh water and a current strong, but not so strong as to pull an 11 year old(yayfle) under. The city itself is on flat land, perfect for walking from shop to shop and it remains this way for miles around. There is not even a hill. But the most important feature of all is the earth itself. In this odd area where Brelnavskar stands the dirt is compact, solid and rocky. To grow anything on this land would require years of effort, however to build is a different story. Structures in this region may stand for centuries without any effort, or any structural decline. As such buildings are nearly permanent around Brelnavskar. As a result of this, they also come from many different time periods. The orange brick is from the 90s mostly when the region traded primarily with the south-east. The wood buildings are from recent years since they don’t last as long and wood wasn’t very accessible before the region was conquered by the Crystal Union.

    Spoiler: Faith
    Show

    There is no formal religion in Belnar. The people here believe only in gold and good mead

    Spoiler: Resources
    Show


    Resource Requirement: meat

    Resource: Wood

    Last edited by m9p909; 2016-08-28 at 03:46 PM.

  5. - Top - End - #35
    Ogre in the Playground
     
    Kasanip's Avatar

    Join Date
    Apr 2008
    Location
    Japan
    Gender
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    Default Re: Empire! Lands of Arandi

    Luska
    "Islands of Mist and Twilight"
    Region #9, Kasanip



    About Player Character: 
    Spoiler: Player Character
    Show

    Chesuka of Luska and Choko (of Luska)
    Age: 16
    Clan: Raccoon Dog
    Level: Raccoon Dog 1, Priestess of Pale Lady 1

    Character Attributes:
    http://www.giantitp.com/forums/shows...9&postcount=72
    http://www.giantitp.com/forums/shows...2&postcount=73
    http://www.giantitp.com/forums/shows...9&postcount=75
    Diplomacy <5> (4+1)
    Military <1>
    Curiosity <5> (4+1)
    Faith <2>
    Luck <3>

    Chesuka is a raccoon dog clan member. Like many such members, she became a priestess of Pale Lady after to receive her clan tattoos. However, she is the ambitious type, so it be came a plan with her friends to make a network between clans to engage in many activities. The nature of these activities are of course secret! Finally her first opportunity to realize her dreams has appeared.


    About Region #9 (Luska):
    Population: 361,000
    Spoiler: Terrain
    Show

    Spoiler: Map
    Show



    Especially to note of [Region #9] is the land is divided into two large islands. The northern island is called Arkadia and the southern island is called Fenikia. Importantly, the dividing strait is called Strait of Lutris. The peaceful water makes the transportation easy, to be protected from weather on open ocean. Because the misty sea can be difficult, these islands have become an important trade route. Most settlements can be found on this coast, especially neighboring the Strait of Lutris.
    The mountainous interior of the islands are covered by Misty Forests such as sequoia and cedar. The misty atmosphere also gives a mysterious and shadowy impression. However, mountain goblin tribes and monsters can be a problem. Especially Arkadia is not very civilized, so travelers should be careful and accompany rangers and guides.


    Spoiler: People
    Show

    It is said that the local people came from the East on boats, escaping a disaster that occurred in their homeland. However, the details of this history and legend have become difficult to understand.
    To give the name is difficult, because their self-given name translation is “People of Twilight,” to refer to sailing to the horizon and the light of the dusk sky. The foundation of their refuge and so-called capitol is called [Luska]. Therefore, foreigners call them [Luskans]. It is also possible to call them [Fenikian] or [Arkadian], or by clan name.
    They are skilled woodcrafters, especially the creation of boats and architecture and even small crafts are their pride. Especially to drive small boats, especially gondola and flat-bottom boats makes it easy to admire.
    The Strait of Lutris allows the easy transportation of wood. The movement of the many logs by skilled locals, who balance on the logs while working, is called [log driving], and it is a spectacle that shows their skill to balance and navigate. With such skills like balance and climbing the tall trees, they are skillfully woodsmen and brave scouts.

    Special Skill: Navigation
    Finding the safe way to travel on water and on land, the uncanny skill of navigation is the specialty of this people. If they traveled from far away, it can be believed because of this skill. Using stars and the five senses, the destination can surely be found. Therefore, they are very high quality navigators.
    Practicing the skill even from a young age, on the water, the prestigious type who have mastered water navigation are entitled Undines, and the specialists who master the skill in forests and mountain are entitled Rangers. Especially the famous type who travel and combat the goblins in the shadows of the forests of Arkadia are legendary to be called Arkadian Rangers. Their subterfuge and camouflage skills are very high.
    It can be said in the language “I am lost” is the same meaning as “This situation is very bad.”

    Family and Clan:
    The family is important and the types are divided into clans. Although it is said there were many clans long ago, the disaster caused many to assemble together and form the new clans. This heritage coincides with the arrival at Fenikia. The powerful families are Raccoon Dog, Otter, Fox, Weasel, Wolf, Seagull, and Squid.
    One’s identity is also to be joined with the clan, therefore it is the custom to show the clan membership with making of tattoo on the face. There is the special ceremony for young people when to receive the tattoos.
    Of course a family cannot be left. The custom is to treat clan like a family; therefore a clan cannot be left. To lose in this way it is impossible. However, sometimes there is marriage between clans. This is an auspicious event and to have religious blessing is important. The auspicious children must make a difficult decision to choose their clan, but are envied by other children.
    Pets are very important. Of course, a pet is considered a family member, too. Especially the clan animal is the popular choice.

    It can be said in the language “~are alone.” is the same meaning as “ ~are not Luskan.”
    For example "I am alone" = "I am not Luskan"
    For example "You are alone" = "You are not Luskan"
    For example "I am not alone" = "I am Luskan"

    About Clans:
    Spoiler
    Show


    Spoiler
    Show


    Raccoon Dog: To try to describe simply, it is wine production, however they can gregariously be found as merchants or religious priests. Even other clans have difficulty to describe them simply. If it was to be said, they were the weakest of the powerful clans. However, the recent rise of a strong leader may have important ramifications.

    Otter: The Strait of Lutris was named by an undine from this clan, and especially ship-building and transportation and log driving can be accomplished by this tribe.

    Fox: Although they are fewer than other powerful clans, it is said that the legendary founder to come to Fenikia was from this clan. They control several farms and agriculture, and are merchants.

    Weasel: Innovative architecture and construction skills caused the Weasel clan to rise to become a recognized clan. Recently they also are working together with the Otter Clan for ship construction.

    Wolf: To live in Arkadia, recently there were several famous clan leaders who defeated enemy goblin tribes and monsters. Such a fighting legacy is the proud heritage.

    Seagull: Many popular romance songs usually feature a popular folk hero captain and the vigorous pursuit of the undine he loves. Of course he was from this clan.

    Squid: To be especially famous for fishermen and work related to sea and ocean.


    Food Culture:
    Seafood is popular, especially many fish and clams and oysters and crabs and lobsters. Deer and boar are eaten, too. Nuts and berries, for example grapes and strawberries, are common and a usual food. Wine is the special production, so it is a popular drink. Bread-making is a favorite delicacy, because wheat is very rare. Olives and grapes are probably the most popular foods.

    Cities:
    The most important city is Luska, to be divided by the strait of Lutris to [West Luska] and [East Luska]. Such an idyllic coast and harbor, it is the trade capitol and surrounded with beautiful forests. The canals into the town make transportation easy. Many trees are incorporated into the building designs.
    The Water Market is the main attraction. Every day the boats are tied and a market is made on the calm water. It is pleasant to see many boats and happily working log driver and sculling undine while fishermen are announcing prices and seagulls are cheerfully flying. Signboards are cunningly carved, and such wooden signboards float to advertise in a like-a-maze appearance. Although it is easy for guests to become lost or unbalance, friendly locals will politely assist.
    Other cities and villages are Mytilene, Tyra, Marina, and Mevo.


    Spoiler: Resources
    Show


    [Good] <Wine> The production of wine has become an art. First it was the domain of religious ceremony. However, now there are many regional and clan flavors. Having become a cultural specialty, as a two-birds-one-stone artistic expression and popular drink, it is now a valuable trade commodity, too.

    Requires: Iron - Especially metals or tools for the making of tools and blades is important and valuable.


    Spoiler: Religion
    Show
    The Luskans follow the faith of the Pale Lady. However, several other deities are also revered. For example, Rui, the goddess of the Forest, and Lucia, the Goddess of Water, are also revered.

    The worship of the Pale Lady in Luska means the heritage that the Luskans originally came from the East across the ocean.
    However, the Pale Lady is also revered for Commerce, Drink (especially Wine), Twilight, Horizons, and Secrets.

    Usually girls from Raccoon Dog clan become priestesses, however of course there are members from every clan.

    Kasanip's Sketchbook 2 Thread
    It is difficult to speak English, please excuse mistakes kindly m(_ _)m

  6. - Top - End - #36
    Pixie in the Playground
     
    RedWizardGuy

    Join Date
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    Gender
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    Default Re: Empire! Lands of Arandi

    The Nevarri League



    Lugal Annan
    Diplomacy: 6
    Military: 3
    Curiosity: 5
    Faith: 1
    Luck: 4

    Nevarr
    Region 172

    Population: 854,000 Nevarri citizens
    Active troops: 3 Land, 2 Naval






    Spoiler: History & Government
    Show
    The Nevarri League began as an alliance between the major city-states of Nevarr. While its name and many of its institutions still reflect this history, today the Lugal Nevarri (High King of Nevarr) holds more centralized power.

    Each of the nine major cities is ruled by an Ensi – these were initially hereditary monarchs, with largely independent rule over their own city and surrounding area. With the founding of the League, the Council of Ensi was formed to facilitate cooperation between the cities and deal with matters affecting all of Nevarr. Each Ensi sits on the Council personally when in the capital city of Akkar, and appoints a representative to speak for them when they are elsewhere. The Council initially had the authority to appoint and depose its head, the Lugal, with a majority vote of the Ensi.

    Over time, the Lugals began to exercise more direct power over local matters, bringing them into conflict with the Ensi. This reached a crisis about 200 years ago under Lugal Sidur. This Lugal was popular with many citizens for promoting extensive public works projects, including irrigation systems that substantially improved food production and reduced famine, but unpopular with the Council for interference in city affairs. When the Council voted to depose Sidur, much of the populace and military supported her in a brief but vicious civil war, which ended with Sidur still in power and the Lugal given the right to choose the Ensi.

    Today, the Ensi are effectively local governors, and the Council serves as advisors to the Lugal. The Lugals have a tradition of adopting a promising successor as their heir, and while the installation of a new Lugal still requires the approval of the Council, in practice they are expected to approve the previous Lugal’s choice. Of course, if a Lugal dies without choosing a successor, they may suddenly find themselves wielding considerable power…


    Spoiler: Terrain
    Show
    Nevarr is bordered to the south and west by rugged, jungle-covered mountains, and much of its eastern half is desert. Two major rivers flow out of these mountains, and most of the inhabited areas of Nevarr lie along them.

    Tyre and Eris Rivers: These rivers are vital to Nevarri civilization, and are worshipped as sources of life by many of its people. They provide transportation, fresh water, and most of Nevarr’s arable land. Eight of the nine founding cities of the League, and many smaller towns, are built along the banks of the rivers.

    Ugan Oasis: Situated in the desert between the two rivers, this large oasis provides a pocket of fertile land large enough to support the ninth League city, Ugan. Caravans travelling between the rivers often stop here for supplies, making it an important center of trade.

    Nine Cities: These are the founding city-states of the League, the seats of the Ensi, and still the largest cities in Nevarr. These cities are built with classic Nevarri architecture – simple, elegant, and functional stonework. Elaborate irrigation systems, defensive walls, and magnificent public buildings are common. Trade along the rivers and the Ugan caravans ensures that anything available in Nevarr can be found in the markets of these cities.


    Spoiler: People
    Show
    The Nevarri people are human – typically tall, with dark hair and skin. They wear loose, flowing robes, suitable for their desert climate, and the Lugal and Ensi wear torcs of precious metals as badges of office.

    As in most medieval societies, the majority of Nevarri are farmers. They typically own the land they work, and pay taxes to the local Ensi (mostly in crops and labour) in exchange for protection and other services. Skilled craftspeople of all types are unusually common in Nevarr, and are highly respected.

    In addition to the river-based society, Nevarr is also home to a smaller population of nomadic herders. They inhabit the foothills of the southeastern mountains and small oases throughout the desert, and often act as guides for travelers crossing between the rivers. These nomads are not subjects of any Ensi and are largely independent of the Nevarri government, but some are beginning to push for one of their people on the Council.


    Spoiler: Resources
    Show
    Thanks to the extensive Nevarri irrigation systems, the farmlands along the Tyre and Eris rivers produce a substantial surplus of Grain.
    Nevarr is poor in Metals, and seeks improved supplies for tools and weapons.


    Spoiler: Religion
    Show
    Organized religion is rare in modern Nevarr. Most citizens follow a pantheistic faith focused on the natural world, especially the two great rivers. A notable aspect of this faith is its emphasis on finding clever ways to make use of the gifts of the world – building an irrigation canal is as much an act of devotion as casting an offering into the river to ask for a good harvest.

    During the era of independent city-states, the Ensi were seen as god-kings, responsible for interceding with the world spirits on behalf of their people, and an organized priesthood developed around this. With the rise of the League and the centralized power of the Lugal, this aspect of the faith has fallen out of favor, and the priesthood lost most of its power in the civil war under Lugal Sidur. Given this history, most Nevarri are suspicious of organized, hierarchical religions, including the Grand Church of Daen. In recent years, however, a small but growing minority follow the Doctrine of the Nine Candles, often alongside traditional Nevarri practices.
    Last edited by Arcanitect; 2015-11-29 at 10:04 PM.

  7. - Top - End - #37
    Bugbear in the Playground
     
    jkat718's Avatar

    Join Date
    Aug 2014

    Default Re: Empire! Lands of Arandi

    The Stormland Holdings
    Regions 83, 97, 99, 100, and 102


    Tarmerian Royal Family
    (WIP)

    Attribute Scores:
    Diplomacy: 5
    Military: 5
    Curiosity: 5
    Faith: 2
    Luck: 8

    Population: 1028,000 Stormlanders, 722,000 Spirish, ? R83, ? R97, ? R92 (1,750,000+? total)
    Land Units: 7 (5 Infantry, 2 Cavalry)
    Sea Units: 0


    Spoiler: Region 83, Easthaven (Ghostwritten by Mary_Sue)
    Show
    Spoiler: Summary
    Show

    Population: 720,000 Humans
    Resource: Midnight Augurs [Minor]
    Resource Req: Food
    Faith: Celestial Paganism Minority

    Spoiler: People
    Show
    The humans of Easthaven hail from the same stock as those in the realm capitol, The Stormlands. They are thought to have their beginnings in a large band of expeditionists who explored and migrated east over the Ferrikens. With skin ranging from fair to tan, and an average to lean build they are a fierce and hardy lot, much shaped by their harsh mountain environment. They prefer to dress in tough fabrics, that can withstand the elements and keep them protected from the deep chill of their mountainous environment, usually leather and wool in natural earth tones. Males and females are similarly resilient, with both sexes being employed equally in the work of the land and the affairs of the state. A somewhat insular people due to their geographical isolation, The people of Easthaven fought to remain independent, though were eventually overwhelmed by the superior Stormlander forces. They have since bent the knee to the Stormlander King and are, perhaps slightly reluctantly, integrating into being part of a larger society and realm, though they maintain their individualistic identity and are fiercely proud of their Easthaven roots.

    Spoiler: Terrain
    Show
    The terrain of Easthaven is severely mountainous with the only overland passage connecting it to the Silver Spires residing in the very northwest corner of the region. This passage is known colloquially as Windshear Pass, for the strong crosswinds that plague the area and can make the passage somewhat treacherous at certain times of the year, such as winter when the pass may be icy. The main seat of power in the region is found at Starcaster Keep, a small but imposing castle town situated in a high mountain valley. Scenic but remote, Starcaster Keep is the site of the oldest settlement of the region, where the oldest and most prestigious families of the region can trace their roots to the original founders. The lower eastern valley contains several small settlements, though it’s soil is too rocky, and it’s rainfall too heavy to encourage much crop growth. The largest of these settlements is known as Wakefield, and has the reputation for being a drear town, with bad weather and for being a haven for unsavory types.

    Spoiler: Resource
    Show
    The region enjoys a minor surplus of Midnight Augurs, which is a local species of large raven. The Augurs are unique in that they possess a robust build, a short stout beak and red eyes. Similar to other members of the corvid family, Augurs are highly intelligent and trainable, and are used to send messages throughout the region, which is a major convenience within the mountainous domain. The Augurs are notorious for predicting a person's death, it is said to spell doom for anybody who is seen to have them circling in wait for their demise.

    The region requires a supplemental food source, as it’s alpine peaks and rocky terrain is not suited to agricultural pursuits.

    Spoiler: Religion
    Show
    The denizens of Easthaven revere the stars and sky of their mountain home, feeling close to the heavens upon their mountainous peaks. They believe to have identified several constellations, which they have named, all central figures in their legends and folktales.

    Spoiler: Region 97, Thurdan (Ghostwritten by Mary_Sue)
    Show
    Spoiler: Summary
    Show
    Population: 850,000 Minotaurs
    Resource: Nian [Minor]
    Resource Req: Hard Metals
    Faith: Minotaur Paganism.

    Spoiler: People
    Show
    The Minotaurs of Thurdan stand quite large at over seven feet (including the horns), all of them are covered in short, shaggy fur. The bull-like people have heavily muscled bodies that resemble those of human in peak physical condition, and the heads and legs of a bull. The color of the fur is variable ranging from a light brown to jet-black and even albino minotaurs are not unheard of (but very rare). The thickness of the fur depends on the environments temperature, so in winter the fur will become thicker, while in summer a minotaur will shed some of his hair. Possessing the intelligence of an average human, the Minotaurs of Thurdan, male and female both, generally only wear clothing over their groins and since their feet end in hooves, have no use for shoes.

    Minotaurs are usually organized into clans formed from one up to three families or rarely more, ranging from four members up to a tribe with more than one hundred individuals. The different tribes of minotaurs often each have a more or less obvious feature which the others have not, for example, one tribe may have very strong facial and head hair, like a lion’s mane, others may have a certain eye color which distinguishes them from other minotaurs. Minotaurs mate only during spring time every two years, and during this time engage in ceremonial battles to impress the females. During these challenges, the two competing bulls, with the female’s blessing for the contest for her favour, start rushing at each other with their heads poised for a batting attack with their horns, they will continue to knock heads until one of the combatants lapses into unconsciousness, and the winner is named.

    Spoiler: Terrain
    Show
    Located in the same rain shadow of the Ferriken Range as their northern human neighbors, the denizens of Thurdan enjoy a dry region of vast short grass prairie. The Thurdan call this great plains, the Plains of Albidaya, for they believe these plains to be the birthplace of their race. They point to Alnnas Rock as evidence of this, a white crystalline limestone formation located in the far east of the region that appears to be a naturally occurring likeness of a Minotaur head. It is said their people emerged long ago from the stone minotaur’s open mouth, and indeed the area is still a popular destination for pilgrimages and tourism. There is a cave within the formation that is said to go deep within the underground and into the otherworld itself, though these claims remain unsubstantiated, as any souls brave enough to enter in the spirit of exploration have never returned from the dark maze within.

    Spoiler: Resource
    Show
    Many of the Minotaurs of Thurdan are shepherds, tending their herds of Nian that thrive on the grasses of the warm dry plains. The large, horned bovines posses the stout bodies of a bison coupled with the legs and head of a lion. Despite their size and fearsome appearance, Nian are intelligent and docile, readily taking to herding and training by the Minotaurs of the region. Large and strong enough to be used for mounts and caravan transport, these valuable and versatile beasts are the region’s chief export.

    The Minotaurs of Thurdan require hard metal for tools and weapons.

    Spoiler: Faith
    Show
    The Minotaurs of Thurdan worship a wide pantheon of paganistic deities, with focus on agriculture, fertility, creation and the open sky.

    Spoiler: Region 99A: The Silver Spires
    Show
    Spoiler: Terrain
    Show
    This region takes its name from the enormous mountain range which dominates the landscape there. Nestled among the craggy rocks, shimmering mountain lakes provide natural foundations for isolated communities, living off of the mountain range they call "Sagakhutta," (which loosely translates to "Feet of the Sky") and foreign explorers refer to as the Silver Spires section of the Sentinel Range.

    Spoiler: People
    Show
    Seen as primitive and crude by outsiders, the stocky, dusk-skinned Spirish have been led to distrust outsiders, owing to unfortunately poor treatment by those who have sought to exploit them for their silver. However, they form tightly-knit communities, huddled along the Argent Lakes, both out of necessity and also from a strong sense of tradition and respect promoted by a core of elders which guides the various Spirish settlements in all matters. No issue can be completely discussed without bringing it before the elders, who represent the collective knowledge of the Spirish (which, taking the considerable age the Spirish typically attain, is no small amount of wisdom).
    For the most part, the Spirish subsist on native mountain fauna, such as large alpine goats, and rely on domesticated yaks to deliver extricated silver to their neighbors in the flatlands, with whom they trade for the vegetable goods not found among the Sentinel Range.

    Spoiler: Resource
    Show
    In exchange for the [Good] Silver found in abundance in the Silver Spires,the Spirish seek Medicinal Herbs which are hard to get in their remote locale.

    Spoiler: Region 99B: The Violet Caverns (Ghostwritten by moossabi)
    Show
    Spoiler: Terrain
    Show
    As with most underground regions, the terrain of the Violet Caverns is very rocky. They began as a series of thermal vents to the surface (creating speculation as to whether or not the Silver Spires are volcanic in nature), but eventually seismic shifts caused the vents to become blocked off and the caverns began to cool. As the caverns began to recover from the intense heat, more and more tectonic events brought out a purple-ish variant of quartz that refracted light from the cracks in the ceiling, consistently giving the caverns a violet-ish glow. The largest of these cracks, the Maw of the Sun, is the only opening where the sun can fully be seen and is also what the Geshemafar administration originally used to gain access to the region.

    Spoiler: People
    Show
    During the rise of one of the ancient empires several hundred years ago, a reptilian species also occupied the Silver Spires and the surrounding area. However, they were driven underground when they resisted the empire’s conquests. These people, known as Saurians, are predominantly humanoid in nature with a series of distinctly reptilian features, most noticeably the lime-green scales that comprise of their skin. Their heads are also bent forwards in the usual reptilian way, with a head shaped something like this. The tail ends in a series of four spikes (2 on each side) and the forearms also have spikes on them to aid in climbing through the caverns that they call home. While they are capable of standing bipedally, within their region it is easier to traverse the caves on all fours in order to keep a grip on the more vertical tunnels.

    Spoiler: Resource
    Show
    The purple-ish quartz commonly referred to as ‘amethyst’ can be found abundantly throughout the caverns. While the majority of this crystal is used to give the caves at least a minor amount of light, there is still an excess that can be exported to other regions. The Saurians also have a severe wood deficit, seeing as they’re underground and such. With the wood, they could make the caverns safer to traverse and prevent the ever so common death-by-fall.

    Spoiler: Religion
    Show
    The Saurians believe that the sun is their mighty ancestor who gives life to all, but hates humans because they banished his chosen people. The Maw of the Sun is the primary focus of their worship, to the point where they’ve built an amphitheater out of the rock walls to listen to a shaman recall tales of the surface world.

    Spoiler: Religion
    Show
    The lowlanders, due to their proximity to the Grand Church of Daen, form a decent-sized Daen minority, especially in the northwest. To the east, the more isolated peoples of the Spires have remained tied to their so-called Faith of the Land, constituting a minority of paganism.

    Spoiler: Region 100, The Stormlands
    Show
    Spoiler: the Place
    Show
    The terrain of the Stormlands varies, but is primarily composed of grassy plains, with many swamps in the area. The main mountain range, the Ferriken Mountains (affectionately referred to as the Kens) runs (TBD, I can't access Photobucket at school, so I can't see the map) across the region. Its peaks are tall enough to get colder, and the winter snow renders the few larger passes useless. There are smaller passes, more protected from the snow, known only to the locals and kept as closely guarded secrets. The foothills of the Ferrikens, are well-forested in deciduous trees, and the woodsmen of the region are well-known for the alcoholic beverages made from the berries which grow there.

    Spoiler: the People
    Show
    Life in the Stormlands is tough, a fact well-reflected in the demeanor of their inhabitants. They are mostly wary of strangers, a suspicion bred into them by decades of turmoil. In recent years, the Coalition for Peace has tried to increase inter-Kingdom communication in an attempt to foster more lucrative trade amongst themselves. For the most part, the people remain stubbornly resistant to these policies, and tend to keep to themselves. To the north, nearer to the coast, Stormlanders have the olive skin common to the Aegean of our world, and skin tones get slightly fairer the farther south one goes. In build, they are fairly lean, with wider shoulders and narrow waists. Hair color ranges from the lightest blondes in the south to coal black in the north. Traditional peasant dress in the Stormlands involves mainly earthtones, but the bright colors of one's family are always worn in some form or fashion, whether it be on a subtle chain or proudly emblazoned across the chest of a jerkin. Among the upper classes, flamboyant colors become the norm, with many young princelings sporting opulent reds and golds, and fine young ladies in more refined blues, purples, and greens.

    Spoiler: the Politics
    Show
    The Stormland Holdings are a coalition of smaller city-states, remnants of an ancient kingdom, fractured by some long-forgotten conflict. They are currently arranged in a so-called "Coalition for Peace," in which each of the Holdings is nominally equal, but truly under the control of the largest, Tarmeria. In recent years, following a bloody, expansionist campaign under King Friedhold Arabeal, known as the Six Realms War, King Geoffrey Arabeal led the Tarmerak (the people of Tarmeria) to expand their influence by brokering "peace treaties" with each of their neighboring city-states. These traits typically amounted to little more than "I've proven that our army could crush yours, but I care about my legacy am a nice guy, so I'll let you keep your throne, officially, but only as a puppet ruler."
    Once each of their more powerful neighbors had been "pacified" in this manner, Tarmeria and the other two major city-states formed the Coalition for Peace, which truly serves as a propagandistic front for the quickly-forming Tarmerian Empire. While the Coalition ostensibly grants the smaller holdings a say in the events of the area, the ruling family of Tarmeria controls the majority of the Coalition members, and can force approval of any motion they want to by the Coalition.
    Now that Tarmeria is secure in its control over the other Stormland Holdings, an aging King Geoffrey, is reluctant to hand power over to his hotheaded young son, Devon. The younger Arabeal is determinedly expansionist, in contrast to his father and his father's political advisors. It is rumored that, if Devon were to marry and have children, his father would have him assassinated and then resign to the position of regent.

    Spoiler: the Principles
    Show
    Due to its proximity to the Grand Church of Daen, King Geoffrey saw it politically advantageous to declare the Gospel of Daen the official religion of the Coalition for Peace and, by extension, the Stormlands as a whole. Despite this, many rural areas still hold various other beliefs, including shamanism, nature worship, and ancestor worship. In many places, the Doctrine of the Nine Candles has found new supplicants, though there have been increasingly anti-Doctrine regulations passed through the Coalition for Peace.

    Spoiler: the Produce
    Show
    Due to the prevalence of warfare in the Stormland Holdings, its smiths have much experience with the design and creation of various instruments of war, and its people have much experience in their use. Many great adventurers travel to the Stormlands to receive training under the expert fighters who reside there. Similarly, many Stormlanders are hired by foreign powers and the wealthy elite as assassins, military units, protection, or just plain muscle. These hired mercenaries are the primary export of the Stormland Holdings. However, the region lacks the naturally-occuring resources to produce steel, which is required to smith the weaponry, so the Stormland smiths must import it from elsewhere.

    Spoiler: Region 102, Ashrock Reach (Ghostwritten by Mary_Sue)
    Show
    Spoiler: Summary
    Show
    Population: 490,000 Humans
    Resource: Bronze [Minor]
    Resource Req: Wood for Fuel
    Faith: Daen Majority, Faith of the Land Paganism Minority

    Spoiler: People
    Show
    The humans of Ashrock Reach, or simply The Reach to locals, seem to hail from the same stock as their long-lived neighbors who dwell amidst the Silver Spires. Likewise dusky skinned and generally stocky, their moderate climate allows for more variety in dress, though they do prefer practical fabrics such as cotton and leather often dyed in cheerful hues of red, blue and yellow. Less xenophobic than their Spirish brethren, most likely because of their geographical placement surrounded on all sides by a variety of folks, those of The Reach place a high value on their elders who are afforded a high modicum of respect within their family units and on the multifamilial councils that enjoy a degree of influence over the region’s ruling body. Before its annexation into the Stormlands territory, Ashrock was ruled by a diarchy of the two heads of the two great forge cities, placing a great deal of prestige upon those who forge and smith the bronze that their region has quickly become famed for. However, the two diarchs, while still overseeing the minutiae of the populace's needs, now kneel to the king of the Stormlands as their sovereign.

    Spoiler: Terrain
    Show
    Situated in a warm rain shadow of the colloquially named Ferriken mountain range, Ashrock Reach enjoys long stretches of a moderately dry and mild climate. Landlocked, the region depends upon the upkeep of their great roads which traverse the area to enable trade and travel within the region, and with its neighbors. These roads connect the many modest mining settlements that dot the landscape to the two great forge cities, Cinderstone in the north and Emberhart Hall in the south. Much of the raw ore that is reaped from these mining settlements are sold to the forge cities in exchange for food and supplies to keep their small towns thriving and meet the needs of their citizens which largely consist of miners and their families. Most settlements also employ some manner of clergy who oversees their ritual worship along with presiding over the weddings and funerals of the townsfolk.

    Spoiler: Resource
    Show
    The famed bronze of The Reach comes forged from the fires of Cinderstone and Emberhart Hall. The tools and weapons crafted by their Master Smiths are highly valued throughout the area. These great forges require copious amounts of wood to fan their flames.

    Spoiler: Religion
    Show
    Due to their proximity to the Grand Church of Daen, form a decent-sized Daen majority, especially with the more isolated peoples of the remote mining settlements have remained tied to their so-called Faith of the Land, constituting a minority of paganism.
    Last edited by jkat718; 2016-05-03 at 08:59 AM.
    Spoiler: Current Games
    Show
    Current Live Game: Defenders of Stormfast, "A Brave New World of Adventure" Obsidian Portal
    Current PbP Game: 5th Edition low-level game IC OOC Tracker Map
    Current PbP Game: I6 - Ravenloft IC OOC

    Full Signature
    I often post from mobile, so feel free to correct any typos.

  8. - Top - End - #38
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
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    Constantly Roaming
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    Default Re: Empire! Lands of Arandi

    The Order of the Eternal Soul Master Page
    Because I couldn't fit this in my region post with everything else.

    Current Holy Orders:
    (Region 145) Sapphire Knights, First division
    (Region 144) Sapphire Knights, Second Division
    (Region 143) Topaz Knights, First Division
    (Region 031) Topaz Knights, Second Division
    (Region 103) Emerald Knights, First Division

    Summary:

    The Order of the Eternal Soul tells of four great wings beings known as 'Dragons' that gave life and purpose to an otherwise blank world. The texts depict them as large and powerful beings, with scales and wings that matched the size of cities. Each dragon represented a different aspect, 'coloring' the world with their traits. (Ruby for Fire, Destruction, Inevitability and Power. Emerald for Earth, Stability, Time and Healing. Sapphire for Water, Fate, Logic and Luck. ..And Topaz for Wind, Freedom, Hope and Emotion.) After creating the world, they undertook their greatest project which was life itself. None of the gods could decide how each creature should be or act, creating a great many simple forms known as animals. They finally worked together for sentient life, but were unable to decide which dragon was to claim them as their own. As such, and gave them souls to help guide their actions; representing who they were and what dragon they were most in tune with. They thought that if they gave these beings souls it would help judge them in the end, sending them to a realm tailored to appeal to a specific type of being. ..But the gods quickly discovered that no one soul was entirely of one aspect, and gave those who were loyal to them a chance to be reborn so that they might find their purpose and one day join them in the paradise of their soul. To this day, the belief is held that the aspects are these gods may be worshiped through acts which bring you closer to their ideals or through temple worship, but all four of them honor mercy; as the faith tells that each being with a soul may find purity within them. ..Though there is a darker side to the faith, involving a fifth dragon. One that has no bearing on the creation of the world, and grew jealous of the other dragons. It tried to step in and steal sentient life to its own, corrupting them and veering them from the path of enlightenment. This dragon is known as Onyx (representing Suffering, Corruption, Void and Evil), and any who are found following in his path are to be ‘cleaned.’ By words or by blade, these followers must be eliminated.

    Ideals:
    -Do not kill unless it is required, for he who live may yet discover peace of soul. All sentient life is treasured by the gods, and deserve mercy and guidance on their path.
    -Your acts determine the purity of your soul. Those who act in truth and righteousness shall be rewarded.
    -Staying true to your person is paramount do obtaining purity of soul, and should be pursued relentlessly in order to obtain full attunement with your spirit.
    -To remove the ‘tainted’ (those following the Onyx dragon) is a duty and obligation for all who follow the faith. These people pose a threat to the balance of the world itself, and do not deserve the mercy of the soul.

    The Dragons:

    Ruby: (Fire, Destruction, Inevitability and Power)
    The path of the ruby dragon is one of responsibility and justice. Power and destruction are abilities which must be handled responsibly and for the good of all. For when these traits are abused, it leads to great suffering. Physical strength is common among those who pursue this path, as having a strong body leads to a strong soul. “The same way a fire can provide warmth for the helpless, it can also be used to burn and ruin things of great beauty. Control is the key to taming the fire, lest it spread among our people and destroy all our progress.”

    Emerald: (Earth, Stability, Time and Healing)
    The path of emerald dragon represents compassion and kindness. Through time, all things heal and become pure. While things are prosperous, it is wise to preserve what has been obtained so that one does not return to a time of darkness. When stability is ignored and healing is impossible, is leads to chaos. The ability to use medicine and preserve nature are good signs of a wise soul. “When something becomes damaged, one does not continue to tread over its pieces and break it further. Rather, proper time and care must be provided to ensure the mending of what is broken.”

    Sapphire: (Water, Fate, Logic and Luck)
    The path of the sapphire dragon is one of great study and understanding. Fate and luck are concepts that everyone possess yet nobody can measure. They represent a destiny that has naught to do with skill, but that of which is simply supposed to be. Information and knowledge are within the domain of the sapphire dragon, which is how all sentient life experiences the world around them. When information and fate are destroyed, only void remains. “The world is in equal part random and disciplined. If we are to thrive in such a place, we must first understand what we are here to do, and how we can best accomplish our destiny. Like water, we must know when to freeze progress and when to allow things to flow as they would naturally.”

    Topaz: (Wind, Freedom, Hope and Emotion)
    The path of the topaz dragon is one of passion and feeling. Emotion and freedom are the base of what makes life unique; giving sentient beings the freedom to make decisions, and the emotion to experience their consequences. The only time in which one can be truly happy is when one chooses to do so, and the quest of those following this path is to make sure that hope can be maintained. For when hope and freedom are lost, it results in despair. The most common way to become aligned with the topaz dragon is simply to follow your whims and doing what feels right. “Like the wind we must remain free to act and express ourselves as people. Though the wind may acquire a chill, or the breeze become a storm, we must be with it through every twist and turn, lest we lose sight of who we truly are.”

    Onyx: (Suffering, Despair, Void and Chaos)
    The path of the onyx dragon is one of corruption and breaking of limits. Through combining the aspects of the four main dragons and corrupting them, one not only eliminates the pathetic pull of destiny, but also shatters the bonds of virtue that keep so many from preventing who they could truly be. As one without these bonds, they easily become more powerful than those around them. A follower of Onyx puts themselves above others, lying and hurting whenever there is something they can gain from it. ..And once they have hurt others, they keep them down. To allow an enemy to get back up is folly, for they will only result in further attempts against your goals. Though killing an opponent is not always necessary, if you can dominate those around you then they will be too scared to stand against you. “Onyx is a perversion of all the aspects, taking what they are and drawing them to such extremes that it destroys the beauty in what it was originally. This makes them an enemy of the four gods, and one which we must not be afraid to fight back against.”

    Worship and Ascension:

    The worship of each dragon is done through temple prayer and perusing the path to your soul. On special occasions, ritualistic ceremonies are performed to please or celebrate the gods with things like fighting competitions for ruby, harvest festivals for emerald, divination rituals for sapphire, and celebrations of love or friendship for topaz. Of course, they are not limited to these as they are only examples. These rituals range from tribal style gatherings to large parties, often held at yearly times or during some kind of special event.

    In order to ascend you must be perfectly in tune with who you are, embracing life and granting mercy to all those you come across. Once ascended, you are supposed to arrive in some kind of heaven that appeals to your kind of soul where you can live in peace and happiness with the dragons from above. Being alive is almost a test of worthiness, seeing if you are ready to join the gods in their perfect domain. It is said that one may come across the souls of others in this heaven, even if they are not of the same domain. For the dragons are always at peace with each-other, and have no qualms with sharing their residents so long as they return.

    Followers of Onyx ascend differently from the other four dragons. Rather than obtaining spiritual purity, they instead corrupt their soul until it is removed entirely. This cuts them off from the four dragons, making them independent and giving them freedoms that none could dream of having. It is believed that upon death, those without a soul remain undetected by the gods.. Giving them access to all four heavens and the ability to interact with them as any other soul would, but without limits. Essentially, the follower of Onyx accomplishes the dragon’s first goal through killing or banishing the pure souls back to the surface world below- stealing the heavens to themselves. Because they have no soul the dragons cannot send the follower back to the surface world and are instead forced to deal with it head on; through battle. The gods are not invincible in their own realm, but they are indeed extremely powerful. If a follower of Onyx should win the battle against even one of the Crystal Dragons, then the Onyx dragon would assume its place destroy the balance of the universe, sending the ‘Dark Hero’ back to the surface as a being with unlimited power. ..To most this would seem only a legend, though the scriptures foretell that it will indeed one day occur and that only the faith of the pure can prevent it.

    Ideals of Onyx:
    -Let nothing and no one stop you from completing your goals. In such a world, only those with the strongest will can survive.
    -Be second to none. One who cannot best other mortals in all that they do has no chance of defeating the Crystal Dragons in the afterlife, and is considered to be an unworthy champion.
    -The virtues are concepts created by the four Crystal dragons. The only way to remove one’s soul is to abandon such a feeble system and crush it beneath your feet.
    -Those who follow the will of the ‘Dark Hero’ will be spared in the reckoning. All others will perish, their souls torn from their bodies and consumed as a sacrifice to Onyx.

    The structure:

    Acolyte --> Priest --> Bishop --> Archbishop --> Herald of Soul

    The order is a heavily ordered organization with the goal of spiritual purity for all. It is organized into five tiers, as seen above.

    First of all, an acolyte is a priest in training. Often these folk range from ages 14-30, but many exceptions are seen as not all heed the call in their youth. Responsibilities of an acolyte involve aiding the Priest in preparing for or during the teachings, studying the code of virtues and history of the order, as well as organizing the rituals that happen each year. Once an acolyte reaches a predetermined amount of spiritual purity and experience, they are promoted to a priest.

    The priests form the bulk of the Order, and there are supposed to be two priests per church in areas where such is possible. The duties of a priest vary greatly, from hosting the teachings and tutoring acolytes to performing rituals and personally helping others on their path to ascension. Priests are expected to know the rituals of the order by heart. The followers of the order vote on which priests are promoted to bishops, of which there are eight. A new election is done for the bishops every year, but only for the oldest bishop’s position. By this logic, a bishop that is elected it elected for eight years until he is replaced or re-voted onto the council.

    Bishops act as the leaders of the order, deciding as a group the direction of the church. They decide where things need to be changed, pressures need to be placed, and what teachings need to emphasized on behalf of the order. They also create and modify the laws of the order, doing their best to keep everything fair.

    The Archbishop is voted by the priests and the bishops to be the representative for the order, holding the same amount of power and responsibilities as a bishop but with the extra obligation to represent the church at world events.

    The Herald of Soul is the great prophet known as Avlen. He is the leader of the religion, and upon his death the next great prophet will inherit the title. While the Herald of Soul is alive, they instead replace the archbishop and have the ultimate say over the order- giving him full control over the religion’s direction so long as he does not abuse it. The Herald of Soul will be marked in history as something akin to a saint upon their death, as long as the order is certain that the Herald will attain enlightenment upon his death.
    Last edited by Zayuz; 2016-07-10 at 03:27 PM.
    "What is to give light must endure burning."

  9. - Top - End - #39
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Jul 2012
    Location
    *Redacted*

    Default Re: Empire! Lands of Arandi

    The Nihoni Dominion
    Part 1
    Regions 251B, 253B, 254, 254B, 255, 256B, 257B, 277B, 278B, 279B, 280B, 323B, 172, 173


    Total Population of the Dominion: 6,026,000
    Ruler: Aneira Penddraig, First of Her Name, First among the Nihoni, Exarch of Carraig Dún and the Nihoni Demenses, Princeps of the Nihonel, Archduxess of Rhune, Satrap of the Awladal'ard, Guardian of Myrkheim, Grand Legate of the Patriam, Lugal of Nevarr and Šarrum of Neilor, and Imperatrix of the Nihoni Dominion
    Imperial Family Tree

    The United Nihoni Exarchate:

    Carraig Dún (Region 251B)

    Spoiler: Terrain
    Show
    Deep beneath the massive mountains that form the caldera known to the Nihoni as the Ring of Rhune, lies a twisting labyrinth of caves which still reap the benefits of the residual geothermic energy from a long dead super volcano.

    In the massive underground caverns, glowing fungi paint a dark and twisted picture on the massive cavern walls surrounding huge underground lakes formed by the emptying of ancient magma chambers and the slow erosive effects of the waters of countless geothermal springs, which provide the minerals and nutrients for a thriving subterranean ecosystem.

    Deep within the caldera lies the massive Nihoni citadel of Carraig Dún, an enormous subterranean hypogeum, spoked by numerous small centers of mining and underground agriculture and fishing.
    Spoiler: Society
    Show
    Population: 959,000

    The Nihoni are a fierce race of feline humanoids who once populated the lands surrounding what they call the Ring of Rhune. More humanoid than their distant relatives and neighbors the Nitent'oculis, the Nihoni stand between four and a half and six feet tall. Their face appears remarkably human, save their feline eyes and ears and their discolored noses. The Nihoni possess fur only on their limbs and tail, their torso being bare like a human's. The Nihoni possess dangerous natural weapons in their sharp, durable claws and fearsome canine teeth. The color of their fur and skin differs from Nihoni to Nihoni, ranging widely even within small communities. Nihoni are often judged by how well they take care of their hair or "mane".

    Driven underground by centuries persecution by their neighbors, the earliest Nihoni refugees found sanctuary in the cave systems deep beneath the Ring of Rhune. Here, where bioluminescent fungi provided a low light environment ideal for their keen eyes and massive underground lakes provided ample fishing opportunity, the Nihoni founded a thriving underworld community, the city of Carraig Dún.

    The Nihoni, tempered by centuries of conflict with their neighbors, are a very martial people. The Nihoni possess a caste system, a remnant of necessity from those early days of refuge where everyone must do their part. The Nihonwyr, the noble warrior caste, rule over the Nihoni, a remnant of the days when military leadership was a necessity of survival. The Nihonwyr follow a rigid code of honor referred to as the Nihon Code, which strictly dictates their etiquette among themselves, as well as with the other classes. The Marchnadwr are the merchant and diplomat caste, who trade with the surface, sell goods, and provide financial services. The Grefftwr are the artisan caste, responsible with the maintenance and expansion of the Nihoni cave system and the creation of both weapons and works of art. The Tuathánach are the healing and agricultural class, farming fungi and other edibles and curatives, ranching the cave dwelling arthropods, and fishing the various lakes. Finally there are the Thaeog, or casteless, who by reasons of crime or of birth, have been striped of their status in Nihoni society.

    While the internal affairs of Carraig Dún are handled by a Council comprised primarily of prominent Tuathánach and Grefftwr, military and external affairs are handled by the Exarch, the leader of the Nihonwyr, and advised by various caste leaders, especially the Marchnadwr.
    Spoiler: Resource
    Show
    Deep beneath Carraig Dún lies numerous dark, dank caves brimming with volcanic mithril [good], a strong, durable, but incredibly light-weight metal. The unfortunate Thaeog who mine it desire ample supplies of alcohol to wash away the pain of their miserable lives and dismal surroundings.
    Spoiler: Faith
    Show
    The Nihoni primarily worship their ancestors, who they believe still inhabit the halls of Carraig Dún. Most Nihoni families possess at least one shrine to one of their favored ancestors, a Paragon, to whom prayers and appeasement are offered in hopes of that ancestor's blessing upon their family.

    A small minority of Nihoni worship the Pale Lady.

    West Loch Nacáu (Region 277B)

    Spoiler: Terrain
    Show
    Deep beneath the Dawn Range in Regnalin lies a twisting labyrinth of flooded caves.

    In the massive underground caverns, glowing fungi paint a dark and twisted picture on the massive cavern walls surrounding huge underground lakes formed by residual volcanic activity and flooding from Bay of Prosperity and the fresh water tables of the land above, which provide the minerals and nutrients for its subterranean ecosystem. The largest of these lakes is the vast Undersea of Loch Nacáu, whose expanses stretches under nearly a half of Regnalin.

    Deep within the caverns which border this massive lake lies the considerable port of Caern Wasgar, an coastal community of Nihoni Thaeog and a local center for agriculture and fishing. Many other Nihoni villages dot the caverns and underground waterways of the region.
    Spoiler: Society
    Show
    Population: 602,000

    More humanoid than their distant relatives and neighbors the Nitent'oculis, the Nihoni stand between four and a half and six feet tall. Their face appears remarkably human, save their feline eyes and ears and their discolored noses. The Nihoni possess fur only on their limbs and tail, their torso being bare like a human's. The Nihoni possess dangerous natural weapons in their sharp, durable claws and fearsome canine teeth. The color of their fur and skin differs from Nihoni to Nihoni, ranging widely even within small communities. Nihoni are often judged by how well they take care of their hair or "mane".

    Driven underground by centuries persecution by their neighbors, the earliest Nihoni refugees found sanctuary in the cave systems deep beneath the Ring of Rhune. The Nihoni of watershed of Loch Nacáu are of a different bred. While many Marchnadwr, Grefftwr, Tuathánach, and even Nihonwyr caste Nihoni populate the region, most of the inhabitants are Nihoni Thaeog, or casteless, usually exiles, outcasts, pariah, and refugees escaping persecution within neighboring Carraig Dún.

    The center of power is the mostly Thaeog city of Caern Wasgar, whose Lairds and Ladies where the descendants of former Nihonwyr and Grefftwr exiles. The Lairds and Ladies of Caer Wasgar control the strongest military power in the region, as well as considerable agricultural clout, however most of the region's communities retain significant autonomy, electing local Majors and Elders to manage their affairs.
    Spoiler: Resource
    Show
    The masses of granite that hold the cave system together make the region a great source for the softer cave Stone [Good], like limestone and marble. Wood, however, is in dire need to build barges to transport the quarried stone and boats to fish the underground lakes.
    Spoiler: Faith
    Show
    The Nihoni primarily worship their ancestors. Most Nihoni families possess at least one shrine to one of their favored ancestors, a Paragon, to whom prayers and appeasement are offered in hopes of that ancestor's blessing upon their family.

    East Loch Nacáu (Region 257B)

    Spoiler: Terrain
    Show
    Deep beneath the Dawn Range to the east of Regnalin lies more twisting labyrinths of flooded caves.

    In the massive underground caverns, glowing fungi paint a dark and twisted picture on the massive cavern walls surrounding huge underground lakes formed by residual volcanic activity and flooding from the Sea of Storms and inland lake above , which provide the minerals and nutrients for its subterranean ecosystem. The largest of these lakes is the vast Undersea of Loch Nacáu, whose easternmost expanses stretches deep under the eastern slope of the mountains where they border a large inland lake.

    The great Paragons' Fall can be found not far from the city of B]Cadarnle Haearn[/B], a fortified coastal community of Nihonwyr. These falls mark the spot where waters drain directly from the lake above into the subterranean watershed.
    Spoiler: Society
    Show
    Population: 614,000

    More humanoid than their distant relatives and neighbors the Nitent'oculis, the Nihoni stand between four and a half and six feet tall. Their face appears remarkably human, save their feline eyes and ears and their discolored noses. The Nihoni possess fur only on their limbs and tail, their torso being bare like a human's. The Nihoni possess dangerous natural weapons in their sharp, durable claws and fearsome canine teeth. The color of their fur and skin differs from Nihoni to Nihoni, ranging widely even within small communities. Nihoni are often judged by how well they take care of their hair or "mane".

    Driven underground by centuries persecution by their neighbors, the earliest Nihoni refugees found sanctuary in the cave systems deep beneath the Ring of Rhune. The Nihoni of watershed of Loch Nacáu are of a different bred. While many Marchnadwr, Grefftwr, Tuathánach, and even Nihonwyr caste Nihoni populate the region, most of the inhabitants are Nihoni Thaeog, or casteless, usually exiles, outcasts, pariah, and refugees escaping persecution within neighboring Carraig Dún.

    The center of power is the mostly Nihonwyr city of Cadarnle Haearn, ruled by a dynasty of Nihonwyr exiles. The Lairds and Ladies of Cadarnle Haearn control the almost all of the military power in the region, as well as considerable agricultural clout, however most of the region's communities retain significant autonomy, electing local Majors and Elders to manage their affairs.
    Spoiler: Resource
    Show
    The caverns of the region are rich with free iron, which Grefftwr craftsman of the area use to forge quality Steel [Minor], for weapons and tools. The eastern region of Loch Nacáu is colder and damper thna the west, making medicine important for the health of the residents.
    Spoiler: Faith
    Show
    The Nihoni primarily worship their ancestors. Most Nihoni families possess at least one shrine to one of their favored ancestors, a Paragon, to whom prayers and appeasement are offered in hopes of that ancestor's blessing upon their family.

    Fonabeinne (Region 278B)

    Spoiler: Terrain
    Show
    Deep beneath the massive mountains of the northeastern continent, lies a twisting labyrinth of caves which still reap the benefits of the residual geothermic energy from catastrophic events from once formed them.

    In the massive underground caverns, glowing fungi paint a dark and twisted picture on the massive cavern walls surrounding huge underground lakes formed by emptied ancient magma chambers and the slow erosive effects of the waters of countless geothermal springs, which provide the minerals and nutrients for a thriving subterranean ecosystem not all that different to that south of Loch Nacáu. It is among these caverns that numerous Nihoni cities emerged near the region's lakes and springs. The caverns of Fonabeinne run much deeper than Carraig Dún, however.

    Populated by Nihoni refugees from the north, Fonabeinne is home to numeorus underground Nihoni cities, like Féaraigh Dún, Dearg Daingneachd, and Faoi Sliabh.
    Spoiler: Society
    Show
    Population: 674,000

    More humanoid than their distant relatives and neighbors the Nitent'oculis, the Nihoni stand between four and a half and six feet tall. Their face appears remarkably human, save their feline eyes and ears and their discolored noses. The Nihoni possess fur only on their limbs and tail, their torso being bare like a human's. The Nihoni possess dangerous natural weapons in their sharp, durable claws and fearsome canine teeth. The color of their fur and skin differs from Nihoni to Nihoni, ranging widely even within small communities. Nihoni are often judged by how well they take care of their hair or "mane".

    The Nihoni of Fonabeinne descend from the same Nihoni that their northern neighbors, the Nihonel, do. They fled south from the territories of the Nihonel following the introduction of the Pendrel and the war of violent assassinations which followed. Many of the refugees were the progeny of leaders who meet their death at the hands of assassins, with each of these founding their own independent cities in the region.

    Largely disunited, the city-states of the region each possess their own leaders, most from their Nihonwyr-analog caste. The most powerful of these are the the Lords and Ladies of Féaraigh Dún.
    Spoiler: Resource
    Show
    The sheer depths which the caverns of Fonabeinne dive give the region access to an ample supply of Diamonds [Good], used from both ornamental and practical purposes. As stylish clothing is popular among the Nihoni of the region, fabrics are desired in the region, for the making of beautiful clothing.
    Spoiler: Faith
    Show
    The Nihoni primarily worship their ancestors. Most Nihoni families possess at least one shrine to one of their favored ancestors, a Paragon, to whom prayers and appeasement are offered in hopes of that ancestor's blessing upon their family.

    Pendria (Region 280B)

    Spoiler: Terrain
    Show
    The caverns under Conlarbores are a strange an foreign realm. A damp cavescape, the halls of Pendria do not benefit as much from the heat of the plate tectonics that shaped those caverns nearby, but are a cold bleak landscape dominated by strangely carved halls connecting many bleak and chilly underground lakes and rivers.

    The Halls of Pendria were carved long ago, before the oral history of the Nihonel and long before the memories of the oldest living Pendrel. For as long as either can remember the strange system of artificial tunnels has existed. Perhaps they were long lost in conflict with the Nihonel's Nihoni ancestors, or perhaps with the Pendrel themselves. The exact identity or nature of these precursors, who carved their halls filled with strange and intricate glyphs, is largely unknown.

    Pendria is a generally dark and cold land, far devoid of life compared to neighboring regions. Lacking the heat of other regions it is cool, and the fols fire native the region glows only dully in often is isolated clusters. The center of the ecosystem is the enormous mycorrhizas systems reaching down from the the great forests from the land above. It's these strange systems of fungi and roots that, along with the underground lakes and streams, form the backbone of what little ecosystem exists in the area. Comprised of mainly invertebrates, save for a few cave fish, the natural econsystem of the area was dominated by two apex predators: the Pendrel and the Glyph Weaver, as large species of spider.

    Within the largest artificial structures, along the various lakes and stream, rose the towns and villages of the Nihonel, descendants of Nihoni who fled into the unnatural cave system following conflict with the Nitent’oculis above. The most notable of these are Avaritia, Stygia, and Maladomini, where the Ancerin Inquisition held their court.
    Spoiler: Society
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    Population: 587,000 (Pendrel with Nihonel hosts)

    Similar to the Nihoni, the Nihonel stand between four and a half and six feet tall. Their face appears remarkably human, save their feline eyes and ears and their discolored noses. The Nihonel possess fur only on their limbs and tail, their torso being bare like a human's. The Nihonel possess dangerous natural weapons in their sharp, durable claws and fearsome canine teeth. The color of their fur and skin differs from Nihonel to Nihonel, ranging widely even within small communities. The are often more similar to the Nihonwyr caste than anything, with their members often being extraordinarily fit, while being adaptable and capable warriors. The Nihonel possess even better night vision than their Nihoni cousins.

    The descendants of surface Nihoni, they differ greatly due to their relationship with the Pendrel. The Pendrel are a race of invertebrate parasites which populated the lakes and waters of the region. Having spent years using the Glyph Weavers as hosts, the Pendrel moved to a more adaptable species by integrating with the Nihoni. Young Pendrel appear much like large tadpoles, and can communicate directly with other members of their species that share the same body of water. As they grow, the eventually desire a host, with whom they share a mind. The Pendrel are effectively immortal, capable of surviving so long as they possess a viable host; robbed of a host however, they will expire within a day or two. Upon bonding with their new hosts, the Pendrel shared the hunting techniques of the deadly spiders, helping to shape the Nihonwyr leaders of the region into deadly combatants. Through a war of subterfuge and infiltration, they claimed dominion over the Nihonel.

    The rulers of the region are the Nihonel Dominus, often bonded with some of the most cunning elder Pendrel. While once the Iron Guantlet held great power in the region, they have waned following Ancerin Inquisition, those who survived having moved "underground' or fled to other demesnes of the United Nihoni Exarchate.
    Spoiler: Resource
    Show
    While once a safe haven of trained killers, Pendria has now turned to the farming of the Spider Silk [Minor] of the Glyph Weavers. In addition to possessing the luxurious qualities of other silks, the fabrics spun from the fiber are incredibly durable, while ropes braided with the silk are notably stronger than traditional hempen rope. Do to the sparse nature of the local ecosystem, however, foodstuffs are prefered to feed the burgeoning population.
    Spoiler: Faith
    Show
    Nihonel in possession of particularly secular Pendrel often carry on the worship of their Paragon Ancestors. Those with pious Pendrel worship a strange otherworldly faith that worships powerful, slumbering entities said to live deep beneath the earth, which bears a stunning resemblance to the Myrkálfr faith of the Old Ones.

    The Shrouded Catacombs (Region 279B)

    Spoiler: Terrain
    Show
    As the mysterious halls pf Pendria move east they converge deep under the rugged mountains of Domumontem upon the great underground lake known as the Llynytywyllwch.

    It is there that the great vaulted doors of the Shrouded Catacombs can be found, a massive underground labyrinth of glyph lined halls once built by whatever civilization predated the current inhabitants. Once the great tomb of those peoples, it is now a massive underground city populated by the region's Nihonel, rivaling even Carraig Dún and Prevaz.

    The underground tomb does not benefit as much from the heat of the plate tectonics that shaped those caverns nearby, but is a cold bleak landscape dominated by strangely carved halls connecting many bleak mausoleums of the a race long dead. Carved long before the oral history of the Nihonel, the halls are an enigma, but provided a suitable home form the the great Nihonel tribes of the region.

    The Shrouded Catacombs is a generally dark and cold land, far devoid of life compared to neighboring regions. Lacking the heat of other regions it is cool, and the fols fire native the region glows only dully in often is isolated clusters, while the glyphed halls are filled with all manner of strange and other worldly invertebrates, dominated by the eerie Pendrel and the Glyph Wanderer, a predatory arachnid known for its potent venom and a perchance for seeming to disappear from plain sight.
    Spoiler: Society
    Show
    Population: 587,000 (Pendrel with Nihonel hosts)

    Similar to the Nihoni, the Nihonel stand between four and a half and six feet tall. Their face appears remarkably human, save their feline eyes and ears and their discolored noses. The Nihonel possess fur only on their limbs and tail, their torso being bare like a human's. The Nihonel possess dangerous natural weapons in their sharp, durable claws and fearsome canine teeth. The color of their fur and skin differs from Nihonel to Nihonel, ranging widely even within small communities. The are often more similar to the Nihonwyr caste than anything, with their members often being extraordinarily fit, while being adaptable and capable warriors. The Nihonel possess even better night vision than their Nihoni cousins.

    The descendants of surface Nihoni, the differ greatly due to their relationship with the Pendrel. The Pendrel are a race of invertebrate parasites which populated the lakes and waters of the region. Having spent years using the Glyph Wanderers as hosts, the Pendrel moved to a more adaptable species by integrating with the Nihoni. Young Pendrel appear much like large tadpoles, and can communicate directly with other members of their species that share the same body of water. As they grow, the eventually desire a host, with whom they share a mind. The Pendrel are effectively immortal, capable of surviving so long as they possess a viable host; robbed of a host however, they will expire within a day or two. Upon bonding with their new hosts, the Pendrel shared the hunting techniques of the deadly spiders, helping to shape the Nihonwyr leaders of the region into deadly combatants. Through a war of subterfuge and infiltration, they claimed dominion over the Nihonel.

    The ruler of the Shrouded Catacomb is an ancient Pendrel known only as the Shrouded Lord. One of the first Pendrel to bond with Nihonel, he is a wise and incredibly skilled creature, he has successfully maintained control over the region for centuries, turning his subsequent hosts into both wise rulers and warriors and killers of the greatest skill. While the Iron Guantlet in Pendria have waned following Ancerin Inquisition, those within the Shrouded Catacombs remained protected under the auspices of the United Nihoni Exarchate. It is rumored that the Shrouded Lord claims the loyalty of this reviled and notorious organization.
    Spoiler: Resource
    Show
    The venom of the Glyph Wanderer, known simply as Blindgut Poison [Minor], is a potent poison, known for both the quickness with which it renders its victims incapacitated, and for the drawn out, torpid manner in which it finally claims its victims. Within moments of infliction in a wound (much slower if digested), the poison manifests in fever, weakness, and uncontrolled vomiting, before eventual effecting the victim's eye sight, rendering them blind. If left to its own device, the poison will claim a victim's life only over the course of several days, as the victim's fever grows and they languish in immense pain. Those who use the poison, however, rarely wait that long. Hard metals are needed to forge the blades and weaponized gauntlets common of the region's warriors and assassins.
    Spoiler: Faith
    Show
    Nihonel in possession of particularly secular Pendrel often carry on the worship of their Paragon Ancestors. Those with pious Pendrel worship a strange otherworldly faith that worships powerful, slumbering entities said to live deep beneath the earth, which bears a stunning resemblance to the Myrkálfr faith of the Old Ones.
    Last edited by BootStrapTommy; 2016-08-15 at 05:42 PM.
    Quote Originally Posted by Kid Jake View Post
    Kill a PC's father? Well that's just the cost of doing business.
    Steal a PC's boots? Now it's personal.
    Please take everything I say with a grain of salt. Unless we're arguing about alignment. In which case, you're wrong.

    Former EMPIRE2! Player: Imperator of the Nihoni Dominion
    Former EMPIRE3! Player: Suzerain of the Phśnīx Estates
    Former EMPIRE4! Player: Margrave of the Margraviate of Rhune
    My Awesome Campaign Setting

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    Default Re: Empire! Lands of Arandi

    The Nemeri Reich
    Regions 289, 288, 286, 285, 290, 291, 292, 287, 319, 342, 346, 347, 348



    Andarious Brynjolf I of Nemeria, Archduke of Nemeria, Kaiser of the Second Nemeri Reich, Judge-Commandant of the Mawyn, and Possessor Of Numerous Superlatives

    Diplomacy: 10
    Military: 10
    Curiosity: 10
    Faith: 2
    Luck: 12

    Nemeria
    Region 289

    Spoiler: Terrain
    Show
    The isthmus of Nemeria, at the base of the Núrnen Peninsula, is home to lush and vibrant plains, with amber grain fields spreading across the rolling landscape. The plains stretch from the Nemerian Seaway to the north, south to the vineyard dotted hills of the Nemerian Peninsula. There trade bustles and fishing boats pull in their latest recent haul from a plentiful ocean.

    Aside from the bustling Nemerian Seaway port of Caernarvon, home of the hallowed Halls of the Dead in the northeast, two other major population centers dominate Nemeria; Amarthius, the City of Wine along the Bay of Nemeria in the west, and the capital city of Nemer Nova, along Nemeria's ocean coast in the east.

    Spoiler: People, society, & government
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    Population: 920,000

    The Nemerians are a race of tall, stocky humans inhabiting the isthmus of Nemeria. Living in a region blessed most of the year with mild weather but few trees, they have dusky, bronzed skin and dark hair.

    Culturally alien to the region, the Nemerians descend from the ancient Nemer race of human raiders who made landfall on the isthmus from a realm far south centuries ago. Years of war with Nemeria's native Núrnian populations forged the early Nemerians into a race of fearsome warriors. But as those peoples broke under Nemerian onslaught and fled north and east, the Nemerians found soon themselves holding lands without foe. Blessed with abundant fertile plains and rich oceans and seas, the Nemerians soon adopted a more peaceful, agrarian existence.

    Far from the martial masters of days of yore, the Nemerians still honor their great heritage. Nemerians hold their honor in highest regard, their young men eagerly pledging their service to Nemeria among the Archduke's cataphracts. Many Nemerians still hold to their ancient seafaring heritage, working as sailors and fishermen.

    But times have change in Nemeria. Where once a man's prowess was measured in combat, it is now measure by the pintful. While Nemerians are astute crafters of ales, meads, and liquors, in Amarthius they hold a Festival of the Vine, a wine tasting held every five years which is a true spectacle to behold.

    Spoiler: Resources
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    While the Nemerian region is blessed with wide open fields, plenty of sunlight, and mild, temperate weather, which are great for growing all sorts of ingredients to make various types of alcohol, the Nemerians are famous for their fine Nemerian wine (Great), but their mineral poor landscape leaves them in need of metals for armor, weapons, tools, and various utensils.

    Spoiler: Faith
    Show
    Majority: The House of the Pale Lady, Minority: The Gods of Nemer (pagan)

    Missionaries of the House of the Pale Lady have made their way down the Nemerian Seaway from the north to establish a foothold in Nemeria. Due to the missionary activities of the faith, it is now a dominate religion in Nemeria.

    The Nemerians generally worship the gods of their ancestors, the Nemer. Headed up by the Queen Amarth, goddess of alcohol, fertility, beauty, and festivities, the Nemer pantheon includes other members such as; Caern, the god of death, Pontus, the goddess of nature and the sea, and Solaris, god of the sun. The Nemerians also worship their greatest ancestor, Ysry, the first Archduke of the Nemeria, who they have adopted as their god of war.


    Laeryn
    Region 286
    Ghostwritten by lt_murgen

    Spoiler: Terrain
    Show
    Laeryn is a nation at the base of the peninsula of the same name. It is bounded by the Sea of Storms to the West, and the Cygnian channel to the east. Away from the rocky coast, the land rises rapidly up steep cliffs to a long, flat plain. The coasts are uniformly poor anchorage for ships. On the west coast, there exists a long channel called the Great Inlet from the Sea of Storm into the interior. It is shallow, and choked with sea kelp, but provides ample shelter from the turbulent seas. The capital city of Bayside lies along the southern end of the bay. It is an ancient, decaying city of stone and timber often at odds with the massive size of its inhabitants.

    Laeyrn sees little rain, as the sea pushes most storms further north. Still, there is enough to grow vast amounts of wheat on the central peninsula. The dry weather is also a boon, keeping the moisture-loving wheat smut and blackrot out of the crops. Windy conditions are always present which help to keep the summers mild and the winters cool. The area has few trees, though brambles, thickets, and berry-producing bushes are common.

    The wheat field are full of animal bounty. Greater booplesnoots, a species of large hare, consume the crops voraciously. Non-native rats are also a big problem, kept in check only by the numbers of constrictor snakes. Dozens of species of songbirds nest in the thickets surrounding the fields. A species of falcon nests along the slopes near the sea, riding the thermals into the interior to hunt the smaller birds. Coydogs, a feral crossbreed of a domestic dog and a native coyote, hunt amongst the thickets and down into the hare dens. Pigs are common- both domesticated and feral. The Great Inlet’s beds of kelp host huge masses of delicious sea snail. These, in turn, feed large populations of sea cat-snakes, a local name for a sea otter.

    The interior is a maze of narrow lanes surrounded by tall hedge-rows of bramble and thicket. Between the lanes are fields and small villages. Travel through the interior is not difficult, but the passages are serpentine and the hedgerows nearly impassable.

    Spoiler: People, society, & government
    Show
    Population: 819,000

    Laeryn is officially known as the Laeryn Kingdom. It is populated by the Mawyn. The Mawyn are massive, hairy, bipedal weasel-folk. Their name, in their language, means “The people who can eat anything.” They stand 28-32 link (7-8 feet) tall and weight 600-800 link (3-400 lbs). They are broad shouldered with a greater range of motion than a human’s. Their shoulder structure and their webbed hands and feet make them excellent swimmers. They are easily twice as strong as two normal humans. Which is unfortunate, as their temperament is similar to their badger or wolverine cousins. They are fractious, territorial, disagreeable, and prone to settle arguments violently. Yet they do have a strong sense of personal honor and a cultural code of conduct. Fights never involve their retractable claws, and are never to the death.

    Since the Mawyn are covered in fur, their clothing is limited to belts, buckles, and pouches. They have a fascination with hats even though their double-lidded eyes protect them from both sea-water and harsh light.

    One oddity of the Mawyn is their cultural affinity for cats. No one is certain why, but in their folk-stories, it is always the clever cat who is the hero. The have domesticated the cats as rat-hunters and companion animals.

    The Kingdom of Laeryn is divided into two main populations. The Hillfolk live in the interior. They grow the wheat and raise the pigs. They live in small farming communities arranged along family ties. The Coasters live along both coasts. They do most of the fishing and snail hunting. But they also control almost all of the threshing mills and bakeries. The two populations are always at odds, though it is impossible for most outsiders to distinguish between the two. Hillfolk say that Coasters smell like dead fish. The Coasters claim the Hillfolk smell like pig feces- even at 20 paces.

    The Kingdom is ruled by King Laeryn XXVII. He resides in a castle in the Capital city of Bayside. He was a reckless child, and suffered an accident as a teen. Diving for sea-snail, he became entangled in the kelp fronds. He was rescued, but not before he suffered brain trauma. He is generally considered to be an ineffectual imbecile, supported only by his closest advisers.

    This lack of governance made it easy for Nemeria to assert control. They introduced a group of judges and rangers to keep the peace. Mostly, they just officiate the brawls and make sure that they do not get out of control.

    Spoiler: Resource
    Show
    The Mawyn manage two growing seasons a year, rotating fields to ensure good land management. They grow 6-8 different species of Wheat (Good), from pale white to almost black. The windy climate powers numerous wind-mill threshing facilities along the coastal ridges.

    Lack of rainfall means few trees. Dried kelp is commonly used as fuel, but it is inky, stinky, and oily. The area is in need of wood for both fuel and construction.

    Spoiler: Faith
    Show
    Minority: The House of the Pale Lady, Majority: Ancestor Worship

    Shipwrecked sailors have brought the Pale Lady to Laeryn. The rest mostly follow unorganized forms of ancestor worship.


    The Easterfells
    Region 288
    Ghostwritten by lt_murgen

    Spoiler: Terrain
    Show
    The Easterfells have the tall canyons of the Rhunic range to the west, and a narrow isthmus as an eastern border. The land takes its name from this eastern border. Here, a series of oblong mounds rise out of the swampy ground. These mounds are rumored to be the barrows of giant were-creatures who ruled the lands in ancient times. They are perfectly aligned and run in three parallel rows north-south between the two inlets. The area is damp and prone to thick fogs. The swamps surrounding the barrows are treacherous. The area is reportedly haunted by vengeful spirits.

    Beyond the fells, the land slopes upwards into the western canyons. Cool and dry temperatures prevail, and the land is bountiful, if untamed. Cereal crops and fruit bushes grow in some number. Wild birds, rabbits, and other prey creatures thrive. Wild dog and wild pig prowl the fields. The eastern bays also provide kelp and sea-snail.

    Most of the population lives in villages built into fortified box canyons in the west. The Depth of Rashii is the largest of these, and is the nominal capital. It is named after the legendary hero who first explored the massive cave system around the canyon. Villages are based around a guild system, with each guild controlling all activity within.

    Spoiler: People, society, & government
    Show
    Population: 820,000

    The Easterfells are populated by the Mawyn. The Mawyn are massive, hairy, bipedal weasel-folk. Their name, in their language, means “The people who can eat anything.” They stand 28-32 link (7-8 feet) tall and weight 600-800 link (3-400 lbs). They are broad shouldered with a greater range of motion than a human’s. Their shoulder structure and their webbed hands and feet make them excellent swimmers. They are easily twice as strong as two normal humans. Which is unfortunate, as their temperament is similar to their badger or wolverine cousins. They are fractious, territorial, disagreeable, and prone to settle arguments violently. Yet they do have a strong sense of personal honor and a cultural code of conduct. Fights never involve their retractable claws, and are never to the death.

    Since the Mawyn are covered in fur, their clothing is limited to belts, buckles, and pouches. They have a fascination with hats even though their double-lidded eyes protect them from both sea-water and harsh light.

    One oddity of the Mawyn is their cultural affinity for cats. No one is certain why, but in their folk-stories, it is always the clever cat who is the hero. The have domesticated the cats as rat-hunters and companion animals.

    The Easterfells are controlled by the Circlet of Iron. This is a group of the largest 8 guilds. They pass laws and make deals within their controlled villages. Most of the minor guilds lack the power to displace them.

    Nemeria took control of the area easily. They allowed the guilds to maintain control of the villages, as long as they defer overall to the Nemerian leadership. In turn, they gained judges and rangers to protect and maintain the peace.

    Spoiler: Resource
    Show
    Mining is a common activity, as is smelting. The canyons produce a wide variety of iron and other metallic elements. The kelp from the bays make for excellent tempering carbon sources. The Mawyn have an extensive knowledge of metallurgy and forging techniques. Strong winds from the west power windmill which pump bellows producing very, very hot fires suitable for forging high quality Steel (Good). Their steel tends to have a banded or swirled appearance, both for aesthetics and functional strength and flexibility.

    The Mawyn see their steel tools, particularly their weapons, as cultural expressions. As such, decoration and adornment is highly valued. The hills provide gemstones, and the shores mother-of pearl. But the Mawyn greatly desire silver for its ornamental properties. Others want silver worked into their weapons for its supposedly mystical powers against vengeful spirits.

    Spoiler: Faith
    Show
    Minority: The House of the Pale Lady, Majority: Ancestor Worship

    Shipwrecked sailors have brought the Pale Lady to the Easterfells. The rest mostly follow unorganized forms of ancestor worship. These center around their ancestors keeping the evil spirits of the barrows at bay.


    Nendena
    Region 285
    Ghostwritten by lt_murgen

    Spoiler: Terrain
    Show
    Nendena is a large, high plain that has steep cliffs along the Sea of Storms and the Cygnian Channel. A single, massive mountain called Heaven’s Pillar Thrusts out to the north, dividing the Sea of Storms from Phoenix Bay. It is so tall that it has an ever-present snow cap. It also acts as a massive wind break that erodes the lands below it. The wind and rain have carved the rest of the land into numerous arroyos and gullies. The run generally eastward, fracturing into the broken lands of Harmonhen. The high plain continues across the region and southward into Laeryn. It grows more fertile as it goes south, with more trees and less deep ravines. Numerous streams and falls cascade down Heaven’s Pillar, forming a river which is the majority of the border with Harmonhen. It then takes a massive bend and heads west, joining the great inlet of Laeryn.

    The land is dominated by species of feather-grass, named after the feathery flowers at their tops. They can range from a few inches tall to nearly 10 feet tall. Each species has its own colored flowers and yearly time to bloom, so that the fields are always bearing color at some time. Beyond that, there are only a few trees, predominantly willow. Animal life is wide and varied, with species found in both Laeryn and Harmonhen both present. Grass-cats are a common predator, feral descendants of the local domesticated cat.

    Spoiler: People, society, & government
    Show
    Population: 803,000

    Nendena is officially known as Pyramidal Authority of the Nenden. The Nenden are a particular group of Mawyn that inhabit the area. They are similar to the other Mawyn tribes in the region. However, their fur tends to be more gray tones than brown tones. Brindled fur is also more common. Still, the naturally aggressive and volatile nature of the Mawyn is present here as well. The Nenden are also the most enthralled by cats. It is a national past-time to breed, raise, and show off cats for their beauty and hunting skills. Many Mawyn have trained their cats to perch atop their shoulders, or curl around their necks, turning them into living fashion accessories.

    The population is centered on three massive pyramids. They are three sided, stepped pyramids built to Mawyn scale. They are storehouses and meeting halls for the city below. The remainder of the town buildings are either slab-stone stacks or feather-grass thatched homes. One town lies to the north where river forms the border. Another lies in the south west corner, near the border to Laeryn. The last, the capital city, is precisely half way between the two. The apex of each pyramid form a perfectly straight line, with the capital exactly between the two. Such precision across such a vast distance is unachievable with modern means. The pyramids are seemingly ancient.

    The main occupation of the Nenden herding cattle. They tend a species of tiny, shaggy, long-horned cattle in much the same way most humans herd sheep. Numerous herd shacks are scattered throughout the region. No one owns these grass-thatch huts, but everyone who uses them is culturally obligated to leave them in good condition. These huts are often close to narrow arroyos that can contain the herds, and built amongst the tallest feather-grass to protect them from the elements.

    These small cows also play a prominent role in the government of the Nenden. Once a year, the capital hosts a livestock fair. Cows are judged and prizes awarded. At the end, twenty seven of the largest, fastest cows are put into a large pen. Ten of them have golden medallions around their necks. Anyone wanting to be a leader enters the ring and attempts to wrestle the medallion off of the cow. Broken chains are disqualified. The crowd watches and cheers, scaring the cows into a maddening stampede of hooves and horns. The winners then choose three for each city and an official chieftain to rule for the next year. Mostly, they just handle ownership disputes.

    The Nemerians were able to capitalize on their smaller size and less threatening presence during the latest competition. They seized control of the local cities, and elected their own leaders

    Spoiler: Resource
    Show
    The Nenden have cattle (Good) in abundance [class M- meat & fish]. They export meat wherever they can. The cattle are too small to be beasts of burden or mounts of any kind.

    The area is low in hard metals, like iron or steel, to be used in tools.

    Spoiler: the cattle
    Show




    Spoiler: Faith
    Show
    Minority: The House of the Pale Lady, Majority: the Progenitors (monotheism)

    Shipwrecked sailors have brought the Pale Lady to Nendena. The rest worship the Progenitor. Their mythology tells them that this is the original homeland of the Mawyn. That their creators built the pyramids and harvested the otters and the wolverines. They manipulated and merged those creatures with humans to create the ultimate being- the Mawyn. Rumors speak of vast underground labyrinths below the pyramids, where the ancients hid their secrets. One day, they believe, the Progenitors will return and lead them to their rightful position in the world.


    Western Núrnen
    Region 292

    Spoiler: Terrain
    Show
    Surrounded on three sides by the Nemerian Passage, western Núrnen is a sub-peninsula of the greater Núrnen Peninsula. It was in this cool, wet sub-peninsula that many of the Núrnians fled the Nemerian conquest. There, the large forested hills of the highlands provided a landscape for the Núrnians to wage a successful guerrilla war against the Nemerian cataphracts.

    A hilly, forested land, the woodlands are home to numerous creatures, from large dire wolves to enormous moose and a strange race of secretive nymphs. The shores of western Núrnen provide ample anchorage for Núrnian fisherman and sailors, while the waters of the Nemerian Passage are quality fishing grounds. The interior is sparsely populated and the central polities of western Núrnen are the coastal West Núrnen Free Cities, Atoloi, Kyn, Mithlin, and Arborein.

    Spoiler: People, society, & government
    Show
    Population: 793,000

    The Núrnians are a race of humans who inhabited the entirety of the Núrnen Peninsula in the days before the arrival of Ysry the Conqueror. They are lithe, of average height, and light skinned with varying colored hair and eyes.

    The original inhabitants of the area were the forest nymphs. Short and lithe with fiery or earthen toned hair, bright colored eyes, and eerily pale skin, the incredibly beautiful, long-lived elfin race of the central forests and their druidic culture lived in communion with the lands for generations before Núrnian settlers pushed inland. Their numbers have always been few, but their matriarchies still dominant the central forests and northernmost shores of the region. It was the nymphs who first introduced the Núrnians to the starchy tuber which has so become a staple of their diets. In the county of Arborein, many city dwelling nymphs reside.

    The Núrnians populate the regions closest to the shores and maintain fortification along the southern border. They are a largely divided people, with numerous petty fiefdoms and republics vying for dominion over the region. The most notable polities in western Núrnen are the Free Cities of Atoloi, Kyn, Mithlin, and Arborein. Autonomous city-states that arose near Núrnen's prime fishing grounds, they claims political demesnes that encompass over three fourths of the region. Atoloi, Kyn, and Mithlin are republics, ruled by Doges and legislatures elected from the land-owning populous. The county of Arborein, near the end of the sub-peninsula, is ruled by a nymph Countess, who rules over a cosmopolitan city renowned for its beauty. Intracity and intercity conflicts are largely to blame for the failure of the Núrnians of the region to counter the continued encroachment by their southern neighbors.

    Spoiler: Resource
    Show
    The Núrnians grow an ample surplus of delicious, starchy tubers known as potatoes (Minor), which, after being introduced by the nymphs, have become a staple of Núrnian cooking.

    While the Núrnian fishing provide them with sufficient protein, it has become something of a status symbol to serve red meats. As a result of poor pastures, Núrnians need a supply of cattle to sate this demand.

    Spoiler: Faith
    Show
    Minority: The House of the Pale Lady, Minority: The Great Truth, Minority: The Watchers (monotheism), Minority: Druidic Animism

    The original faith of the Núrnians was largely lost under the weight of the Nemerian invasion. Now Núrnen is a land divided by religious minorities. The last true remnant of the ancient Núrnian faith is the cult of the Watchers, a monotheistic tradition dedicated to the eponymous Watcher, an enormous sea monsters haunting the Nemerian Passage. The nymphs largely retain their ancient animism, worshiping a mother earth and a father sky among other local animist deities. Like many regions in the area, small pockets to the Pale faith were founded by sea borne missionaries. Strangely, some adherents to the philosophies of the Truserchen have emerged in the major cities.

    Eastern Núrnen
    Region 291

    Spoiler: Terrain
    Show
    Marking the eastern most end of the Núrnen Peninsula, eastern Núrnen is a land of rolling plains and sparse woodlands and is home to most of the Núrnian population displaced by the Nemerian invasion.

    The nation is dominated by farmland, amber grain fields spreading across its rolling landscape. The plains are dotted by Núrnian hillforts, small agricultural communities scattered throughout. The easternmost coast south of the Bay of Llacuna is lined with massive clifffaces, providing poor anchorage. The land's northern coasts, from the Gulf of Kyn to the Bay of Llacuna, is a fisher's paradise, with many natural harbors and waters teeming with marine life. It is there that many of the East Núrnen Free Cities lie.

    Spoiler: People, society, & government
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    Population: 901,000

    The Núrnians are a race of humans who inhabited the entirety of the Núrnian Peninsula in the days before the arrival of Ysry the Conqueror. They are lithe, of average height, and light skinned with varying colored hair and eyes.

    Like in the west, eastern Núrnen is a divided land of petty fiefs and powerful city states. The Free Cities of the East, Llacuna, Llyn, Tyre, and Ur, are the dominant political powers in the region. While Tyre, Llyn, and Llacuna control the northern coast, the inland citadel of Ur, on the banks for the Núrnen River, dominants the interior. While Llyn and Llacuna are republics ruled by Doges and legislatures elected from the land-owning populous like many of the western cities, Tyre and Ur are different. Tyre is a autocracy ruled by its ironfisted Despot, who claims descendance from the ancient Núrnian kings and rightful dominion over all the other cities. Ur is ruled by a powerful Núrnian "Duke", styling himself after the Nemerians to his south. Like in the west, intracity and intercity conflicts are largely to blame for the failure of the Núrnians of the region to counter the continued encroachment by their southern neighbors.

    Spoiler: Resource
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    The Núrnians of the east use their ample farmland to grow hops, wheat, barley, and other grains, which they use to ferment delicious beer (Minor), which is said to rival the brews of their Nemerian neighbors.

    The Núrnians of the east, however, are in need of precious metals, to use as signs of prosperity in the constant game of power played between the eastern Cities.

    Spoiler: Faith
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    Minority: The House of the Pale Lady, Minority: The Gods of Nemer (pagan), Minority: The Watchers (monotheism)

    The original faith of the Núrnians was largely lost under the weight of the Nemerian invasion. Now Núrnen is a land divided by religious minorities. The last true remnant of the ancient Núrnian faith is the cult of the Watchers, a monotheistic tradition dedicated to the eponymous Watcher, an enormous sea monsters haunting the Nemerian Passage. The Gods of Nemer are worshiped among some, mostly Nemerian immigrants. Like many regions in the area, small pockets to the Pale faith were founded by sea borne missionaries.


    Talodus
    Region 290

    Spoiler: Terrain
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    As the plains of Nemeria move east and the plains of eastern Núrnen move south they meet among the ancient, primordial forests of Talodus. Talodus, the Nemerian occupied lands at the terminus of the Núrnen Peninsula, is the most heavily wooded region in the area, shrouded in enormous yondervoed trees, a species of long-lived, fast growing tree.

    Along the eastern shore, enormous cliff faces dominate, petering off as the Talodus sub-peninsula juts south into the ocean. The shores of the south are of quality anchorage, and it is there that the naval centers of the region, Tůrsolar, Pontus, Landown, emerged. Many among the first Nemerian settlements in the region, it is there that the lumber mills turn the yondervoed trees into planks for the regions shipyards.

    Spoiler: Society
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    Population: 912,000

    The Nemerians are a race of tall, stocky humans inhabiting the isthmus of Nemeria. They have dusky, bronzed skin and dark hair.

    Culturally alien to the region, the Nemerians descend from the ancient Nemer race of human raiders who made landfall on the isthmus from a realm far south centuries ago. Years of war with Nemeria's native populations, the Núrnians, forged the early Nemerians into a race of fearsome warriors. But as those peoples broke under Nemerian onslaught and fled north and east, the Nemerians found soon themselves holding lands without foe. Blessed with rich oceans and seas, the Nemerians soon adopted a more peaceful, nearly agrarian existence.

    The martial streak still lives on in Talodus' navy, a fearsome Nemerian fleet. The Nemerians of Talodus are a adventurous bunch, with sailors and raiders being envied and aggrandized. The shipyards of Tůrsolar, Pontus, and Landown produce some of the finest ships in the east, shaped from the marvelous yondervoed harvested from the regions interior. Landown, on the very end of the sub-peninsula, is the seat of the Dukes of Talodus, distant descendants of a branch of the House of Brynjolf and rulers of the region.

    The region contains a Núrnian minority in the northeast, on the border with eastern Núrnen. They are generally loyal to the Duke of Talodus, but have been known to sympathize with the Duke of Ur to the north.

    Spoiler: Resources
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    The forests of Talodus are rich with the long live, fast growing trees known as yondervoed (Good). Massive trees which are as light as basswood but as strong as ironwoods, yondervoed is an ideal building material, especially for the construction of sailing vessels, being both incredibly strong yet incredibly buoyant. The spongey bark of the tree is even more boyant, though fragile, also serving numerous valuable purposes.

    The Nemerians of the region desire cloth or other materials for use making sails for their vessels.

    Spoiler: Faith
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    Majority: The Gods of Nemer (pagan), Minority: The House of the Pale Lady, Minority: The Watchers (monotheism)

    Missionaries of the House of the Pale Lady have made their way from Núrnen and Nemeria to establish a foothold in Talodus. The Núrnian minority follow their leviathan god.

    The Nemerians generally worship the gods of their ancestors, the Nemer. Headed up by the Queen Amarth, goddess of alcohol, fertility, beauty, and festivities, the Nemer pantheon includes other members, such as; Caern, the god of death, Pontus, the goddess of nature and the sea, and Solaris, god of the sun. The Nemerians also worship their greatest ancestor, Ysry, the first Archduke of the Nemerians, who they have adopted as their god of war.


    Isle of Nemer
    Region 319

    Spoiler: Terrain
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    The Isle of Nemer is the the largest archipelago in a chain of islands in the Piliki Sea. Surrounded by the isles of Pontus, Merodus, and numerous others, the mountainous island was once home to an ancient maritime empire of the same name which dominated the local sea. Long since fallen, the ruins of ancient Nemer dot the local islands, and it is around these ruins that the contemporary Nemer live.

    The isle is dominated three volcanoes, Fieras, Ruskikda, and Caern's Fist, each which contributed to the formation of the three peninsulas which comprise the island. The largest of these, Caern's Fist, dominates the northern portion of the island, still quit active and slowly creating more land, expanding the island.

    The climate of the island is subtropical, possessing a generally year round warm climate with ample rain fall. The island's northern forests are are filled with a great many coniferous trees, while palms and ferns dominated the south.

    The capital of the islands is the once great capital of that ancient empire, also called Nemer, located in the bay between the islands south and central peninsulas. The only remaining true city in the area, Nemer rules over the numerous villages and towns of the local archipelago. The only other polities of note are Negropontus, a notable trade hub on the Isle of Pontus, and Nassau, a pirate haven on the Isle of Merodus.

    Spoiler: Society
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    Population: 664,000

    The Nemer are a race of tall, stocky humans inhabiting Nemer and its surrounding islands. They have dusky skin, bronzed from ample sun, and dark hair. Blessed rich oceans and seas, the Nemer make their living as fisherman, sailors, and privateers. Fishing and hunting are a favorite past time in the region, with many large festivals being held with ritual hunts and deep sea fishing expeditions. The most notable of these Nemer festivals is the Carnival of Pontus, held annually in the capital. The festival's Fishing Tourney is a huge event, both dangerous and dangerously competitive. The Nemer, like their Nemerian cousins, are an adventurous people. Bravery and physical prowess are considered of great importance, despite the fact that conflict in the region has been at a nadir.

    When ancient Nemer collapsed, it's hereditary Despot retained power in the capital. The modern Despots rules from there and serve as de jure rulers over the area's largely autonomous population centers. While the current dynasty is distantly related to the Nemerian godking Ysry I, the Despots of Nemer holds nowhere near the power and control exercised by the Archdukes of Nemeria to the northwest. The weakening of the power of the Despot in recent years has lead to an increase in piracy, with many sailors turning to privateering for merchant companies to make a living. The town of Nassau, on Merodus, serves as a center for these outlaws. The brigands now hold considerable power and sway in the region, often becoming wealthy local leaders.

    Spoiler: Resources
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    The waters around Nemer and its companions are teeming with fish (minor).

    Pirates desire plenty of rum, making alcohol a desired commodity.

    Spoiler: Faith
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    Sole: The Gods of Nemer (pagan)

    The Nemer generally worship their ancestral gods. Headed up by the Queen Amarth, goddess of alcohol, fertility, beauty, and festivities, the Nemer pantheon includes other members such as; Caern, the god of death, Pontus, the goddess of nature and the sea, and Solaris, god of the sun.


    Edessa
    Region 287

    Spoiler: Terrain
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    As the Vale of Rhune makes its way north, it dissolves into the rocky beaches and dry plains that eventually form the lands of Laeryn. Flanked in the west by the Sea of Storms and in the East by the foothills of the mountains that break into the Easterfells, the hills of Edessa are a generally dry land populated mostly by pastoralists and fishermen.

    As the sea pushes most storms further north, Edessa is a generally dry pace. The area has few trees, though brambles, thickets, and berry-producing bushes are common among the bleak hills, making Edessa a confusing maze of narrow game paths surrounded by tall hedge-rows of bramble and thicket. Numerous areas of thick, tall grass and weeds blanket areas in the hills, perfect food for the local population of woolly big horned sheep. Among the most abundant of these grasses is flax, which the locals harvest and cultivate for food.

    In the mountains to the East, numerous barrows, much like those of the Easterfells, can be found, though the native Edessans give these rocky tombs ample birth.

    Most polities in the area are small villages populated by pastoralists. The only large city in the region is Kydonia, a small port city nestled along the rocky coast.

    Spoiler: Society
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    Population: 710,000

    The Edessans are the descendants of Rhunite colonists who moved into the region to escape political instability in the Vale. Tall and light skinned with dark or fiery hair and dark eyes, they are generally accepted as a remarkably handsome people by foreigners. Patsoralists, the Edessans make most of their living with livestock, like the big horned sheep, and cultivating local edibles, like flaxseed.

    Even more so than their southern neighbors, the Edessans are a divided people. Most political power still remains in the hands of local leaders, the various earls of the local clans and mayors of the larger towns. As a result, they are have a robust system of militias honed by their internal conflicts. The most powerful leader in the region is the Count of Edessa, who rules from a seat of power in Kydonia. The Count's knights represent one of the only true groups of professional warriors in the area.

    Spoiler: Resources
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    One of the most common food crops in Edessa, flax is also a valuable source of fibrous material. The Edessans produce a considerable amount of Linen (good) from flax fibers left over after harvesting the seeds.

    Possessing diets almost entirely composed of mutton, flaxseed and occasionally fish, the Edessans desire food stuffs of a more diverse nature.

    Spoiler: Faith
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    Majority: The Six Goddess (paganism), Minority: The House of the Pale Lady

    Many Edessans worship the Six Goddesses of their ancestors, a pantheon of feminine fertility deities associated with the mysterious, monolithic statues in Rhune. Others, centered mostly around Kydonia, worship the Pale Lady.


    Harmonhen
    Written by lt_murgen
    Region 295

    Spoiler: Terrain
    Show
    Harmonhen is a rocky, inhospitable land with the Cygnian channel as their north and east border and the breaking ridge of the hills to the west. It is a land of kettle lakes and moraines, divided by sections of heather and scrub. Harmonhen sees little rain, and lots of wind. Erosion further carves the landscape, creating numerous caves and dens. The wind also causes the odd topography to moan and sing. Folklore speaks of ancient sea maidens lurking amongst the rocks, luring sailors and ships to their deaths as they traverse the Cygnian.

    Brambles and berry-bushes thrive where there is enough soil for them to hold on in the high winds. Hare and rat thrive, and a few hardy songbirds and ground fowl linger here and there. Snakes are common, both poisonous and constrictor. Coydogs den in the moraine piles.

    The numerous cave systems have become the homes and towns for the local population. Very few attempt to live above ground. It is simply too windy, and wood too scarce, to make traditional homes. The caves are warm and for the most part dry. Strangely, the area is devoid of bats which typically befoul caves.

    Spoiler: People
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    Population: 758,000

    The population is entirely Mawyn, similar to their cousins in regions to the south. They live in extended clans in the cave systems scattered throughout the region. There is little formal government, and fights and clan-strife is common. No one clan or Mawyn is able to keep the peace long enough to establish anything approaching a kingdom.

    The Truserchen easily took over the region. Providing judges and law-givers to keep the peace was welcome. But the knowledge of advanced silver-smithing techniques won the day. As long as their control is kept to a minimum, the Mawyn are willing to allow the little brown folk to speak for them to the wider world. Since rulership has passed to the Nemerians.

    Spoiler: Resource
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    The hills and caves provide significant levels of silver (Good). Turquoise is also common, but not at levels to be exported. The Mawyn love the soft metal, working it into ornate beads and weavings for their fur.

    The Mawyn have sufficient animals and sea-creatures to eat. Clean water is not a problem, as many caves have clean, cool water filtered through the rocks above. They have little need for clothing and leather. They greatly desire wheat for bread and beer.

    Spoiler: Faith
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    Sole: Daen

    Oddly, a majority of the Mawyn are followers of Daen. How or why has been lost to history. Elder Mawyn tell tales of miracles and magic that brought a human priest to the area. But the tales themselves are contradictory and lacking detail.
    Last edited by EtuBrutus; 2016-10-19 at 02:58 PM.
    People are losing the spirit of the Ides of March. It's not just about stabbing. It's about coming together to stab. In groups.

    smuchmuch made my avatar.
    I played the Nemerians in Empire2!

  11. - Top - End - #41
    Orc in the Playground
     
    MindFlayer

    Join Date
    Jan 2016
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    The Holy Vr'kx Empire
    Spoiler: Ruler
    Show
    The Master of Orphans, First Avatar of Dr'vst
    Diplomacy: 4
    Military: 10
    Curiosity: 3
    Faith: 3
    Luck: 16
    Spoiler: Former Rulers
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    (deceased) Supreme Arbiter, Voice of the Children of gN'kk, Keeper of the Seals, Warden of the Small Folk, First of the House of Vr'gl, The Holy Empress, Kl'rh-Vr'gl the Merciful
    Diplomacy: 10
    Military: 4
    Curiosity: 10
    Faith: 10


    Spoiler: Mistwound Channel (429)
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    Population: 588,000
    Spoiler: Terrain
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    The waters of Mistwound Channel are flanked by massive towering limestone cliffs. At the narrowest point they near five miles in height, with ancient twin citadels built on the opposing peaks. At the lowest point they still reach two miles in height. The channel's waters are constantly covered in a thick bank of mist, caused by the warm waters meeting the frigid air flowing down from the snow-capped cliff tops. Each of the citadels are built around a tower, topped with a permanent bonfire, acting as a lighthouse, used to communicate with one another across the channel. Numerous small fishing villages are carved into the foot of the cliffs. More villages are spread throughout the frigid highlands, primarily populated by lumberers, farmers, and shepherds.

    Spoiler: People
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    Populated mostly by Infrasophi who on average have lighter skin than their eastern brethren, their skins appear quite similar to birch bark. Their hair tends to be of darker colouration, with black tending to be the norm, with dark brown a close second. They typically adorn themselves with simplistic wool and leather frocks, made from their sheep herds. With those higher in positions in society adding the white feathers of the native griffons as adornment. With those are the top wearing full cloaks of them.

    On the western bank, a few small groups of Aztoag hunters live in nomadic communities. Trading their kills with the Infrasophi, for various good and services.

    Spoiler: Resource
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    The people breed and train the native white feathered and furred griffons. Riding them from the cliff tops down into the thick mists and hunting the sea lions that dwell below. As well as riding them across the channel, when the need arises. (Griffons) (Good)

    The lands of Mistwound Channel are relatively poor in mineral wealth, so the people depend on foreign imports of metals to fashion their tools and weapons. (hard metals)

    Spoiler: Religion
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    Ancestor worship - paganism - minor
    The native Infrasophi practice their people's ancient traditions of ancestor worship.

    Children of gN'kk - organized - minor
    Aztoag traders from the northern lands have begun to relegate merchants and hunters they encounter with tales of the organized religion that lays to the north-west. Leading to a small population of curious and faithful on the western bank.

    Spoiler: Caeddoanaar (430)
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    Population: 712,000
    Spoiler: Terrain
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    Caeddoanaar is a large coastal plains area. Flat scrublands stretching far inland. Much of the area is largely uninteresting. Seemingly stretching off into the distance forever. Flat and boring, the land was ignored by many settlers and explorers throughout history. That is until a recent earthquake changed the landscape. In the aftermath of the earthquake, a portion of the formerly flat and boring landscape shifted, cracked, and broke. Revealing the skeletal remains of an ancient serpent. The skeleton stretches for a hundred miles, with a width of five miles. The true size of the remains is unknown, as much of it remains buried beneath the earth, while the other end lies beneath the waters off the coast.

    Spoiler: People
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    The people of Caeddoanaar are primarily nomadic, living in small hide huts, constantly moving around to follow the herds of animals they hunt for food. Calling themselves the Aztoag, they are a shy and timid people. Typically avoiding and hiding from other peoples, they had, until recently kept their presence secret from all others.

    The Aztoag are large bipedal birdmen, standing fully erect at roughly seven feet, but usually hunched over at a height of five and a half. Slim and sturdy. Most of their bodies are covered in mottled brown and green feathers, that helps camouflage them in the brushlands. Their heads and necks are bald, with large hooked beaks, and golden eyes. They do not typically adorn themselves with any sort of clothing or ornamentation. They also tend to forgo the use of weapons when hunting, instead relying on their massive razor sharp talons. They lack proper wings, and instead have humanlike arms, with three fingered hands.

    Spoiler: Resource
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    The scrublands of Caeddoanaar contain little of interest, but the lush grasslands feed all kinds of wildlife. The most common of which are enormous tortoises, that the Aztoag hunt for food, and occasionally even use as beasts of labour. (giant tortoises) (good)

    The Aztoag while a seemingly simple people, and despite their shyness, have taken an interest in the shiny baubles of the now unavoidable explorers that wander their lands. As such, they are now eager to trade their surplus of meat, shells, and hides for such fancy things. (luxury goods)

    Spoiler: Religion
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    Behmomir (Shamanism - Majority)
    The Aztoag of Caeddoanaar worship the god Behmomir, a great multi-headed serpent that they believe has finally awoken from a long slumber, and revealed itself to them.

    Children of gN'kk (Organized - Minority)
    Description and details below.

    Spoiler: Blackwater (470)
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    Population 788,000
    Spoiler: Terrain
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    Blackwater is a coastal region, primarily dominated by a tropical swamp. The great Mort river fed by hundreds of tributaries, runs deep back into the mainland. The ash blown south from the volcanoes to the north has settled into the waters, tainting the mud and muck a blackish hue, giving the region its name. The freshwater from the Mort river, mixed with the saltwater from the sea gives the swamp a balanced mix, allowing both saltwater and freshwater fish and animals to thrive.

    Numerous small settlements are spread throughout the swamp, but the largest and most populous, is named Nundritch. Nundritch sprawls around a large man-made estuary and port at the mouth of Mort.

    The swamp is heavily populated with various breeds of birds, fish, hippopotamuses, alligators, snakes, deer, beavers, and other assorted species.

    Spoiler: People
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    The people of Blackwater are primarily humans, with a few scattered tribes of dwarves mixed in. Mostly hunters and fishers, living off of the bounty of the swampland.

    The humans being more focused on fishing and hunting. They are mostly traders. Using small boats to navigate the waters of the coast and river to trade between tribes.

    The dwarves are rather fond of breeding hippopotamuses for use as pack animals, war beasts, and emergency food. Due to the aggressive and territorial nature of the hippopotamuses, the humans tend not to interact much with the dwarven folk, unless the dwarves initiate the interaction.

    The Vr'kx have recently moved into the area, with House Dv'hk relocating itself to Nundritch, to guide and advise the native populace.

    Spoiler: Resource
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    The waters of Blackwater are heavily populated with clams, oysters, and assorted other molluscs, making the region's primary resource [minor] pearls.

    Due to the weather patterns, primarily being heavy rains, and the general atmosphere, leading to rot, as well as the difficulty of proper logging practices in the swamp, "timber" from outside sources is a highly prized commodity.

    Spoiler: Religion
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    Harbingers of Silence (Pagan - Majority)
    Most of the tribes of Blackwater are faithful to the beliefs of an ancient doomsday cult. Believing that some great noise would awaken an ancient evil from its slumber deep beneath the sea, causing it to rise up and bring about the end of the world, all but tribal leaders and their heirs have their tongues cut out. Resulting in the primary form of communication amongst the populace being a form of sign language. Numerous holidays and celebrations are spread throughout the year, all being celebrated in near total silence. With musicians and choirs miming playing their instruments and plying their trade.

    Children of gN'kk (Organized - Minority)
    Description and details below.

    Spoiler: The Slumbering Gods (472)
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    Population: 900,000
    Spoiler: Terrain
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    gN'kk, Thr'll, Dr'vst, and Lh'kr are a quartet of semi-active volcanic islands. Where the lava floes have long since cooled, thick lush jungles thrive in the rich soil. Spread throughout the thick jungle foliage are numerous caves and tunnels leading to the sweltering bowels of the volcanoes. Thermal vents and natural hot springs also dot the islands' terrain. The shallow coastal waters surrounding the islands are littered with massive coral formations, inhabited by countless species of brightly coloured fish, and shellfish.

    gN'kk is the central, and most active of the four volcanoes. A constantly smoking and rumbling reminder of the wonders of the gods.

    Th'rll is the northern island. The largest of the islands, it is also the most docile of the volcanoes. The landscape cluttered with farms and fields.

    Dr'vst is the eastern island. Largely still rocky and overrun with active lava fields, but also numerous steaming vents and hot springs.

    Lh'kr is the south-western island. Primarily a jungle paradise, the island filled with the cacophony of bird and animal calls.

    Spoiler: People
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    The Vr'kx are a peaceful and benevolent lot. Having emerged from the depths of the seas by the rumbling volcanoes, they found the island populated by a violent people, engaged in nearly endless, and thoroughly pointless, warfare against one another. Finding the violence abhorrent, they set to pacifying these savage peoples. Once peace was attained, they set about educating the people, trying to raise them up out of the primitive squalor that they willing dwelt within.

    They are a proud, and noble people. Sacrificing much to bring peace to the savage natives. Yet not without their own flaws. Vanity primary amongst them. Always striving to present themselves in as favourable a fashion as they can. They wear dull coloured clothes and avoid shiny baubles, so as to not distract from their natural beauty. Disdaining the practice of the islands' small peoples of using pigments to paint their faces. It has even been rumoured that the noble houses of the Vr'kx occasionally engage in selective breeding of their children, in an attempt to create offspring more in tune with the believed features of their ancient Gods.

    The main ruling body of the Vr'kx is a collective council of noble born. The eldest born of each noble house holds a seat upon the council. With a "royal" arbiter appointed to guide the council, and break up any of the rare disagreements that may crop up. The arbiter being descended from the ancient bloodline of the former royal stock that once ruled the Vr'kx peoples.

    Marriage is almost always arranged for political or financial reasons, with the people commonly agreeing that serving the greater needs of the people, is more important than any particular individual craving or interest. However, marriage is largely just a legal matter, tying families and bloodlines together, to serve the collective. So it is not uncommon for citizens to have offspring with those they are not married to, since this also serves to strengthen a family's ties, connections, and bloodline.

    Educating the young, and small folk, as well as the deciphering of the unknown is the most respected activity of the people. Vast libraries are the greatest treasure any particular family can hope to have. No expense is spared in their construction and maintenance. Typically the second born are honoured with role of educator, with the firstborns holding the council seat, as previously mentioned. Third born commonly take up the practice of logistical analysis, becoming merchants and traders. Strengthening their House's position through careful acquisition of goods and property. Fourth born tend to take up the role of explorer or diplomat. Expanding their House's power and influence by expanding their House's contacts, influence, holdings, and goods outside the borders of the Empire. Fifth born, and beyond, although somewhat uncommon, yet not entirely rare, are given over to the Holy Order who are taught the ancient practices and beliefs, and given the role of mediators to the public.
    Spoiler: Appearance
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    The Vr'kx stand at between eight to ten feet in height, fifteen to seventeen feet in total length, weighing between four and five tons. Their bodies are powerful and muscular, with finned serpentine tails instead of legs, much resembling the bodies of eels. They have varying shades of grey skin, with numerous bony protrusions, occasionally even a horn, or set of horns. As originally an aquatic species, they are amphibious, capable of breathing through their skin when it is moistened. A mostly hairless species, but when they do have hair, it tends to grow out dark and coarse. Those who have been selectively bred to match the fabled appearances of the Gods occasionally will have an extra arm, or even head. Sometimes even a scaled hide. Typical attire consists of robes or waist clothes made from the tanned flesh of the small folk, adorned with accents made from the bones and skulls of small folk, and other native creatures.

    The small folk tend to average between five and six feet in height, and one hundred to two hundred pounds in weight. With skin in varying shades and hues of pinkish brown. Hair is normally kept shorn, to prevent parasitic infestations due to their poor hygiene, but comes in a wide assortment of colours and textures. They tend to wear garments made from woven sheep wool, and adorned with the colourful feathers of the island's various birds. The feathering colouration matched to the House that they are aligned with.

    Spoiler: Armaments
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    The Vr'kx when left with no alternative, will lead their hordes of small folk to battle. Relying on the masses of expendable small folk to shield themselves from direct conflict, typically tending to avoid any actual armour, aside from their natural thick and resilient skin. Wielding great pole-arms, fitted with the banner of their personal House.

    The small folk have mostly been left with their primitive armouring of tanned animal hides, and wooden reinforcements. Equipped with adzes, javelins, and bows. Some of the various Houses will outfit their soldiers with shields, but these are usually little more than ornamental, serving little purpose other than to present a larger field of the House's colours.

    Spoiler: Resource
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    Produces: The most abundant resource on the islands is the "small folk", to whom the Vr'kx have taught the secrets of fishing, farming, animal husbandry, mining, and even construction. [Slaves][Good]
    Needs: The Vr'kx seek to expand their familial holdings, and as such crave great vaults overflowing with foreign treasures. Gold, silver, precious stones, all that glisters. [Luxury Goods]

    Spoiler: Religion
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    Children of gN'kk (Organized - Majority)
    Description and details below.

    Spoiler: Mwoggronzurgtraulbaundruth (473)
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    Population: 812,000
    Militia: 2000
    Spoiler: Terrain
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    Mwoggronzurgtraulbaundruth is a heavily forested area, the trees grow so massive and densely that daylight rarely ever shines through the boughs and reaches the ground. The forests are nearly barren of all wildlife, leaving them hauntingly silent. Even insects are not present within the forest, due to a toxic and foul smelling sap that the trees exude. Aside from the various tribes that live on the outer perimeter of the woodlands, there are no known native species of wildlife. It is rumoured that deep within the woods lives a species of basilisk, that feeds off of those who venture too deep inside. This theory is based upon the frequency of lifelike statues littered amongst the trees' detritus on the forest floor. Many of which seem to be of men and women in the throes of terror or agony.

    Spoiler: People
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    Primarily habitating along the outer perimeter of Mwoggronzurgtraulbaundruth are dwarves, building homes beneath the soft earth, reinforced with wood harvested from the forest. Typically letting their hair and beards grow wild, due to the complete lack of parasitic insects in the forests, they appear as wild and savage to outsiders. Garbed in simple, yet tough, leather tunics, they spend most of their days tending the trees, drinking a foul concoction of fermented woodsap, or venturing into foreign lands to trade, pillage, loot, or kidnap.

    Spoiler: Resource
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    The woods of Mwoggronzurgtraulbaundruth are overgrown, with massive trees of an incredibly dark and dense wood. As the trees age, the wood grows darker and harder. The wood of the mature trees is dark grey, or black in appearance, and nearly as hard as iron. The locals harvest and trade this wood, making Mwoggronzurgtraulbaundruth's primary resource [good] Ironwood (lumber).

    The lack of natural fauna within Mwoggronzurgtraulbaundruth, leads the natives to crave "foodstuffs."

    Spoiler: Religion
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    Harbingers of Silence (Pagan - Minor)
    A few of the tribes are faithful to the beliefs of an ancient doomsday cult. Believing that some great noise would awaken an ancient evil from its slumber deep beneath the sea, causing it to rise up and bring about the end of the world, all but tribal leaders and their heirs have their tongues cut out. Resulting in the primary form of communication amongst the populace being a form of sign language. Numerous holidays and celebrations are spread throughout the year, all being celebrated in near total silence. With musicians and choirs miming playing their instruments and plying their trade.

    Sons of Stone (Shamanism - Minor)
    While other tribes worship the basilisks that is rumoured to dwell within the forest, protecting a great treasure of unequalled value. In order to appease the basilisks fanatics often venture into foreign lands to kidnap people who are then to be driven deep into the woods as a sacrifice. These sacrifices are often given woven baskets filled with whatever treasures that are on hand. In an attempt to appease the greed of the basilisks, to keep them from venturing out and harassing the tribal villages.

    Children of gN'kk (Organized - Minority)
    Description and details below.

    Spoiler: Xukujinima (497)
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    Population: 743,000
    Spoiler: Terrain
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    The mountainous coastal area of Xukujinima, is predominantly covered with vast swaths of thick and wild deciduous woodlands. Dotted around the landscape are numerous sinkholes, inside of which the people who inhabit the region tend to make their homes.

    Within the largest of the sinkholes, which houses roughly eighty percent of the regions population, is the grand city of Zae Uhlkaz. Located directly on the coast, the sea's waters flow over the rim of the sinkhole during high tide, spilling deep into the believed bottomless gaping maw. The city itself is carved into the stony walls of the sinkhole. The city came in steps, as the people chipped away more and more at the walls of the sinkholes, in pursuit of the rich mineral veins. The stonemason caste reworking the mine shafts into proper domiciles and facilities to house the population and fill its needs. Rich gardens circle the rims of the sinkholes, as well as simple aqueducts fed by the sea during high tide.

    Spoiler: People
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    The population of Xukujinima are predominately dwarven, with a lesser sub-population of human slaves, imported in to do the menial work required around the cities. There is also a rumoured population of half-breeds, who are usually kept from the eyes of the neighbours, due to the distasteful nature of their very being.

    The population is divided by a strict caste system. While the city of Zae Uhlkaz has a King, he has not been seen by the general populace in over a decade, so the merchant and miner castes hold the majority of power and influence within the cities.

    Spoiler: Resource
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    The primary resource of Xukujinima is (silver) (minor). Which the cities seek to trade to others in exchange for slaves, to be thrown into the mines to expand the wealth of the cities.

    Spoiler: Religion
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    The people of Xukujinima are predominately agnostic, seeing little reason in the belief and worship of gods. The closest they have to any actual faith or belief is some minor ancestor worship, which is usually nothing more than encouraged days of rest and relaxation.

    Children of gN'kk (Organized - Minority)
    Description and details below.

    Spoiler: Faith - Children of gN'kk
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    Spoiler: Lore
    Show
    In the beginning, there was the sea, the light above, and the darkness below. The Vr'Kx roamed far and wide, hunting for food and sport. Thinking naught of the past, or future. Keeping groups no larger than a dozen strong. They were wild and primitive. But then came the voice from below. Whispers in the dark, bubbling up from the impenetrable darkness below. It spoke of power. True power. Countless legions of slaves. An unending feast. Riches beyond imagination. Mastery over the sea and all that dwelt within. Above and below. All it asked in return, was obedience. The Vr'Kx gave this, willingly.

    The voice in the dark sent its heralds. From the fire writhing below they came. The Vr'Kx united. From all the seas they migrated, they built, they prepared. Great cities rose up beneath the waves. Armies formed in the darkness below the waves. The Great Eyes Above watched and marvelled at the wonders that came. Then they went blind, and in the darkness, the shadows seethed forth. Great shadows, darkness within darkness. Where they led, the Vr'Kx followed.

    The Great Eyes Above returned, casting their light upon the world again, and the great shadows plunged themselves into the seabed, and the sea trembled. The seabed cracked and broke. Fire and stone raged. From the rage, came the world's blood itself. The world fled from the shadows, thrusting itself up and up. Trying to escape the shadows, it fled towards the Great Eyes Above, and abandoned the sea. Thus was the land born. Time and again, the Great Eyes Above would go blind, and the shadows would rise. When the shadows rose, the Vr'Kx surged forth and conquered all that laid before them. Bringing the word, mercy, knowledge, compassion, and temperance of the Voice Below. Time and Again, the Great Eyes Above would return, and the seas shrank.

    For countless ages the shadows have slumbered, and the Great Eyes Above are too afraid to sleep. But the heralds still speak, and the Vr'Kx wait no longer. The world will be theirs. Not just the seas, but what lurks above it as well. Blind the Eyes and darkness shall swallow all, and the shadows shall be free. Forever and a day.

    Spoiler: Rituals
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    During high tide a celebration is held, the faithful eat, taking breaks from their assigned tasks to partake in feasting, and relaxation. In celebration of the sea's might, and the grandeur of the Vr'Kx.

    During the low tide, the Holy Order sacrifices small folk. Carving their hearts from their chests and devouring them. To show that they have mastery of the Great Eye's favoured, and land dwellers, and do not fear its powers.

    During a lunar eclipse, when the Great Eye Above bleeds, the faithful orgy. Feasts and celebrations held in the Houses and places of worship erupt with fervour and spill forth out into the cities. Grudges and hostilities are forgotten, as Houses come together in wild celebration.

    During a solar eclipse, when the Great Eye Above slips into slumber, the Holy Order sacrifices smallfolk en masse. Attempting to resurrect the shadows. The temples and streets run slick with the blood of the sacrificed. The cities choked with the smoke of burnt corpses as the Holy order tosses body after body into fire pits.

    Spoiler: Pantheon
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    gN'kk, the voice below, the All-Mother, is depicted as a two-headed and four-armed matriarch. Ancient and wise, she guides the Vr'kx to their ultimate destiny through the use of the Majordomo, who act as her heralds, and advise the Master and the Holy Order.

    Dr'vst, the voice of compassion, is depicted as heavily scarred, and with great horns. The second born of the three sons, he is a veteran of many battles, always fighting in the vanguard of gN'kk's armies. Favoured of the Holy Order, for his words of compassion and justice.

    Lh'kr, the voice of temperance, is depicted as blind and limbless. The third born of the sons, he serves as advisor and judge. Favoured of the merchants and traders for his moderate and balanced views.

    Th'rll, the voice of knowledge, is depicted as having two heads, and hardened scales. The first born, and largest of the sons, he served as bodyguard for gN'kk, and rearguard in her armies. Favoured of explorers and inquisitors, for his desire to see and learn new things.

    Spoiler: Hierarchy
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    Firstborns speak for their House, taking a seat upon the council.
    Second born are labelled Inquisitors, and tasked with acquiring and disseminating knowledge.
    Third born work as merchants and traders, working to expand the wealth, power, and influence of their House.
    Fourth born are sent out into the world, to work as explorers and diplomats.
    Fifth born, and above, are stripped of name and House and handed over the Holy Order to become the enforcers of law and order within the Empire.

    The Master of Orphans is the high priest and general. Leading the Holy Order through all it does. Spreading the Word of the Mother, to heretics and infidels. Bound by ancient law to follow the commands of the Council and the Emperor or Empress, except on the occasion that such commands would violate the laws and commands of the voice below.

    The Majordomo is the herald, and advisor to the Master, as well as the mouth of the voice below. Also chooses the next Master of Orphans, when such is required.
    Last edited by Catrus; 2016-08-09 at 10:36 AM.

  12. - Top - End - #42
    Dwarf in the Playground
    Join Date
    Jan 2016
    Location
    Jinxwood
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    The Praetorian Protectorate

    Part Two



    Spoiler: Ruler
    Show
    Lord Cato Leonis


    DIP:6
    MIL:3
    CUR:5
    FAITH:2
    LUCK:7

    As of Round 19


    Spoiler: Praetoria (Region 503)
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    Spoiler: Summary:
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    Praetoria Region 503
    Population: 810,000 Humans
    Resource: Jinxyte (Good)

    Spoiler: Terrain
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    Praetoria is bordered by a mountain range to the Southwest, the mountains surround the valley known to the people as "The Great Vale" in which the capital of Valencia resides.

    Mountain streams form the River Tythe which flows Northeast through the grasslands and sparse woodlands out to the rocky Praetorian coastline.

    The grasslands are occupied by flourishing farmlands and trading posts along the river bank.

    The biggest port city on the coast is Aeternum where fishing ships come and go supplying the cities with fish and aquatic plants.

    To the West are the Praetorian Steppes where nomadic tribes graze their animals.

    Spoiler: People
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    The Praetorai are average build humans who are pale of skin and have a variety of hair colors. The people of Praetoria arrived in the distant past after they were exiled from their native lands to the North when a militant faction led a coup against the peace loving rulers.

    They were quick to establish makeshift fortifications where they could in case they had been followed, should the worst come to past at least time would be bought for the refugees to get away, but the attacks never came. The makeshift forts became hubs for trade and protection for travelers on the road, but more permanent settlements never formed until the discovery of the Great Vale in the mountains to the South.

    It was a large valley in the middle of treacherous mountains with few routes in a place as easy as any to defend. A great waterfall flowed into the valley and made it lush and green, flowers bloomed and fish flourished in the streams and lake. It was here the first permanent settlement of Praetoria was founded, the city of Valencia was born.

    From Valencia ideas coursed out, ideals to protect the common people and to not let the mistakes of the past occur again. A council was formed from prominent leaders of the nomadic tribes to discuss issues and ensure the safety and security of the people. The First Council met and decided on a mandatory military service for all people reaching the age of sixteen, the duration of mandatory duty was only a year but many would stay on for the camaraderie and the chance to do some good for their families and communities.

    A strong sense of justice and the rule of law have ensured that not even the newly established aristocratic class can escape its firm grasp. All are held responsible for their actions, and as such criminal activity in more urban areas of the Protectorate are somewhat low.

    Tales and rumors of magic have enraptured the people who seek it. Guilds form to search out and find relics of the past to aid in the discovery of knowledge. They wish to discover all the world has to offer, and if in the process they make discoveries to help the common folk it will be all for the better.

    Spoiler: Resources
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    Supply: Explorers from the guilds have found caverns filled with a shining bluish-purple crystal, many explorers reported having minor hallucinations around the large formations of crystals and accidents have occurred after having being in contact with the large formations for an extended amount of time. Explorers have dubbed this crystal "Jinxyte" (Good) due to the accidents its exposure preceded.

    Demand: While the woodlands of the region are diminishing at an startling rate and the need for wood is growing rapidly to feed the desire for homes and businesses.

    Spoiler: Faith
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    A minority of the population worship a tribunal of pagan gods: Umbera the Mistress of the Night whom people look to for health and restorative guidance. Stellarea the Lady of Wisdom, who shines down on the people and offers insight into the future. Astrumnia the Mother of Eternity, she that takes care of the those who have passed on and graces the world with light of their souls.

    The Majority of Praetorai are looking to the stars in the sky. Their new god is Discovery. The majority of the population seeks to unravel the mysteries of the world, to understand how everything is held together. To find new lands, new people, new ways to make life better for everyone.


    Spoiler: Arcadia (Region 499)
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    Spoiler: Summary
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    Region 499
    Population: 733,000 Humans
    Resource: Wood (Good)

    Spoiler: Terrain
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    Terrain: Arcadia is a mostly wooded wilderness rich with wild life, plants are plentiful in the forests but it is not as dense as a traditional jungle. The coast of Arcadia is much like Praetoria's with rocky beaches and small cliffs. It is backed up against the Montes Umbra to the west.
    The region boasts a large logging industry that can barely keep up with the growth rate of the plants and trees in the deep woods.

    Spoiler: The People
    Show
    The People: The people of Arcadia are organized in a city-state fashion, with representatives from each major city or tribe meeting to have an annual council in the province capital of Sylva. The leader of the council of Arcadia is Benson Adair. With all the trees and the growth rate of vegetation many people work hard to keep farms and ranches maintained, it is a hard days work to make sure the food supply isn't overgrown. As such, the common folk of the region attire themselves in rough home-spun appropriate to the nature of their manual labor. The nobles of the region attire themselves in luxurious fabrics in the rich jewel tones of crimson, emerald and sapphire. Like the Praetorai, Arcadians are average build humans who are pale of skin and have a variety of hair colors.

    Spoiler: Faith
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    Faith: A minority of the population worship a tribunal of pagan gods: Umbera the Mistress of the Night whom people look to for health and restorative guidance. Stellarea the Lady of Wisdom, who shines down on the people and offers insight into the future. Astrumnia the Mother of Eternity, she that takes care of the those who have passed on and graces the world with light of their souls.

    Spoiler: Resources
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    Resources: The wood of Arcadia is plentiful and of high quality, but due to the rate at which it grows the loggers must find ways to repair damaged tools, they seek crystals or metal to reinforce the teeth of their saws and the bits of their axes.

    Spoiler: Lapisia(Region 500)
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    Spoiler: Summary
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    Region: 500
    Population: 712,000 Humans
    Resource: Stone (Good)

    Spoiler: Terrain
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    Terrain: Lapisia is mostly dusty plateaus backing up to Montes Umbra, a few woodlands dot the landscape. Mountain streams from Montes Umbra run down and across the scrublands enough to sustain life to the plants and animals of the region. Most stone in the region is dark colored andesite with veins of granite running through it. At the edge of the plateau runs the steppes that reach far to the north.

    Spoiler: The People
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    The People: The humans populace in Lapisia are darker and more easily tanned than those in nearby Valencia and Arcadia, pointing to a different background than those of their northern counterparts. The Lapisians are more democratic than those in surrounding areas, with elected leaders representing the concerns of their given cities. The public leader of the region is Talia Lanius, who answers to the council of the people known as the Consilium Vugalia. The capital city of Lapisia is Rytholis, which is nestled into the mountains in the east, other small cities such as Nybara and Kylia reside along the streams running across the plateau, the people here enjoy a more rustic lifestyle than those of the more populous capital, but still have a voice on the Consilium Vugalia.

    Spoiler: Faith
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    Faith: A minority of the population worship a tribunal of pagan gods: Umbera the Mistress of the Night whom people look to for health and restorative guidance. Stellarea the Lady of Wisdom, who shines down on the people and offers insight into the future. Astrumnia the Mother of Eternity, she that takes care of the those who have passed on and graces the world with light of their souls.

    Spoiler: Resources
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    Resources: With the abundance of easy to mine andesite stone vast quarries have been established on the plateau and up to Montes Umbra. Quarrying is a labor intensive operation and the people of Lapisia desire a way to unwind after the work day is done, and wish for Alcohol.


    Spoiler: Arcturia (Region 512)
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    Spoiler: Summary
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    Region: 512
    Population: 683,000 Humans
    Resource: Vodka (Poor)

    Spoiler: Terrain
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    Terrain: Arcturia is primarly windswept plains and grasslands, to the west an elevation increase denotes the start of the western steppes. The coastline is not as rocky as it is to the south, its more sandy and smoother boulders. With few trees or mountains in the area the wind tends to scour the plains, as such there is little to no insects or birds in the region.

    Spoiler: The People
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    The People: The humans of Arcturia, prior to colonization, were a mostly nomadic tribal society, with tribes moving from place to place to shelter their portable camps from the high winds of the region. They seem to be of the same darker stock of the Lapisians. After colonization by Praetoria, small tent cities have formed in sheltered areas and councils have formed to govern them and meet with the council of the Protectorate. The largest tent city, Holt's Pass, hosts this region’s council meeting. Of special concern to the new Arcturian Council is beginning an agricultural system to feed the new cities that are popping up throughout the region. Without a prior government or cohesive society, the living conditions in Arcturia are quite modest and bettering the citizen’s quality of life is among Praetoria’s top goals for the region.

    Spoiler: Faith
    Show
    Faith: A minority of the population worship a tribunal of pagan gods: Umbera the Mistress of the Night whom people look to for health and restorative guidance. Stellarea the Lady of Wisdom, who shines down on the people and offers insight into the future. Astrumnia the Mother of Eternity, she that takes care of the those who have passed on and graces the world with light of their souls.

    Spoiler: Resources
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    Resources: With more permanent settlement the people of the region have started to farm, producing food and extra potatoes are used to make vodka. Due to the high winds of the plains this region desires stone for strong buildings that can withstand the winds.

    Spoiler: Fodina (Region 494)
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    Spoiler: Summary
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    Fodina, Region 494
    Population: 672,000 Humans
    Resource: Steel (Minor)
    Resource Req: Alcohol
    Religion: Deep Ones Paganism

    Spoiler: Terrain
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    Fodina is an extremely mountainous region filled with tall, sharp peaks and deep canyons where melting snow has cut through the rock. There is little in the way of natural vegetation, mainly just shrubs and the occasional hardy berry bush. With little in the way of flat land available the population centers tend to be located on the faces of many canyons. Terrace farms supply the villages with enough food to survive. The largest settlement in the region is Vorago which occupies two opposing sides of a large canyon with many bridges crossing over the chasm, which is known as Borothro Canyon, purportedly named for the region’s first settler in the area.

    Spoiler: People
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    The people of Fodina are tall, generally muscular humans with very pale skin and dark hair. The limited amount of direct sunlight makes the skin tones have little variation in most of the populace, though their eyes range from dark brown to pale blues and greens. A hardy people unafraid of manual labor and hard work, Fodinans prefer tough leather garments, practical for use in their mines and as protection against the chilly mountain climate, though it is often the white leather and wool of the mountain goat, which tends to get dingy and greys quickly. The people of Fodina revere their elders and take great stock in their wisdom as they are believed to be more akin to their deities as they age. Disputes and questions concerning the larger society are often brought forth for a council of elders, who reveal their thoughts on the matter at hand, their decisions being almost always followed.

    Spoiler: Religion
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    The people of Fodina believe in the Deep Ones, wise and ancient beings who draw the people of Fodina further and further underground in the search for enlightenment. As such there are many mines in the region, and you will often find the remains of candles and offerings left in abandoned mineshafts and they do not build their permanent settlements on the canyon floors out of respect for what they perceive to be the Deep Ones’s territory.

    Spoiler: Resources
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    With all the mines and quarries located in the mountains, stone is very plentiful, and is used in making almost all of their buildings. The hardworking people who spend most of their day underground need some way to unwind, and are seeking alcohol with which to do so. Due to processes brought to Fodina from Praetoria, the region has begun producing steel out of the material the miners have been digging up.


    Spoiler: Pelyra (Region 504)
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    Spoiler: Summary
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    Pelyra, Region 504
    Population: 658,000 Humans
    Resource: Glass (Minor)
    Resource Req: Wood for Fuel
    Religion: Water Diety Worship

    Spoiler: Terrain
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    Pelyra is a dusty steppe, a few rivers flow to the east to Praetoria. The grasslands occupy most of the region with the exception of a few sparse stands of wood and the rocky plateaus to the south. The settlements on the southern plateaus are the largest and best protected in the region but the economic centers are located along the rivers to Praetoria where merchants and artisans sell their goods to their neighbors. The capitol of the region is Saburra, located along the sandy banks of the River Tikurna. Saburra is home to the largest of the region’s markets and is a hub for trade and activity, as well as being the cultural center of Fodina.

    Spoiler: People
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    The people of Pelyra are of human descent with a dark tanned skin tone and hair colors only ranging from black to a medium brown. They believe themselves to be the original settlers of this land and protect it from outsiders fiercely and with pride. Organized into loose familial tribes, conflicts often arise between neighbors regarding territory and fair trades, though they are quick to unite against outside invasive forces. An artistic people, the Pelyrans prefer light colored clothing made of homespun and cotton, and wear lightweight and breezy tops to keep cool under the heat of often brutal steppe sun.

    Spoiler: Religion
    Show
    The majority religion in Pelyra are the followers of the Water Maiden, Flumina. She who carries life along the rivers, as such the people view all of the waterways in Pelyra as sacred sites and to be respected. You will find many small shrines along the riverbanks where the populace leaves offerings for the goddess’s favor and to encourage safe and profitable travel upon the waterways.

    Spoiler: Resources
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    The artisans of Pelyra specialize in glass blowing and produce many high quality pieces. However to feed their kilns they need a readily available source of fuel, the woods of the region used to provide most of the fuel but were rapidly depleted.

    Spoiler: Gelt (Region 498)
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    Spoiler: Summary
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    Gelt
    Region 498
    Population: 731,000 Humans
    Resource: Gold (Good)
    Resource Req: Steel
    Faith: Deep Ones Paganism

    Spoiler: Terrain
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    Terrain: The landscape of Gelt is primarily a vast hilly forest. The land near the coast is mostly treeless and flatter than the rest of the landscape, with the exception of Montem Sola, a single large mountain located on the coast. An assortment of small villages lie at the bottom of the mountain. Further inland is the main population centers of the region, the largest of the which is the capital for the region. The city of Cyklos surrounds the largest tree in the region, known simply as Magna Arbor. In the far west of the province resides the Montes Umbra, connecting Gelt with the far side of the Kingdom.

    Spoiler: People
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    People: The people of Gelt are pale skinned humans, because of the vast amounts of trees in the region, prolonged sun exposure is rare with the exception being on the coastline. Cyklos is the capital of the region and within it resides the Dux Fortis, or “strong leader”. In Gelt rule is decided based on the strength of the candidates, there are no ruling families in Gelt, anyone can be a candidate, a grand tournament is held every ten years and the winner of the competition is granted the title of Dux Fortis and moves into the palace at Cyklos. With a culture of strength leading, the people of Gelt tend to be more aggressive than those of the surrounding provinces.

    Spoiler: Religion
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    Religion: The majority faith of Gelt is Deep Ones Paganism, with the discovery of Gold in the forests people feel there is deep truths hidden under ground. With people mining to “enlightenment” more and more gold is found and the faith became stronger and took root firmly in Gelt.

    Spoiler: Resources
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    Resources: The gold mines of Gelt are extensive but to keep up the production of the valuable metal steel is needed for more picks and other tools.

    Spoiler: Salinda(Region 513)
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    Spoiler: Summary
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    Salinda
    Region 513
    Population 912,000 Humans
    Resource: Salt
    Resource Req: Wood
    Religion: Sun Deity Worship

    Spoiler: Terrain
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    Terrain: Aside from Salinda’s coastline the central mass of the region is well below sea level. The interior of the region is known as Rexus Salsuginis, a large salt flat that is harsh to live in. In the lowest point of the salt flats is a lake that is called Salvator Lacum by the natives because it is the only place around where there is drinkable water. Most of the population lives along the coasts of Salinda where wetlands are the primary land feature. The Ave Lagoon is home to the region’s capital of Ambustil.

    Spoiler: People
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    People: The people of Salinda are dark skinned humans, the lack of shade in most of Salinda darkens the people’s skin. With the sunlight being so brutal during the daylight hours most work tends to take place at night. The salt flats are mined for their minerals during the night and as soon as the sun starts to rise everyone retreats to the shade of their homes until it cools off again. Unlike most of the other towns and cities in Salinda the city of Ambustil has activity throughout the day, the temperatures on the coast are far more tolerable than those down on the salt flats. Those who can fish during the daylight hours. The Solis Agreor are a group of wisemen that have been blinded during extensive meditations in Rexus Salsuginis, while not directly in control of Salinda their blessing and guidance is extremely valued by the various mayors of cities and villages of the region.

    Spoiler: Religion
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    Religion: The people of Salinda worship the Stella the Sun Goddess, but not as a just or benevolent god, but as a destroyer god, those who try to understand her are blinded, or burned by her presence.

    Spoiler: Resources
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    Resources: With a large amount of salt flats in the region, salt is widely available but seen as a fairly useless resource to the native population. The people desire more wood to make more structures to keep out of Stella’s Wrath.

    Spoiler: The Upper Sorrows (Region 510)
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    Spoiler: Summary
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    The Upper Sorrows (Region 510)
    Population: 873,000 (174,600 Humans and 698,400 “Nachtfligern”)
    Religion: Unorganized pagan worship (River worship)
    Resources: Horses (Good), Need Food

    Spoiler: Terrain
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    Unlike most of the surrounding regions the Upper Sorrows is covered in a very dense tropical jungle, the canopy of which doesn’t allow much sunlight into the forest floor. A large river known as the Reue begins in the north and gets fed by many smaller streams and grows larger as it flows south to The Heart of Sorrows. The largest tree found has been named Eintritt and is used as a mark along the trail to many settlements. Nearing the southern border is a series of waterfalls known as the Falls of Annahme which on many a sunny day will have multiple rainbows from the vapor in the air.

    Spoiler: People
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    The human population of The Upper Sorrows numbers roughly 174,600, while there is only a few scattered settlements that may be called cities, there is many remote hunting camps and farms in some of the clearer areas of the forest. The people of The Upper Sorrows are mostly tan skinned with brown to dirty blond hair. The largest settlement is Elend, located along the banks of the Reue, most of the trade of the region is coordinated through this settlement. The government of The Upper Sorrows is tribal in nature with the Chief of each settlement having the ultimate say in what occurs, they are however advised by a council.

    The other inhabitants of The Upper Sorrows are known as the Nachtfliegern, a insectoid species that lives in tops of the trees of the region, their numbers are much greater than the human populace, not terribly much is known of their culture due to their general avoidance of interaction with humanity. On top of being reclusive they are mostly nocturnal and conduct much of their activity in the night. What little people have seen of the Nachtfliegern comes down to a height of roughly four and half feet in height, with a wingspan of nearly ten feet. They have been observed to have colorations ranging from bright yellows, greens, and oranges, to darker blues, purples and reds. While unable to say for sure many have come to the conclusion that the Nachtfliegern wear clothing made from plant fibers found around the jungle.

    Spoiler: Religion
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    The humans of the region worship the River Reue itself as it flows southwards. They give offerings in small baskets and let the current carry them south. Because the river is always flowing the people look at it as things are always changing, it is better not to dwell on the past and ignore the present.

    Spoiler: Resources
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    The jungle of The Upper Sorrows is abundant in horses, having broken loose from ranches in the past they have multiplied and are surviving well in the lush forest floor.

    However due to the lack of direct sunlight farming for food is much harder than usual, and the region suffers from a scarcity of food.


    Spoiler: The Heart of Sorrows (Region 508)
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    Spoiler: Summary
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    The Heart of Sorrows (Region 508)
    Population: 902,000 (180,400 Humans and 721,600 “Nachtfligern”)
    Religion: Minor Pagan Worship (God of Life)
    Resources: Honimach Fruit (Great), Needs Stone.

    Spoiler: Terrain
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    The Heart of Sorrows is located between the Upper and Lower Sorrows, and shares the same tropical climate and jungle landscape as both. The Heart of the Sorrows, or “Hoffnung” as the locals call it, is a massive cenote, into which both the Trauer and Reue rivers flow. It is currently unknown where all the water goes, most likely just an underground river system through the soft rock of the region. On the Southeast border lies an active volcano known as Pyragas. It has minor eruptions a few times a year, and hasn’t had a major eruption in the past few generations. Just south of The Upper Sorrows border and connected to the Reue River is a large almost hand-like lake. The locals have called it Lake Riesen and it boasts a large diversity of types of fish and aquatic mammals.

    Spoiler: People
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    In The Heart of Sorrows the human inhabitants are split in two groups with differing ideologies. However they are the same in that they tend to be tan skinned with hair ranging from a dirty blond to a dark brown. The humans north of the Heart are far more spiritual in nature, and see everything as having a place in the world, every life is precious to them, from the smallest ant to the largest tree. Their counterparts in the south also believe everything has a place in the world, but more as cogs in a machine then as individual beings with free will. The largest human settlement in the north is Ehre, while the largest in the south is Verrat.

    Other than the humans of the region there is one other civilization, known as the Nachtfliegern. Not many know much about the Nachtfliegern, other then they do not seem to be mammalian in nature, are capable of limited flight, are between four and five feet in height, with a wingspan roughly double that. In addition to those characteristics they have been observed to have multiple colorations and the ability to fabricate their own clothing with plant fibers.

    Spoiler: Religion
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    Only the northern tribes appear to be religious, they worship a god known to them as Cykrieges, they believe he is the source of all life in the world, and to treat his creations with respect is to the key to a happy and prosperous life.

    Spoiler: Resources
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    Many of the trees in the Sorrows grow the Honimach fruit, however this fruit seems to thrive in areas with large quantities of water available. The fruit itself is firm to the touch, but once cut open has a soft and fleshy interior. The flesh of the fruit is sweet, with a sour note to it, if allowed to continue to ripen the Honimach will start to get a spiciness that rivals some peppers. The seeds of the fruit are extremely bitter and consuming too many are known to cause health issues, however local medicine men have been using the seeds to treat various ailments for generations. The Heart of Sorrows has two major rivers, and Honimach plantations are starting to appear alongside their banks.

    Due to the jungle’s ability to grow at a rapid rate, the people of the region are looking for sources of stone to use as foundations to slow the growth of the jungle in populated areas and farms.

    Spoiler: The Lower Sorrows (Region 505)
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    Spoiler: Summary
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    The Lower Sorrows (Region 505)
    Population: 944,000 (188,800 Humans and 755,200 “Nachtfligern”)
    Religion: Minor Ancestor Worship?
    Resources: Azurite Leopards (Great), Needs Hard Metals

    Spoiler: Terrain
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    Much like the northern two of The Sorrows, The Lower Sorrows is a tropical jungle with dense trees and much plant life, unlike its far northern counterpart the rivers and streams flow northwards towards The Heart of Sorrows. The largest river of The Lower Sorrows is the Trauer which begins near the southern edge of the jungle. Located near the source of the Trauer is a large cave which is rooted in many legends known as the cave of Leugnung, while it stretches for a long time underground it ends in a chamber with a small space that is large enough to walk out on, the rest of the floor of the chamber is roughly twenty feet below it and covered with large, pointed stalagmites. Following the Trauer River you will find cuts through several small mountains and several natural stone arches over the river, these are known as the Arches of Zorn, and are said to signify the wrath of the Trauer.

    Spoiler: People
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    Only a small portion of The Lower Sorrows are human, they tend to stick to the more flat areas around the Trauer River, but various encampments can be found in deeper areas of the jungle. The people themselves are tan skinned, with dirty blond to dark brown hair. A tribal society rules the human population, a chief is the ultimate authority of a settlement, but more often than not they tend to rely on a council of advisors to make decisions regarding the safety and wellbeing of their citizens. The largest human settlement in The Lower Sorrows is Ingrimm, which is located on a plateau near the Arches of Zorn.

    The other inhabitants of The Lower Sorrows are known as the Nachtfliegern, or the “Night Fliers”. Are beings that are smaller than the average human, measuring in at roughly four and a half feet in height, with a wingspan being estimated at ten feet. Colorations from sightings include vibrant greens, yellows, and oranges to darker blues, reds, and purples. While it appears the Nachtfliegern wear clothing, no one has seen them carry much more than that while in flight. Some speculate while having wings, they are not strong enough to support much more than the weight of their bodies. While no one has stepped forward claiming to visit a Nachtfliegern settlement many believe they reside in the upper layers of the jungle, in the trees. Most activity seen by humans occurs as night, hence where the moniker Night Fliers came from.

    Spoiler: Religion
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    While worshiping no god directly, people live in fear of The Geist of Leugnug, a shade of a man named Leugnung. It is said Leugnung lived peacefully in the forest with his family until they were kidnapped and ransomed by bandits. To ever see his family again he had to enter the cave now bearing his name and hand over everything of value to the bandits. But they had gotten impatient and had thrown them into the pit of stalagmites in the last chamber. Upon receiving the ransom Leugnung was brought to his family who had been impaled on the stalagmites. It is said that that Leugnung went into a rage managed to force all of bandits into the pit of stalagmites, where he too fell after succumbing to exhaustion. While thought to just be a legend, roughly eight skeletons are found with stalagmites piercing their bodies. Leugnug’s shade is said to seek out those ill at heart and toss them into the pit to be judged in the afterlife.

    Spoiler: Resources
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    A strange mammalian creature which looks to be a large blue feline with a very coarse fur inhabits all of The Sorrows but the largest and most exploited population is in The Lower Sorrows. What has become known as Azurite Leopards are strong, and fast predators, while fairly difficult to domesticate and train it is possible, and people in the region have been doing so for some time. Hunters often take an Azurite Cub as a hunting companion and train it to become an excellent hunter in its own right. Many Chiefs of The Lower Sorrows have Azurite Leopards as guards for their households.

    With the rough terrain of jungles and mountains of The Lower Sorrows to deal with, the people are in need of higher quality metals to make tools out of.

    Spoiler: Pascia (Region 501)
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    Spoiler: Summary
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    Pascia Region 501
    People: 777,000 Humans
    Religion: Sky Deity Worship (Pagan)
    Resources: Grain (Minor) Needs Beasts of Burden

    Spoiler: Terrain
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    The windswept plains of Pascia ranges from a very dry and arid steppes and smaller fertile regions around small creeks and ponds. Other then the small creeks and ponds that form during the summer stormy season there is no sources of water year round. The single most distinguishing feature of Pascia is what appears to be a dormant volcano with a large lake in its crater, and surrounded by very fertile land, the locals have called the area the Verdant Basin. Other minor features of Pascia are the High Plains which is a large plateau in the eastern part of the region that is home to many roving tribes, and the Sundered Stone located in the center of the region, a single large boulder, larger than most villages, is split evenly in half.

    Spoiler: People
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    The people of Pascia are dark skinned from prolonged exposure to sunlight, and hair colors range from red, to brown, to blond. Two types of people in Pascia are the Coloni and the Magus, the Coloni have long abandoned the hunter-gatherer lifestyle of the Magus and have settled down and become more agriculturally oriented. Small farming communities have sprung up around what little streams and ponds could be settled. The capital “city” of the region is Valculmo, which is located in the Verdant Basin. The Magus however roam about on the High Plains and continue to hunt wildlife and gather berries to live. The Coloni when in times of despair and confusion seek out the Magus and talk to the elder Magi to seek their wisdom and guidance.

    Spoiler: Religion
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    The People of Pascia worship Pluvidia the ruler of the realm of the skies, they worship Pluvidia to bring enough rain to survive the next season. The Magus are rumored to spend weeks in silent meditation to ensure the rain comes.

    Spoiler: Resources
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    What little fertile land is available is used to cultivate various grain crops, however in order to expand farm lands the people of Pascia need beasts of burden to plow the fields and dig irrigation channels.

    Spoiler: Jinxwood (Region 493)
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    Spoiler: Summary
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    Jinxwood (Region 493)
    Population: 876,000 Humans
    Religion: Unorganized Pagan
    Resources: Medicinal Herbs (Great), Needs: Alcohol

    Spoiler: Terrain
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    The majority of Jinxwood is heavily wooded marshland, and for the most part is blanketed in a very thick fog. The fog is a constant danger as it can appear and dissipate with little to no warning. The marshes are connected by shallow and slow moving streams. The Dead Mire is located along the southern border, a stretch of barren swamp where nothing but grass survives, it is eerily quiet without the chirp of crickets or the song of birds. Located north of the Dead Mire is the heavily wooded Grand Marsh, a labyrinth of canals, trees, and thick mud. In the darkest part of the Grand Marsh is Skull Grotto, an opening in the trees with a large stone formation that slightly resembles a human skull. While it is possible to enter the skull none that have ventured into the darkness have ever returned.

    Spoiler: People
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    The people of Jinxwood live in raised villages and rely on the marshes for food. Fishermen provide the majority of the food for the population. In appearance the population of Jinxwood tends to have fairly pale skin, and darker hair colors, mostly dark browns and black. Settlements tend to be scattered with no larger cities. There is no regional capital or leadership, each village has an elder the people look to for advice. There are some that live outside of the villages and settlements, deep within the fog and trees. These are the swamp hags. For whatever reason it seems that only female people manage to live on their own in the swamp with all of its dangers. These hags are the only people in Jinxwood who know where to find the region's plentiful healing herbs and plants.

    Spoiler: Religion
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    While no standard religion is in place in Jinxwood, the people hold a reverence for the fog. Some tend to avoid entering it, while others seem able to pass through it like it isn’t even there. It is said that children that go missing in the fog are always found. However the results vary depending on how much time has passed since they went missing. If a week were to pass without children being found, boys are always found ripped to ribbons, whereas girls generally are found alive and well. The only difference is their pupils change and take on the appearance of someone who is blinded, despite being able to see clearly, and they seem to be more mature emotionally.

    Spoiler: Resources
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    The hags of Jinxwood are able to seek out helpful medicinal herbs are trade them with those residing in villages to get the supplies they need to survive the marsh.

    While potent in their base form, the hags are sure they increase the potency of the herbs if they have something to dissolve the herbs into. Many think alcohol could work, but the beers and ales of the region are not pure enough to have to desired effect.

    Spoiler: Ora Leonum (Region 511)
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    Spoiler: Summary
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    Ora Leonum (Region 511)
    Population: 812,000 Humans
    Religion: Unorganized Sun God Worship
    Resources: Stone (Minor), Needs: Gold

    Spoiler: Terrain
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    Ora Leonum is a typical coastal province, while near the water’s edge the land is generally flat with a few hills. Recently there was a disturbance of the coastal landscape, a storm seems to have triggered a massive sinkhole and water from the ocean is pouring in. The locals have taken to calling the sinkhole the Petreus Abyss because of its proximity to the city of Petreus. Further inland it becomes far more hilly, one of the more outstanding features of the hill country is the Trinitas. A series three hills with spring fed rivers that come together before forming the River Aporia which heads north to the sea.

    Spoiler: People
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    The people of Ora Leonum are dark skinned with blackish brown hair being the most common color. The region is organized by a council of the top merchants who meet in the city of Petreus two times a year. Once in the summer to discuss what needs to be done within each local settlement to prepare for the winter, and once in the spring to discuss plans to extend their influence. Other major towns in the region are Antonium, and Thyrni.

    Spoiler: Religion
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    While not fully embraced by the population, many worship the sun god Caeco. Many rise early to watch the sun rise, and to pray for Caeco’s protection, and for good fortune for the day. Many of the elite worship the sun for its golden color and see the accumulation of wealth as a step towards divinity.

    Spoiler: Resources
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    With the many hills in the region, stone quarries are a common sight.

    The greedy merchants are desperate to get their hands on as much gold and valuables as possible to improve their chances to attain status equal to those of divine birth.

    Spoiler: Turvas (Region 506)
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    Spoiler: Summary
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    Turvas (Region 506)
    Population: 470,000 Humans
    Religion: Eternal Night (Minor)
    Resources: Oil (Good), Needs: Wood

    Spoiler: Terrain
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    The lands of Turvas are a mixture of murky marshes and somewhat hilly grasslands. The marshes themselves are hard to navigate because of the mixture of mud, water, and oil bubbling to the surface. Constructing any sort of permanent structure in the marshes is seemingly impossible, a wealthy family once built a fairly large keep on one of the larger tracts of solid land, it has been slowly sinking into the marsh since it was finished. It has been dubbed “Fool’s Keep” and has been uninhabited for decades. In some areas of the marsh there is more oil then water, and sometimes for some reason or another the oil is set alight. One such location was lit by a bolt of lightning during a harsh storm or so the story goes, it appears to passersby as a lake of fire, but those who live around it call it the Portum Damnatione, or simply “The Port of Damnation”. Criminals with serious transgressions are cast into the burning oil field to meet their fate.

    The majority of vegetation in the marshy areas are are large clusters of tall sturdy reeds, some use these reeds to make simple rafts to travel more quickly through the waterways. The grasslands themselves are fairly bare and barren, there is no large forests to speak of and most building materials either come from the swamps, or are mined from one of the very few quarries of the region. In the more mountainous areas to the south is a large valley surrounded on all sides by high mountains, little sunlight creeps into the depths of the valley, it is here a large population of Eternal Night loyalists reside, Noxen contains a temple, a large marketplace and a well laid out road system. Each walkway and road is covered, with minimal exposure to the sky, lanterns adorn poles along the walkways to provide some light.

    Spoiler: People
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    There is two distinct types of people that live in Turvas, those that follow the doctrines of the Eternal Night, and those who have no affiliation with them. The followers of the Eternal Night are very pale, and to many people would seem to be ill. Their eyes can be many different colors but the most common colors are a burgundy red, and a deep blue. It is unusual to see them outside of Noxen, but when they do travel outside it is usually in a completely covered wagon, and they are usually as covered up as much as possible but not to the extent it would restrict movement or their abilities.

    The majority of the population are seemingly normal, have a variety of skin tones, hair and eye colors. It seems to be a mixture of all the surrounding populations. However, the region’s craftsmen are a lot more hard pressed for material to work with, the lack of trees, or easily accessible stone, art is highly prized among the populace.

    Spoiler: Religion
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    The only religion with any sort of roots in Turvas is the Eternal Night. While most are not certain of the origin of the Eternal Night many speculate it began when a mysterious illness spread virulently through a region to the south. Suffers of the illness are known to be pale of skin, extremely careful about avoiding sunlight, but also seem to extremely healthy, with varying reports about rumored “near immortality”. The Eternal Night seem to be focused on trying to find a solution to their problem with sunlight, many who have completely given up hope for normal ways to fix themselves, rely on the faith of the clergy to bring an end to the despair brought by the sun.

    Spoiler: Resources
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    The oil bubbling up in the marshes of Turvas is collected by people on makeshift rafts or platforms. With the current amount of resources available to the average person, collecting oil, for use in both surrounding regions and for local application, is a fairly simple and profitable proposition. It’s a very messy trade, anyone who is from money shrinks away from the sight of those who do it daily.

    Turvas’ small amount of building materials means that most structures in the region are either temporary or semi-permanent. The need for wood to reinforce and build new structures is dire.

    Spoiler: Wygrune (Region 491)
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    Spoiler: Summary
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    Wygrune (Region 491)
    Population: 821,000 Humans
    Religion: Pagan (Minor)
    Resources: Titan’s Eyes (Great), Needs: Stone

    Spoiler: Terrain
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    The land of Wygrune is mostly green rolling hills, with an average amount of vegetation including robust forests, the land is cut up by deep canyons cut from fast moving rivers that flow westward towards the ocean. The canyons have revealed many deep pockets in the hills that turn into deep caverns. One such location is called “the Void”, a large hill that is all but hollow, and the only thing keeping the roof of the cavern up is a series of natural stone columns. One of the largest forests in the region was once home to a cutthroat group of bandits, who were responsible for a majority of crime in the region, to the point where there was no commerce to speak of in Wygrune, after generations of bandits lived in the forest without anything to steal, they learned to survive on their own and formed a settlement in the forest, dubbed “Espér”. On the southern border of Wygrune lies the old Villymn Fortress, a reminder of wars past, its ruined towers and crumbling walls a story of how many sieges it withstood until it finally fell.

    Spoiler: People
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    The people of Wygrune are of pale skin, a variety of hair and eye colors are present in the region. Currently there seems to be no system of regional government in place in the territory, bandit raids and robberies are almost commonplace. However in the past Wygrune was ruled with an iron fist by warlords who commonly fought between themselves, eventually dragging in the common folk when their private armies had gotten too battered to fight. This was until the emergence of Ramond Villymn, he rallied the people and helped them take back their land and either killed off or exiled the warlords. Out of appreciation the people of Wygrune built the Villymn Fortress for the protector of their land. The Villymn family continued to help keep the peace of the region, without directly interfering in the people’s lives. About once a generation one of the exiled warlords or their decendants would return to Wygrune to exact revenge on the Villymns. As such the fortress has seen many battles, however the one thing people do not know is who finally managed to crack the fortress’ defenses, and what happened to them afterwards.

    Spoiler: Religion
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    Wygrune’s people don’t follow a set religion, and it seems as though every village and town has a different set of deities. While the deities have different names they all share the same symbology; Life, death, flame, water, earth, and air. Some villages have more gods to worship but all seem to have at least these few in common.

    Spoiler: Resources
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    In the hollow caves of Wygrune may be found Titan’s Eye gems. These large spherical gemstones are found with diameters ranging from 8 inches to 10 inches. (20.32 cm to 25.4 cm). The coloration of Titan’s Eye may range anywhere from a bright orange, to a more dull brown. The one constant is in the center of the gemstone is a large black mass. Due to the size of the gemstone not many people have a use for them. The biggest market is to those who are superstitious who believe staring into the eye might give them an insight into the future.

    With trade within the region slowly recovering, many would like to improve the roadways to make it easier for people to move goods from village to village, and to do so would require large quantities of stone.
    Last edited by BlazingAegis; 2016-09-14 at 12:38 AM.

  13. - Top - End - #43
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    Default Re: Empire! Lands of Arandi

    NPC Regions

    Jade Coalition





    Fiolty Acreage
    Region 193

    Spoiler: Terrain
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    There is one major city in the region: Fiolty, from which both the region and the people therein take their names. The market towns and villages in the more outlying areas are, even by their own admission, largely the hinterland of the city itself: for the most part, a relatively uninteresting expanse of fields, most of which are heavily farmed.

    Fiolty itself, however, is often enough to capture the imagination of any visitor, by sheer size if nothing else. Romantically referred to as the “wonder of the west”, its walls enclose an area of some three square miles, though suburbs sprawl substantially beyond that. Within the walls, grand arcades lined with statues of past heroes lead to mighty temples to the Nine Virtues, while behind this facade lie cramped and densely-packed streets: tanneries, workshops, bakeries, street markets and tenements jostling for space. Central to all, on a hill overlooking much of the rest of the city, is the hall of public records, located in the old royal palace, and inhabited by cohorts of bureaucrats and clerks, keeping the city running through meticulous record-keeping on acres of paper.


    Spoiler: People
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    The people of Fiolty are human, although some claim there is some dwarf blood in their distant ancestry. They tend to be slightly shorter and stockier than humans elsewhere, and are generally physically robust and strong. This may however simply be a consequence of their work ethic – and of their urban lifestyle which stunts their upward growth. Certainly city dwellers tend to be smaller than field labourers.

    The basic unit of Fiolty society is the household: individuals are not considered independent entities per se but as agents of their household. The head of the household has authority over all the members of it, and only when there is conflict between members of a household does the justice of the state apply. Groups of allied (generally, related) households form a seimy, which have legal status.

    The other key measure in Fiolty is the viedima, which is a measure of productivity calculated at the expected output for one day's work by an individual. These are credited by the state to senior officials, who in turn credit them to their juniors, all the way down to single workers, at the rate of one viedima per working day. Four times a year, the output is tallied, with careful note taken each day as to the productivity of each worker. Debts of viedima are carried forward, as is credit, and this is passed back up the chain of management to the state offices.

    The governor of Fiolty is the Tauta-Karvad, who is elected each year by an assembly of the seimy from among their number (only members of seimy running a viedima surplus are eligible to stand or vote). For the year, the Tauta-Karvad serves as head of state and nominal commander of the Fiolty army, as well as representing the interests of Fiolty to the Jade Coalition. There is no limit on number of terms a Tauta-Karvad can serve, and successful and popular individuals can hold the same office for several years running, while poor ones will usually be ousted after one.

    One of the most important duties of the Tauta-Karvad is to determine the price of a viedima in silver for the coming year. Depending as it does on a number of unpredictable factors, as well as advances in efficiency and technology over the course of the previous year, the Tauta-Karvad employs several fortune-tellers, priests, labour experts and mathematicians to assist him in this calculation.

    As this recalculation can lead to sudden and even dramatic changes in the effective value of money, the last week of the year is a period where people often attempt to divest themselves of currency and spend it either on revelry or on commodities they trust will hold their value. Known as Kainamet, this has become – by accident rather than design – one of the major festivals of the Fiolty year.


    Spoiler: History
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    Although the viedima has been in place since time immemorial, it nearly did not survive. The original calculations made in antiquity, though sophisticated, were set at an optimum level of productivity and so it was difficult for workers (and, consequently, their managers) to maintain a balance, let alone a surplus. Following the conquest of Fiolty by the Old Empire, imperial coinage also began to circulate in the region, stymieing a long-standing attempt by the royal household to maintain coinage at a governmental level for external purposes only. With coinage in increasingly widespread use, in an effort to maintain the integrity of the viedima system, the king fixed the “price” of a viedima at a silver penny.

    Ultimately, this proved ruinous, although even this system lasted longer than it probably deserved to. The combination of linking the viedima to a single resource over which the king did not exercise control, and the cumulative effects of suboptimal productivity over a period of decades, led to the true value of a viedima vastly exceeding its nominal basis. Following several years of poor harvest, and increasingly heavy demands of imperial tribute, the king attempted to call in debts owed by his subjects, debts which by this time amounted in some cases to tens of thousands of viedima per household.

    In Fiolty the workers revolted, overthrowing the king and burning the public records of viedima in the city square (along with a few unfortunate and unpopular officials). What had begun in the capital spread like wildfire and within a few weeks no royal or imperial official remained in place across the region. The Empire sent troops to restore order, but they were defeated and driven out by the household army of Fiolty in what has become a legendary conflict and subject of many popular romances.

    In the aftermath of the independence war, and wary of further attempts by the Empire to subjugate it once more (although, as it turned out, the Empire was in its death throes and would survive only a few more years itself), a hastily convened assembly of the seimy appointed its leading general, a hero of the war, as ruler, known as the Tauta-Karvad.

    The new Tauta-Karvad laid out the laws which would subsequently govern Fiolty society, inheriting much of the structure of old royal-imperial Fiolty, but modifying them to reflect current realities. The viedima was recalculated as a measure of average, rather than optimum, productivity, and the monetary value would no longer be fixed but would be recalculated year on year. This new system proved sufficiently robust that Fiolty was able to recover and flourish, and in time it would become one of the founding members of the Jade Coalition.


    Spoiler: Religion
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    The official, and majority, religion in Fiolty is the Doctrine of Nine Candles. Due to the structure of society, ninth virtues are generally considered at the level of a household rather than an individual, although it is relatively common for individuals to maintain their own private, effectively secret, virtues separate from that of their household.

    The most common household virtue is Diligence, sometimes called Industry. Fiolty hosts a major temple of the Ninth Industry, which receives heavy sponsorship from the state.


    Spoiler: Resource
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    Years of expert cultivation have given the fields of Fiolty a good supply of wheat, enough to supply the great city and still have plenty for export.

    The region is in constant need of beasts of burden, for it has little grazing land but still requires animals to draw its ploughs and supply carts.


    Niebisk Acreage
    Region 191

    Population: 701,000

    Spoiler: Summary
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    Name: Niebisk Acreage
    Number: 191
    Religion: Doctrine of Nine Candles (Majority), Native Paganism (Minority)
    Resource: Stone
    Needs: Food (A)


    Spoiler: Terrain
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    The Niebisk Acreage is a deceptively picturesque region, dominated by huge swathes of evergreen forest and often carpeted with snow and frost. Over the years, the forests have dwindled, as they have been increasingly cleared to make way for roads, towns, or simply logged for timber and fuel, but the majority of the region is still covered in trees, and travellers must often make their way along dark avenues through forbidding forests.

    The trees also grow quickly, which means abandoned settlements can be swallowed by the forest within decades, even years. This lends the forests a similarly eerie air, as roads pass by former towns and villages now almost wholly subsumed by greenery. Stories and legends abound about the woods, the things that live within, and some even rumour the forest has a mind of its own and is merely awaiting its opportunity to reclaim the land.

    Even the mightiest of cities can be lost to the forest. Near the eastern border are the strangled remains of acres of what was once a great metropolis. According to the Niebisk, this was once the capital of the Old Empire, cast down and destroyed, and left for the forest to overrun. The main road into the region runs close to the site, and porters and guides from the region like to show it to travellers, as an example of the fate that befalls all those who are unwelcome in the region.


    Spoiler: People
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    The Niebisk are a tough, wiry and no-nonsense people, of typical height and build for humans, generally fair of skin and dark of hair. They are among the most warlike of the members of the Jade Coalition, and have a high opinion of their army. It has been said that where other regions may have a citizen army, the Niebisk have an armed citizenry. Military service is compulsory for all men of the region, and encouraged for women.

    The army is central to most elements of Niebisk life, for they consider themselves a permanently endangered people. Having once fallen under the heel of great empires, they chafed beneath the yoke of subjugation, breeding great warriors so that they could one day reclaim their freedom and never again have to bow to another. The army of the region claims credit for destroying the Old Empire, though the truth of the matter is somewhat more opaque. According to the Niebisk, it was their army which marched on the imperial capital and stormed its walls, while the Emperor's bodyguard (made up of Niebisk, as the best soldiers in the empire) sided with their fellow countrymen among the attackers.

    As a founding member of the Jade Coalition, the Niebisk have consistently pushed for an increase in attention and spending on the military, in apparently constant worry that the alliance is under threat from outside. They have similarly lavished money on border fortresses and roads for quick assessment of and reactions to threats. With the death of the Krolzer and the fracturing of the Coalition, they have quickly begun to man their borders in greater numbers, believing that they will soon be proven right.

    For all that, they are not immune to luxury or vanity. The steam-houses of Niebisk are famed among travellers and they are reported to be enthusiastic revellers when appropriate opportunities arise. While men of the region can appear gruff and stern, they are also comradely, both with each other and with foreigners who win their trust. Niebisk women, meanwhile, are widely renowned both for their beauty and their personable nature. Both men and women tend to wear their hair long and curled, while some men also sport elaborately styled beards.


    Spoiler: Religion
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    The majority religion in the region is the Doctrine of Nine Candles. The Niebisk have been particularly struck by the emergence of the Ninth Struggle and temples to that virtue have become popular across the region. Some people still cling to the old pagan worship of the forest exclusively, though with each year more are brought into the light of the Candles.


    Spoiler: Resources
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    Despite the number of trees in the region, timber from the Niebisk Acreage is not generally in great demand outside the region, generally considered of low quality compared to the hardwoods available elsewhere. The most profitable export is stone, particularly marble. Even this trade is somewhat constricted, however, thanks to the difficulty of transporting it through the forest.

    Thanks to the forest covering the region, and the long, cold, winters, growing crops is hard, and finding grazing room for livestock even harder. The Niebisk must thus import a significant proportion of their food.



    Zol Acreage
    Region 194

    Population: 836,000

    Spoiler: Summary
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    Region: Zol Acreage
    Number: 194
    Religion: Doctrine of Nine Candles (Majority) Dandric Paganism (Minority)
    Resource: Jade
    Needs: Food (A)


    Spoiler: Terrain
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    The Zol acreage is a low-lying region, most of it taken up by the peninsula which extends out into the Jade Gulf, separating Strawberry Strait to the north from the larger Bay of Dusk to the south. Over countless generations the people have shaped the landscape in which they live, draining fens, clearing forests, and influencing the course of rivers and even the shapes of whole bays through the digging of canals for transport and irrigation, the silting-up of some estuaries and dredging of others.

    Those travelling over land may happen across the remnants of large towns, even the occasional city, its towers and gates standing in the middle of nowhere, all but deserted and seemingly miles from the nearest water source. The Zol are unsentimental about such things: as the rivers move, so do they. Rather than cling to their old cities against all reason they will uproot themselves and move to somewhere that will bring them greater prosperity.

    In any case, few travel by road, and those that do often find themselves in lawless territory, for the fens are said to be home to all manner of outlaws and brigands, some of them using the former towns of the Zol as their bases. The roads are not generally patrolled, for the majority of folk travel instead by water, using the rivers, canals and lakes to transport their goods – or themselves – around the region. The largest road is in the west of the region, where the rivers become too narrow for navigation and the expense of cutting a canal would be too great. This is an area known as the Gelton Fields, a territory long disputed between Zol and Fiolty, but which currently falls under the jurisdiction of the coast.

    The ancient city of Zalon from which the region ultimately derives its name has long since fallen into obscurity, now little more than a large village, with the supposed centre of power having moved downriver to Nivizol. It is still, however, merely one among a number of cities which compete for trade and dominance at least as much as they cooperate.


    Spoiler: People
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    The Zol are to all intents and purposes human, although many of them claim a non-human origin. Some of the oldest families of the coast claim to be descended from “fairy pirates” who raided the lands long ago, while others claim to be the long-lost offspring of Nimtor nobles who journeyed from Berrium. Such amounts to little more than boasting, however, for one's name and bloodline in Zol tends to count for less than the size of one's account book.

    Among the other members of the Jade Coalition, the Zol developed a reputation for being crafty, grasping, calculating, cynical and pessimistic. A saying is that if you get into a conversation with one of the Zol, he will drive you to suicide, then rob your corpse. Of the founding members of the Coalition, they are the least popular, with many claiming that they contributed the least to the overthrow of the old Empire, and some indeed believing that they only joined the struggle at the end, when the Empire's fall seemed inevitable.

    The Zol themselves would counter – though they have little time for such pettiness – that they were in fact among the earliest to rebel, and that the significance of the role they played in the downfall of the Empire and the establishment of the Coalition is shown in the adoption of jade as its symbol: the principal export of the Zol Acreage. Indeed, the Jade Crown, a relic from the days of Old Zalon, was donated by them as part of the official regalia of the Krolzer.

    There may be some truth to the allegations, however, for the Zol's preoccupation has always been the sea. It is their livelihood and their lifeline, and also a threat, for folk memory recalls the dark days of antiquity when corsairs and pirates raided with impunity along the coast and up the rivers, leaving nowhere untouched by their depredations. The priority for the Zol is always the maintenance of a strong navy to protect their shipping and their coast, with relatively little concern for their landward border, which in any case they view as largely indefensible. They are thus often happy to submit at least nominally to a dominant continental power with the promise of assistance in fending off seaborne attack. In the time of the Coalition they found allies in this respect in the Niebisk, another people with a tendency towards paranoia, and who have been happy to maintain land-based forces while the Zol concentrate on their navy.


    Spoiler: Religion
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    The Doctrine of Nine Candles holds sway over the majority of the population here. Charity is not, however, a popular virtue, and those searching for shrines or temples to it will find only the most desultory of acknowledgements of it.

    There is a small but noteworthy minority of Dandric pagans, believed to have been introduced from Berrium across the water but which might in fact be representatives of an older tradition in the region.


    Spoiler: Resource
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    The signature export of the Zol is Jade. Within the region it is used for a wide variety of applications, and is particularly popular in jewellery.

    Despite the efforts at land clearance the Zol have consistently struggled to grow sufficient crops in their region, and a bad year of flooding or of drought can wipe out a significant proportion of the harvest. The region requires food in order to sustain itself.


    Kingdom of Berrium





    Centrata (62)

    Spoiler: Terrain
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    The lands of Centrata were once a lush primal forest, now tamed by the people of Berrium. A sizeable chunk of the original forest was cut down to make room for a smattering of towns that now covers the countryside, spacious fields of grain and orchards of varying fruit spreading outwards from every town. The waters off the coast of Centrata are bountiful and filled with varying fishes, all delectable and loved by the people.

    The land is divided into many provinces and each province holds a fortified fort or castle, depending upon the wealth of the Lord and size of the province it was built upon. Each of these fortified positions also holds a small Dandric Chapterhouse, for the Dandric Knights to dwell when they are not spreading the word of Dandria.

    The capitol city is named Silverleaf, and is situated in a large bay that allows many ships to come and go for fishing, trade or other ventures. As the bay is backed onto a large hill, it was decided that the grandest castle of the realm would have to be placed there, surrounded by the fortified stone walls and a large city, extending both out into the countryside and into the bay itself.

    Spoiler: People
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    Population: 840,000

    The Berrium people are a fairly civilised folk, albeit lacking in technology. But what they lack in knowledge, they thrive in civility and culture. Keeping the peace between noble families is typically a tough thing to do, but whereas other nations may squabble and bicker for generations amongst themselves, the Binidan crown prevents such a thing from happening by imposing contests of honourable combat and games to prove which is the greater family, ending potential feuds before they can get out of hand.

    Ruled by the royal family of Binari, the people of Berrium look to them as the ultimate authority of the kingdom. Below them are the Dandric Knights, who safeguard the realm from all manners of evil, be they a disobedient and cruel lord or some other worse foe. Under them are the reigning Lords who have their own employed local guard, who police their lands and make sure no harm comes to their serfs, who are at the ultimate bottom of the food chain. The difference between a Dandric Knight and a Lord is that a Lord is from a long-aged noble family of the realm and have owned the land they live in for generations, whereas a Dandric Knight may only own land if they have proven themselves and done untold deeds of valour and bravery.

    As a nation of knights, honour and chivalry are everything to these people. If you were to wrong someone overtly, not only does it stain your individual honour but also the honour of your family and, if a horrible enough crime is committed, the honour of your lord. Therefore, the people of the kingdom tend to stay on the side of caution when doing anything that involves others, in an effort to protect all they hold dear from potential catastrophe.

    The peasants of Berrium are known as serfs, who are bound to certain areas of land where they are protected by their lord who makes sure they are sheltered, fed and kept safe from danger, be it from a rival lord, an enemy of the nation or even creatures unknown lurking in the shadows. There are fairly stringent laws kept by the peacekeeping knights of the realm that are in place to ensure no serf is allowed to be overly mistreated, which, if violated, will carry a hefty penalty to the current lord of the region.

    Spoiler: Resources
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    Amichan Grapes [Good]
    The Amichan vineyards are renowned throughout the kingdom for their most delectable grapes that not only are a tasty food source, but can also be made into a most delectable sweet wine that many adore across the realm and tends to fetch a high price at most trade markets.

    Import desire: Silver.
    Silver is one of the most coveted things in the Kingdom of Berrium, as it is said to protect one's self from evil spirits. As such, many cannot afford to possess such a precious metal and if an abundant supply of it were to be brought into the Kingdom, they would be considered a most valuable trade partner.

    Spoiler: Religion
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    The Berrium worship the Goddess of Life, known to them as Dandria. Belief as such is known to all as the Chapter of Dandric, whereupon the Dandric Knights were named and hence why their places of residence are namely Dandric Chapterhouses, as they follow the word of Dandria herself, hearing her speak to their very souls in order to convey her feelings towards one matter or another. Also, those who possess silver on their person in the form of an intricate design (be it an amulet, a ring or even the lining of a knight's armour) are said to be protected from evil spirits that would do foul things to any and all people of the realm.

    The Knights are believed to be the conveyors of the very words of Dandria, and therefore they are both worshipped and feared, as they could knock on your door to save your family from poverty... Or to bring it to ruin. Such is the Chapter of Dandric.

    As a general rule, the Dandric Knights don't mess with the royal family of Berrium, as that would be to spit on the chosen of Dandria. Members of the royal family are not only allowed to become Dandric Knights, they're encouraged to protect the kingdom, for kin and goddess both.


    Pendrake (61)

    Spoiler: People
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    As a nation of knights, honor and chivalry are everything to these people. If you were to wrong someone overtly, not only does it stain your individual honor but also the honor of your family and, if a horrible enough crime is committed, the honor of your lord. Therefore, the people of the kingdom tend to stay on the side of caution when doing anything that involves others, in an effort to protect all they hold dear from potential catastrophe.

    The peasants of the land are known as serfs, who are bound to certain areas of land where they are protected by their lord who makes sure they are sheltered, fed and kept safe from danger, be it from a rival lord, an enemy of the nation or even creatures unknown lurking in the shadows. There are fairly stringent laws kept by the peacekeeping knights of the realm that are in place to ensure no serf is allowed to be overly mistreated, which, if violated, will carry a hefty penalty to the current lord of the region.

    The knights are not wholly disorganised and individualist. As in Mercivale, many of them have formed themselves into orders the better to advance their collective interests, and many of these orders have, over the years, come to acquire a degree of identity quite separate from the knights who compose it. Membership of many of the orders, especially the older and more prestigious ones, is an honour sought after by most young knights of the region.


    Spoiler: Terrain
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    On the eastern border of Pendrake lie the Whispering Peaks, so named for the soft howling sound the wind makes as it blows down the bare mountainside. The mountain range provides a natural border between Pendrake’s lands and those of Paschalia. An offshoot of the Highback Mountains, the Whispering Peaks dominate the landscape with their three towering peaks of bare carbonate rock, which is responsible for the mountain’s characteristic shape and color.

    The wooded inland terrain is dotted with castles and the holdings of knights and nobles, each declaring themselves as lord of this or that. The oldest and most prestigious of these castles is Castle Baremont, in the foothills of the Whispering Peaks, the holder styling himself as “Lord of the Mountain”. Nearby, would-be clergy flock to the esteemed Temple of the Silver Lady to study all things Dandria.

    The coast of Pendrake, though long, had been under utilized until recently, earning it the nickname, The Forgotten Coast. A seaport sprung up as a result of the growing lumber demand, along with the region’s largest market. Seat of the “Lord of the Sea”, Castle Seaglass is a bustling port town, thriving with all manner of inns, brothels and fishmongers frequented by the knights of the region and also foreign travelers.


    Spoiler: Resource
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    As woodlands are plentiful in the region, so too is wood. The lumber industry thrives in Pendrake, and constitutes the region’s major export. Those not suited for Knighthood often find themselves employed as lumberjacks, a hard but lucrative career.

    Pendrake requires alcoholic beverages, for knighthood and lumberjacking is thirsty work.


    Spoiler: Religion
    Show
    Those of Pendrake worship the Goddess of Life, known to them as Dandria. Belief as such is known to all as the Chapter of Dandric, whereupon the Dandric Knights were named and hence why their places of residence are namely Dandric Chapterhouses, as they follow the word of Dandria herself, hearing her speak to their very souls in order to convey her feelings towards one matter or another. Also, those who possess silver on their person in the form of an intricate design (be it an amulet, a ring or even the lining of a knight's armour) are said to be protected from evil spirits that would do foul things to any and all people of the realm. The Knights are believed to be the conveyors of the very words of Dandria, and therefore they are both worshipped and feared, as they could knock on your door to save your family from poverty... Or to bring it to ruin. Such is the Chapter of Dandric.


    The Mercivale (60)

    Spoiler: Terrain
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    The Mercivale is a pleasant, some might even say idyllic, land, dominated by a huge valley carved by an ancient river. Its green fields are dotted with sheep and cattle, its forests dappled with sunlight, while overhead the skies are frequented by huge birds, rocs, which nest high up in the hills, well above the human towns and castles.

    It is said that the land gained its name from the mercy shown by Adzak the Slayer in ancient times to the last of the giants who once inhabited the land, for he was struck by the beauty of his surroundings. Others, more prosaically, suggest it is named after the merchants (or mercers) who congregated in the towns there.

    The most famous landmark is Gormoran, a large rock some twenty feet in height and superficially resembling a humanoid form, said to be the ossified body of a giant warrior, who Adzak tricked into stepping into a trap where he became stuck and eventually turned to stone, by divine intervention (which god intervened is a cause of some controversy, with both the Dandrian and Daenic churches claiming the credit).

    Nearby is Anak's Hollow, which is purportedly where Adzak fought and defeated the last giant king, Anak, before sparing him on a whim. An ancient stone structure stands there, said to be the remnants of the table where they feasted together after the battle.


    Spoiler: People
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    Population: 540,000

    The people are of human stock though they claim that within each of them there is still a drop of blood from the giants who once lived there, which makes them hale and hearty, fair and strong. They work hard on days of labour and revel on days of rest, making hay while the sun shines and feasting while it does not. The yeomen of the Mercivale believe themselves the happiest and most contented people in the world, although their conception of the “world” is a rather narrow one, for most of them travel only a few miles from home throughout their lives, at most. But then, why would they want to travel further? They are houseproud and parochial, fond of a drink, quick to anger and quicker to forgive.

    At least, that is what they tell themselves, or any visiting foreigners, and much of the time it is not entirely fictional. But the Mercivale is also a land of knights, and it seems at times that every hilltop has a castle upon it. Like the peasants, the knights maintain an idealised version of themselves in which they are noble and generous patrons to their serfs and dependents, and the devotion of their time to higher pursuits – courtly love, tournaments, hunting and so on. Many of the richer knights patronise troubadours and minstrels; some knights are even troubadours themselves.

    In reality the region exists in a precarious balance. Most of the time the knights and yeomen have little to do with each other, the yeomen being left to manage their villages and towns and the knights in their castles with their serfs. Occasionally however the two come into conflict, whether a knight believes that a group of peasants are taking liberties with his property, or whether some private fancy of a knight's has infringed upon rights or lands of the commonfolk, and such disputes can turn violent – and bloody.


    Spoiler: Government
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    The knights are not wholly disorganised and individualist. Many of them have formed themselves into orders the better to advance their collective interests, and many of these orders have, over the years, come to acquire a degree of identity quite separate from the knights who compose it. Membership of many of the orders, especially the older and more prestigious ones, is an honour sought after by most young knights of the Vale.

    Some of the more famous orders include:
    The Order of the Rose
    The Order of Adzak
    The Order of Dandria
    The Order of the Golden Roc
    The Order of the Arduous Day
    The Order of the Veil
    The Order of Bugei
    The Order of the Lion
    The Order of the Long Knives

    Prior to the region's official absorption into the kingdom of Berrium, there was rarely any real effective central government of the region, although occasionally the senior knights would convene to debate matters of importance to all of them, and sometimes even elect a king in times of crisis. In keeping with this tradition the current government operates along similar lines, and a new order (of the Sceptre) has been created with authority over the whole region. Senior knights from existing orders – or knights with no order but who are respected or powerful – are invited to join this order

    The Order of the Sceptre is based in the castle of Melagand, around which a substantial court has grown up. The knights of the Sceptre sit in council with the Preceptor (the head of the order, appointed from Berrium) to decide all matters pertaining to the region as a whole. By decree, all knights of the Order of the Sceptre are considered equal, although inevitably there are unofficial gradations among them. The current Preceptor is a man named Agrevain, a middle-aged knight with a reputation as a strong and unrelenting warrior.

    Some of the town councils (which are generally run by yeomen, free from knightly interference) have seen this development as a power grab by the knights and an attempt to disenfranchise them from any say over their own country. It remains to be seen how this will be resolved by the Preceptor, if it can be at all.


    Spoiler: Resources
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    The Mercivale is a land rich in most resources, but the most remarkable of them is the roc, the giant bird in the skies above the region. They grow large enough for a man to ride, though only the bravest would try, and there are many stories of bold knights being carried off or torn to pieces by rocs they sought to tame. Although the rocs do take the occasional sheep or ox, the people are stoic about it and the predation is not usually so great as to cause major hardship. When it is, the people sometimes turn to knights to defend them and drive the rocs away (killing them is not generally considered achievable, although there are legends of knights who have).

    Intrepid adventurers sometimes raid the nests of the rocs and return with eggs, which fetch an enormous price.

    Although the people cannot truly be said to want for much, they are relatively short of precious metals, particularly silver, which they use for coinage.


    Spoiler: Religion
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    The knights of the Mercivale are divided almost equally between adherents of Daen and followers of Dandria, although there is one order devoted to the Pale Lady. The knightly orders are enthusiastic and pious patrons of the religions, building chapels and shrines seemingly wherever in their manors they can find space, and all too ready to swear oaths by their chosen deity. One might be hard-pressed to tell the difference between the knights of different faiths in terms of deeds and behaviour, for, no matter how loudly they may proclaim their allegiance or how prominently they wear religious insignia, they all conduct themselves in much the same way. Some of the stricter orders do attempt to impose religious strictures on their members, and these are sometimes even observed, especially on holy days or while in sacred buildings.

    As with the knights, the traditional “folk religion” of the yeomen is the real dominant force, although there is often a superficial overlay of observance to one deity or another. Unlike the knights, the yeomen do not tend to make a great fuss about their religious observances, and except in a handful of places where the churches have made an effort to build great centres of worship, religion largely disappears into the fabric of day-to-day life.


    Grey Drieduch





    The Sundered Island (31)

    Spoiler: History
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    There was a time it is said by the leading shamans that stated that people once lived a better life. One filled with pleasures and peace that cannot be obtained in this day and age, with a sad face plenty of shamans say nothing ever will reach those grand days. It is passed down that the dead could have been risen, that the powers that made the world bent to the will of the ancients, no one died in pain and suffering, it was peaceful paradise.

    For whatever reason within a generation the people had lost everything they had, only leaving the Scar as a reminder as to what happened, their lives shaken forevermore. None of the blessed survived other than the Grey King. He does not even remember what happened, though fragments of what was do come to him now and then and inspire the people to regain what they had lost. They follow him now in hopes of regaining what they had. For now they are a group of settlements that have come together, seeking to expand in their attempt to grow strong like they feel they once were.


    Spoiler: Terrain
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    The native home of the Gorthan people on the Sundered Island is a set of two islands that were split apart for whatever reason. The western one is only sparsely populated forest called Eranta, while the eastern one is where most of the population is held in a mountainous forest area called Dalnta. In-between in the Scar, a place where the water is as deep as any in the world. It looks like something cut the island into two pieces, for the middles are nearly perfect fits.


    Spoiler: People & Government
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    Population: 747,000[/CENTER]

    The residents of Gorthan are born a little taller than normal humans on average, are more likely to be very pale, and have the rare person here and there that has red eyes. Otherwise they have as much diversity that one could expect for the amount of land this country owns. As a whole they see conflict between two people that comes to blows as a failure from the start, that should be dealt with words till one or the other is proven wrong/disfavored when possible. Though they do appreciate strength in itself as well, fathers make sure that their daughter's can hunt, clean, and cook a animal before he allows her to marry, and fathers make their sons fight and kill a predator before they can do the same.

    The grey people (what they call themselves) follow the shamans in their communities in everything, only having local leaders have equal power to them. The shaman's job is to teach the people the spiritual lessons they need, and protect against spirits. Those that fail the people can be exiled, though this rarely happens. Local leaders is either a person that has come to power (or a line of people that have), or a small group that the locals support (only seen in bigger populations). The shamans and all the local leaders support Dorlam at his home in Joro, uniting under him and his line.


    Spoiler: Resource
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    Whatever effected the land to split it made it so that the waters in the Scar do not make for great fishing. The forests are not in the condition they once were. The only resource that the Gorthans have in abundance is their boats. For now they only make simple ships, but later on they have the potential to make great war and luxury ships. They do have a distinct lack of metal in the mines, only a small amount of good quality metal ever comes out of the mines.


    Spoiler: Faith
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    Gorthans shamans state that the power of their ancestors is what they should aspire to, they need to look to those ancient ones for guidance. They see what came before as heaven, now as hell, and the future as a limbo that is to be decided. They think that gods once did exist in the world, but left it after showing their wrath, so any show of gods from clerics brings the subtle anger of the Gorthans out in the show of lynch mobs at times.


    Yahagmir (32)

    Spoiler: Terrain
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    Landscape: The island of Yahagmir has many hills and valleys, with rivers and forests. One major geographical feature is the blue forest, which is a massive wooded area on the south part of the island. Although the strange wood is great for making ships, as the planks made from is are both sturdy and buoyant, the Yahagmiri have not created an industry around harvesting these trees, and exploring too deep into the forest is forbidden.
    There are many towns and cities on the island, and many are built in the ruins of the old empire, thriving hearts of new life in the carcass of the old empire. The current capital is the city of Yolkihir.
    Three major locations are

    The Blue Forest
    A strange forest with blue, must shrouded wood. It is forbidden to explore the wood.... for now.

    The Vault of Agrus, last emperor
    The last vault of the Old Empire, filled with traps and strange alchemical hybrids (suitable for 3-5 sixth level adventurers)

    The Uaktor Cliffes,
    home of many caves, connected with tunnels and passages. What secrets may hide there?


    Spoiler: People, society, & government
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    Appearance: the people of Yahagmir are almost universally olive skinned and dark haired. Before the old empire came to the island, there were a race of blue and black spotted creatures, but they were taken as curiosities by the old empire. A small fraction of the population is made up of peoples from other parts of the old empire, with races from all over the world having been conquered at one point or another.

    Rulership: Yahagmir is a meritocratic monarchy backed by divine mandate. The king, or Sahier, is selected by trial from eight candidates, who represent all of the noble merchant houses except the one who currently hold the throne. All eight non royal houses select one of their children to be educated by the Sahier at an early age, and each candidate for the throne undergoes the 65 trials, 8 for each of the eight open virtues, and one for the virtue of the current ruler.

    Economy: the nation of Yahagmir is an island, and is a very prosperous merchant state. In addition, it is the only nation that knows how to make alchemical glass. Although learning how to create the many types of alchemical glass required the magical might of the old empire, once the purely mundane formulas were divined, the glass could be made even after the twin deaths of the empire and the magic that sustained it.

    Culture: On the island of Yahagmir, both mirrors and lights are seen as symbols of good luck, and to not have one is seen as bad luck, and is almost taboo. This is because in the days of the empire, local boats were often lost to storms and other bad weather. The large light towers that were built in the olden days were, and still are an important symbol, and the people of Yahagmir still make their own tiny versions as shrines.
    The people of Yahagmir value honesty and openness because of their religious beliefs and myths, and covering one's face is seen as disrespectful.

    Spoiler: Resource
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    The main export of Yahagmir is Alchemical glass in all its various forms and functions. it is different from witch glass the same way stained glass is different from obsidian, and the formula for witchglass and alchemical glass are quite different. however, the people of Yahagmir although not lacking in textiles, wish for Silk and other rare fabric, in part because of how well they can clean mirrors.

    Spoiler: Faith
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    Religion: The Yahagmiri almost all take the faith of the nine candles, with a few local changes. The Sahiers ninth virtue is known to all, announced when he or she takes the throne.


    White Isles (30)

    Spoiler: People
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    Population: 543,000

    The people of the White Isles are, though not pale, colored similarly to the Grey Folk of Bladesmire and the residents of Gorthan, and many share the red eyes typical of those groups. Most dress fairly heavily despite the climate for this reason, due simply to the incidence of sunburn.


    Spoiler: Terrain
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    The White Isles consist of three islands located off of the southwestern coast of the Bladesmire.
    The largest and westernmost island is a low-lying one, even its tallest hills no more than a few dozen meters above sea level. The shores of this island are where the bulk of the population resides, and many small fishing villages scatter its coasts. The central part of the island, on the other hand, is largely undeveloped due to a lack of sufficient meals in the region, and fields of cotton cover enormous swathes of it.
    Though some live upon the Central island, it is less populous than the largest one and is most interesting for the presence of the Gravekeepers’ Temple, an ugly thing built from mud bricks and ancient stone.
    The smallest island, closest to the shore of the Bladesmire, is a bleached, barren thing jutting from the continental shelf, hung with thousands of cloth-wrapped, salt-scoured corpses. The locals consider this island sacred, and only the Gravekeepers are welcomed upon its silent banks. The sight of this island is generally disturbing to those unknowing of the natives' customs (and even some of the knowing), as the Kroznat explorers initially were. The island is not tactically interesting and seems to contain no resources of value, and so the Kroznat have agreed to respect its sacred isolation.


    Spoiler: Resource and Demand
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    The White Isles are named for their vast fields of Cotton, visible even from the shore in their multitudes. For whatever reason the islands' climate seems to be ideal for its growth, and the white fluff has choked out most other plant life in some places; it seems to have no natural predators or parasites in the region. This leads to the unfortunate consequence that the Islanders have a hard time finding Food between a lack of herd animals to slaughter for meat and a relative lack of grains and vegetables to eat. Though many islanders are able to sustain themselves by fishing, it is nevertheless a daily struggle to eat without outside assistance.


    Spoiler: Faith
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    While the people of the White Isles generally worship in a manner similar to the residents of Gorthan to the southwest, their funerary rites are distinct. There is a class of Shamans known as the Gravekeepers, who seek out the recently dead and return them to the Temple on the central island. There, bodies are properly embalmed, mummified, and eventually hung from a post on the Sacred Isle so that they might guard the land of the dead from the unwelcome.
    Last edited by QuintonBeck; 2016-02-29 at 03:46 PM.

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    Amazing Avatar by Qwernt! Thank you!

    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

  14. - Top - End - #44
    Ogre in the Playground
     
    lt_murgen's Avatar

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    Feb 2012

    Default Re: Empire! Lands of Arandi

    The Unicity of Seerono

    Pontisep Etasiel Ebrimred PhoenixCourser, the Forbidden Courtesan”, Gearedlathe.

    Spoiler: History & statistics
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    Etasiel is a Ochregrew, as indicated by the brown topaz in her forehead. She was a native of Phoenix Bay, and excelled in biology and forestry. She is the daughter of the Pirate Queen, but has forsaken her mother’s leadership and embraced the Truserchen way. Earlyin her career, she worked with the more mechanically minded Bestrewen to develop a geared version of the foot lathe. It increased the rotational speed by 16 revolutions per foot-press. She became widely acclaimed after working to put together a collection of bawdy tavern tales from locales around the Sea of Coin. Called “The Forbidden Courtesan”, it was a massive hit, and her pithy footnotes brought her much acclaim.

    Her life-long passion for the Phoenixes of the far north fueled her rise up the Uniseps. Numerous publications on their life-cycle, biology, and migration patterns earned her a repuatation as a detailed and patient investigator. She is still the only person who has managed to keep a mated pair in captivity. Most recently, she was part of a group which developed the medication Ebrimred. Ebrimred is a strong liquid that eases the symptoms of goldenhaze withdrawl.
    She is young, but worldly, and many of the Bestrewen examinations favored travelling scholars over stay at home researchers. Her winning score of 442 earned her the position of Pontisep.

    Starting Scores: D:2; M: 2(1+1); C: 5 (4+1); F: 2 scores are HERE and HERE
    Spoiler: a picture
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    Spoiler: Former Pontiseps
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    Pontisep Huxley Unitwitetrasolograph, Bluepulsar, CarryInterestHuxley is an 8th Unisep from the Claragrew Bestrewen. His books on solid mathematic geometry and stellar time study are expected to become the standards for teaching the next generation. His work with the prominent Platinegrew 8th Uniseps has fundamentally altered the funding schemes for large scale building projects. But most importantly, he has written a series of popular children’s books called “The Way of the Windy.” They are an illustrated conversation between a girl and her toy bear about the meaning of life, and explain in simple terms the Great Truth and the search for it.


    Spoiler: The Truserchen people
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    The Truserchen are a population of humans. They are short of stature and fairly stocky. Their skin color's are commonly referred to as sorrel, copper, russet, sepia, chestnut, or mahogany. Hair colors range from black, off-black, dark brown, medium brown, to dark red, medium copper red, and deep honey brown red. Eye colors are varying shades of brown, green and hazel. Strangely, prominent striping is common within the iris.
    .
    This human society is based exclusively around learning and the great university of their home. Children from the age of three are taken into year round boarding schools and educated. The boarding school is typically selected by the mother. Their education is part learning, part hands on application. At the age of thirteen, they take extensive examinations to determine their field of study. At the end, each child undergoes a ritual where the skin on their forehead is parted and a colored large faceted topaz is affixed to the skull. The skin heals around it, forever marking them. The color determines their chosen Bestrewen, or field of study.

    The Ochregrew: “The brown clay group” is named after their brown topaz. These people study biology, agriculture, forestry, brewing, alchemy, and medicine. They are the farmers, herders, and woodworkers
    The Tawnegrew: “The tawny group” is named after their yellow-orange mottled topaz. These people study languages, history, art, music, and education. They are teachers of the young, musicians, illustrators, and glassmakers.
    The Phyloxgrew “The Phylox colored group” is named after their purple-violet topaz which in turn gets its color name from the Phylox plant. These people study philosophy, theology, politics, law, and psychology. They are councilors, police, and soldiers. Their topaz is violet-purple. Their name is commonly shortened to Phylox as a joke, referring to the soldiers and police as flowers.
    The Platinegrew: “The Silver-gray Group” is named after the luminous platinum colored topaz. These people study geology, geography, archeology and architecture. They are the builders and miners, and metalworkers.
    The Claragrew: “The clear group” is named after their largely transparent topaz. It was originally pronounced Clearegrew. But as a play on words it changed. There is a shade of pink called Clara pink, and their topaz tend to appear pink due to the scars around them. These people study pure mathematics, economics, statistics, and astronomy. They are the merchants, carters, porters, stargazers, seers, and fortune tellers.

    From the age of thirteen on, their life is a relentless climb within the formal [b]Uniseps[b] of their field. They start in the first Unisep. As their reputation and skill increase, they can climb into the upper ranks. The 2nd degree Unisep contains the top 194,000, and so up to seventh Unisep for the top 25 and the ultimate eighth Unisep for the top 5 in the Bestrewen. When a vacancy in a specific Unisep occurs, they choose a member from the lower ranks to rise. This is usually done by majority vote, but in the lowest ranks a ‘significant’ number of sponsors is often sufficient. With their isolationism of the last 200 years, many 1st and 2nd Unisep positions are vacant.

    Writing, crafting and publishing are key to garnering a good reputation. The society is entirely literate, and books are prized; particularly signed or well-illustrated editions. People spend time writing and crafting to pay for their research time. The society is surprisingly egalitarian in that the power of the work overshadows appearance or gender. Reputation across disciplines is important as well, so fraternization outside of their field of study is encouraged. Cross-discipline discoveries are sure to be a sensation. A couple can choose to take a trianuary, three years off, to raise a child. Marriage, as such, is unheard of. Some couples have a child then part company, others stay together their entire lives.

    Because of the peculiar structures, they have a number of odd habits. Family names are unheard of. People distinguish themselves by their expertise and location; for example, Tom the East Quarter Glassblower. In the higher Uniseps, last names become accomplishments; for example Tom Ironglass. Pronouns are also not used. Even the smallest group will determine a name for themselves. Instead of saying “We are going out drinking” they will commonly say “The Fair Haired Acolytes are going out drinking”, or some other silly name. Lastly, the concept of portmanteau, taking 2 words and making a new one, is prominent in their language.

    Spoiler: government
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    Each Bestrewen has its own laws and rules. They control the pay for all of their Bestrewen. All housing, research, and market space is owned and controlled by the Bestrewen. The Eighth Degree Unisep constitutes the council for that Bestrewen. They pass Directives and Letters of Guidance, logs, to the people below them. These are followed, or the Eighth degree can levy a monetary fine, force them out of housing, market, or research space, or even demote a person to a lower Unisep. Much of the day to day management of the Bestrewen is handled by the 125 members of the 6th Unisep, with 7th and above to handle only the severest of issues.

    If disagreements arise between disciplines, a neutral third discipline is agreed to as the resolving party. This is most often the Phylox, as the law experts.

    Every twenty years, the top leaders for each discipline put together a massive test of knowledge and application. Each section of the test is typically a week of verbal and written tests and actual physical application of the skills for each discipline. The one person who scores best across all disciplines is determined to be Pontisep for the next 20 years. This post has been largely symbolic in the last 200 years, as their enforced isolation have made such a position largely ceremonial.


    Spoiler: religion
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    Truserchen religion is more philosophical than theological. They do not believe in an omnipotent being in any form. Instead they believe that there exists the Ultimate Truth, in which resides all perfection. All living beings strive towards this perfection, whether they realize it or not. All strife and conflict comes from deviation from the ideal. All fields of study are attempts to capture this perfection with the less perfect systems of reading, writing, and crafting. The Claragrew are the most fervent in this belief, searching for perfection in the heavens and from within through deep meditation.

    The search also plays an important role in population growth. Once a month, the Tawnegrew and Claragrew host a large gathering of believers. Rhythmic drumming, dancing, alcohol, hallucinogenic substances, and other substances encourage the crowd to explore The Great Truth through sensation. Many children are conceived during these gatherings.

    Spoiler: history
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    Some 200 years ago, a Claragrew named Glendora Faminesage, Welldouser, and Founder of the Six Year Cycle, became the Pontisep. She predicted that a series of catastrophes would encompass the world, plunging it into a cultural dark age. She ordered the Gate of Dawn and the Gate of Dusk sealed. She prevailed upon the Tawnegrew to cease the teaching of ancient history of other regions, fearing the barbarian contagion would spread. They maintained their lands and kept to their isolation, waiting for civilization to sprout and grow once again.

    In the year X, another examination was held. The results were:
    The Claragrew: 444
    The Tawnegrew: 318
    The Ochregrew: 266,
    The Phyloxgrew: 250,
    The Platinegrew: 189



    The Carding Coast
    Region 293
    Population: 852,000
    Spoiler: Terrain
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    The Carding Coast is a section of highlands along the northern side of the Straits of Nemeria. It is a land of low, rounded mountains and winding valleys. Along the coast, erosion has exposed the striped flint. The towering cliffs sparkle with alternating, wavy bands of tan and white. Numerous streams and rivers cascade through waterfalls and cataracts as they flow to the sea. The most beautiful of these is the Three Channels. It leave the great lake to the east in the Shield Fall, then breaks into three separate flows. They combine once again into the Perched Lagoon. From there, they cascade down a series of waterfalls into a deep valley that cuts its way out to the ocean beyond.

    The highlands are covered in heather and heath, myrtle and fescue. It is a calm and tame land, with hare and grouse, fox, badger, and the occasional feral cat being the most dangerous things prowling the forlorn hillsides. Along the beaches, seals and otters make their home. The seas are plentiful and provide a bounty of fish and clams. In the southwest there lies a wide, shallow bay. The tides make this bay unsuitable for ovean-going ships, but many shallow-draft boats and rafts ply the bay. Once a year, the adult tarpon come up out of the depths and into the bay to spawn. Two months later, the spawned fingerlings make their way en-masse back to the deeps.

    It is this migration that brings the angora whale. The whales are moderate in size, 100 to 160 chain long, with black tops and grey-white bellies. The calves take roughly 5 years to reach maturity, and start our uniformely grey-white. They are covered in a fluffy white hair, making them appear like floating icebergs in the sea. The young head into the shallows and roll and rub against the rocks and sand. This causes their fur to molt off and float away. The parents remain along the drop-offs to protect their calves.

    Spoiler: people, society, & government
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    The people of the Carding Coast are made up almost exclusively of Nurnians who fled the onslaught of the Nemerians. They are lithe of build and average in height, with pale eyes and hair of varying colors. Unlike the Nemerians to the south and the Truserchen to the north, they are very pale skinned. Some claim nymph ancestry, but tales of those beautiful, feral, seductive creatures of the woods are mere folk tales told in Coastal taverns.

    They have no name for their people; the visual distinctions between them and their neighbors is quite clear. They live almost exclusively within three large, fortified cities. The first, Flutchlen, lies along the shores of the Perched Lagoon. A second large fortress is built on the shores of the great bay. The last dominates and defends the single deep harbor along the Nemerian Channel. These three functioned more or less as independent city-states in the decades since their founding. Their internal strife has prevented them from developing.

    The Nurnians seem fond of risk taking as a way to achieve social standing. Climbing waterfalls and riding in canoes along the rivers and through the rapids bring acclaim and untimely injury in equal measure. Spear fishing for tarpon from rafts is a dangerous past-time, as the large fish are just as likely to drag the fisherman into the water as the fisherman is to be able to land one. But most strangely is the sport of whale-wrestling. When the angora whale young come into the shallows to chase the tarpon-fingerlings and shed their fluff, young men attempt to jump upon the calves and drag them out of the water. Once there, groups of them shear the creature completely before releasing it. Bags of their fluff are often given as bethrothal tokens.

    A few years ago, the Truserchen Landoverseen party attempted to make contact with the people of the Coast. It did not go well. The party found many of their habits off-putting, and their sports ridiculously dangerous. Worse, they found the people distractingly attractive. An attempt to claim the land based on architecture and lingusitics failed spectacularly, causing the people to come together to take up arms against them. Later, the region was invaded and subdued by Nemeria. This nightmare from history helped put things into perspective for the Nurnians- better the small book-worms of the north than the tall demons of the south. Still, the people remain restive and fractious.

    Spoiler: Resources
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    Export: GOOD Angora Whales {Cloth (D)}
    Import: Beasts of Burden (J)
    The angora whales produce vast amounts of fluff, which the people collect. It is carded and spun into fine, sturdy, waterproof cloth. The cloth itself tends to be gray-white and not hold a dye well.

    The people of the carding cost have to carry everything either by raft, canoe, or by hand. The terrain makes this a slow, energy intensive process. Draft animals, particularly ones that can pull carts or carry heavy loads, are prized.

    Spoiler: Religion
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    The people of the Carding Coast worship the Eternal Queen. She is said to be the immortal mother of all nymphs, and all Nurnians by extension. From her great Wandering Palace, she watches over and protects her people.
    [/spoiler]

    Lentillan
    Region #294
    Population: 823,000

    Spoiler: Terrain
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    Lentillan is an isthmus surrounded on the west and south by The Cygnian Channel and the Nevarrean Expanse. To the east lie The Narrows, a torturous passage of water leading from Shipshellbay and off into the unknown southeast. The natives call the land the Horsehead, from its shape. Two lakes, Heartlake and Mindlake, are prominent features.

    The land itself is hilly, with numerous streams meandering through the region. These streambeds host a wide variety of conifers of all shapes and sizes, from lowly scrub to towering pine. These, in turn, hose a bewildering array of permanent and migratory birds. The remaining land is soft and fertile, with a coal-black soil. Gray-wheat and fescue cover the native land, with dozens of wildflower species. The soil retains heat and moisture well, making this area warmer and more humid than the surrounding regions. Vast tracts of the land are cultivated.

    Several species of hare dominate the lower levels of the food chain. They range from teacup hare to the giant booplesnoot. Raptors do their part to keep the population down, as do coyotes. But the apex predator in Lentillan is the Iron Creeper. It is a giant millipede growing 60-80 link long and weighing up to a full chain. They are covered in thick brownish gray scales that are difficult for even the strongest of men to pierce. They are omnivores, eating everything they can catch. Ambush predators, they dig tunnels and holes and lie in wait for their prey to pass by. Their multiple legs are covered in bristle-like hairs, which can sense vibrations in the ground. Their bite is acidic and can sever the leg of an ox in one bite, or crush any rock they can get in their maw. Their one weakness is water, as they cannot swim or float.

    Scattered throughout the land are numerous ruins of stone keeps and forts. They lay long abandoned.

    Spoiler: People, society, & government
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    The population of Lentillan is human, and virtually identical to the Truserchen to the north. They are mostly farmers and fishermen. They live in family groups in the two major towns, or in stilt-villages near their fields. They mark their foreheads with symbols of family as a distinguishing characteristic.
    The Lentillano are fond of dogs and birds. Their working dogs chase the wild birds out of the lentil fields and protect their domesticated ones from coyote and hawk. A particular species of songbird is widely domesticated. They are kept in cages which hang from posts dotted along the farmer’s fields. The Lentillano claim the birds can sense the tunneling of the Iron Creeper, and trill a particular song when in danger. This helps to protect the farmers as they work.
    There are two major cities in Lentillan. Heartlake City and Mindlake City are both constructions of stone and wood. Tall walls and deep moats protect them from the land. Most of the town is built upon piers stretching out into the lakes. Heartlake city is the nominal capital.

    Government, if any, is weak. Local villages pick the wisest person, or group of people, to make decisions. The Truserchen quickly gained their support, promising hard roads to protect the people and research into eradicating the Iron Creeper.

    Spoiler: Resource
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    Export: GOOD Lentils {food (A) or food crops (K)}
    Import: draft animals {beasts of burden (J)}

    The region produces enough fish and game to meet their needs. Timber and stone are available in sufficient quantities to meet their local needs. Their only exportable resource is a wide variety of lentils. They are called Garbanzo’s beans, named after the historical patriarch of their people. There are dozens of species grown, ranging in color fromm black to brown to red to yellow to white. Some are sweet, or bitter, or with little taste at all. Some are even cooked, ground, and brewed like coffee. They make up the major portion of the Lentillano diet.

    Decades of predation have left the land largely devoid of large herbivores. They area is in desperate need of draft animals of some type.

    Spoiler: Faith
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    The Lentillano have no formal religion. They worship nature as a primal force and seek to understand it as most agrarian people do. They have a rich folklore which speaks of a time when Garbanzo led his people to this land. It was he who made the land fertile. It was he who developed the great strains of beans. And, in an act of great hubris, it was he who created the Iron Creeper. The creepers destroyed him and his cities.



    Phoneix Bay
    Region #296
    Population: 710,000

    Spoiler: Terrain
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    Phoenix Bay takes its name from the shape of the huge bay that occupies the edges of this region and into the regions to the west. To early map-makers, it appears to be a Phoenix head with spread wings. It is a rocky land, rising into the cold mountains to the north. It is a wet land, with marshes and small lakes channeling the ever-present runoff down to the sea. Many of these pools are hot springs. On the high grounds, moss covers the rocks. Spruce and cedar compete with pine and alder for sunlight during the short northern summers.

    A prominent feature of the landscape is East Pinion Cove. A narrow inlet of the sea opens into a vast bay at the heart of the territory. The scholars claim that the bay was once a vast volcano that erupted in the distant past and shattered the landscape. The Sea of Storms rushed in, filling the caldera. There is some evidence for this. The water of the cove is considerably warmer than the Sea of Storms, and frequent fog banks develop over the area. Many rock formations are basalt and greenstone, which are common around volcanoes. To the south of the bay and stretching to the Deeplake, the ground is twisted and melted. Little grows there. Hardy prospectors search the hardened laval flows for precious and semi-precious gems.

    Wildlife is abundant and varied. Chipmunk, hare, deer, moose, mink, and beavers are preyed upon by lynx, cougar and bear. Ducks and geese live in and around the pools and bays. Woodpeckers and cardinals are common. All are well adapted to the cool summers and deep, long, snowy winters.

    Phoenix bay also takes its name from the Phoenixes which inhabit the lower slopes of the great northern mountains. These brilliant red-gold raptors live for almost 50 years in mated pairs. Once a decade in the fall, the pair lay a single egg in a sheltered nest in the barren rock. Their feathers then then burst into hot flames, scorching the rocks around them and heating them to near melting. Featherless and spent, they pass into torpor, their superheated bodies keeping the egg warm throughout the winter. The fumes from their bodies are toxic, killing any living thing that attempts to enter the nest. By spring, their feathers have regrown and the pair can search for food for their hungry chick.

    Spoiler: People, society, & government
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    The Phoneceans are similar to the Truserchen to the southeast, though they tend to have ruddier cheeks from greater exposure to the harsh cold and snow. They tend to wear fur lined coats and boots and favor more muted colors for their clothing. Their diet is more wild game and less domesticated animals, though sheep are omnipresent in most communities.

    The people are fisherman and farmers. Many make their living trapping and hunting in the untamed forests of the north. Others traverse the lava fields of the south, panning for precious stones in the streams and ponds. Skill with the bow is a prominent bragging point amongst the people, and contests and challenges are frequent.

    The population is centered around East Pinion Cove. Their one main city is called Gretchen’s Landing, named after he heroine who founded their nation. Reportedly some kind of pirate queen, she built magnificent docks and safe-houses in the lava tubes of the Cove. A large stronghold protects and overlooks the city. Numerous small villages and radiate outward from the Cove into the wilderness. Other prominent cities are the North and South Beacon hill, straddling the entryway to the cove and providing lighthouses to guide ships. Finally there is Ameretta Point on the far west promontory. An ancient site built and rebuilt far into the distant past, it seems to have once been a vast military fortification. Much of it now lies in ruins, its history forgotten.

    Officially, the Phoneceans are a kingdom. They are ruled by Queen Emmette Snowdancer. She is currently unmarried and has numerous suitors. Emmette is a cunning and devious woman, a skilled sailor and negotiator. Rumor has it that her skills in the bedroom are unparalleled. She has to be, as true power rests with the leaders of the various guilds that control all commerce in the kingdom. Her guild of shipwrights controls all ship building and provisioning, giving her a strong bargaining position in most things.

    Queen Emmette accepted the leadership of the Truserchen as a diplomatic opportunity. With each guild seeing the knowledge of the scholars as a method to advance themselves, she retained the rights to select all admissions candidates to the Truserchen academies. IF her enemies wanted their children to be the leaders of the next generation, then they had to be obedient to her. This has caused considerable dissent among the powerful, but the general populace embraced the primary schools promised by the Truserchen.

    Spoiler: Resource
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    Export: GOOD Caviar {Luxury goods (L) or Meat & fish (M)}
    Import: Lentils {food crops (K)}

    Phoenix Bay and East Pinion Cove produce vast amounts of fish. The uplands provide ample game to eat. Tubers and marsh-mallows provide starch. But the cove also gives rise to their one prized level export- Caviar. Each spring, hundreds of thousands of gigantic sturgeon come up out of the deep waters of the Sea of Storms. They pass through the inlet into East Pinion Cove. There, in the warmer waters, they spawn. The Phoeneceans capture the females in large numbers before they spawn, taking the highly valuable roe.

    With the long, snowy winters, food for the common person often runs low. Most animals hibernate, and even the Cove can find itself chocked with icebergs blown in from the seas beyond. Queen Emmette wants to secure a cheap, common foodstuff that can last a long winter. The Truserchen Advisors suggest she should procure Lentils, as they are easily dried and stored.

    Spoiler: Faith
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    The people here worship a version of the Pale Lady they call the Mist Goddess. She manifests as fog and mists. Sometimes she guides people to their doom, other times to safety in the freezing cold. She is nature personified in its most capricious form.


    Steppechard
    Region #299
    Population:721,000
    Spoiler: terrain
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    The Steppechard (step – e –chard) is a Truserchen portmanteau for the Steppe Orchards. This region is a vast grass-coverd plain that slopes towards the mountains towards the north. The land is covered in giant rippled, like the bottom of some giant lake. With the steep drop-off at its southern border, it is possible that this was, indeed, a giant lake at one time. In ages past, these giant ripples have been worked into long, flat sections cut through with regular canals of water. Upon these flat sections sits massive orchards of ice-mullberry tree. The entire region is covered with these structures, though the scope of such an engineering project seems impossible based on what is known today.

    It is a land of cold snowy winters and cool dry summers. It is a land populated by ground squirrels, beavers, deer and predators such as coyote and puma. Wild birds populate the ice-mullberry orchards and feed upon the silkworms. Titan Elk come down from the mountains in the early fall to eat the long, dangling white berries. Large bears follow their prey before returning to the mountains for their hibernation. These Titan Elk stand nearly one and a half chain tall, with the males adding almost another chain with their massive antlers during the mating season. They abbeys have domesticated the Titan Elk, and use the females as war mounts. The males are untamable.

    Spoiler: people, society, & government
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    The people here are clearly a mixture of Truerchen and Nifel descent. Their distant ancestors seem to be some clan from Hekla, judging from the gray hair, blue eyes, and predominance of birthmarks. They are taller than Truserchen, but half a head shorter than other clans of Nifhel. They dwell in a couple of dozen fortified abbeys, each with a surrounding settlement. The people have one distingusihing characteristic. They all wear fur trimmed leather long-coats with buttons of bone. With their hoods, they are covered half way past their knees.

    Life in Steppechard revolves around the mullberry. The weeping branches are used in roofing. The fruit is baked into hard bread and turned into wine. The silk from the silkworms is combined with thin strips of bark, and then processed into paper. Each abbey has its own orchards, its own making techniques, its own recipes. The long white clusters of berries are highly protected. Conflict between abbeys is common, and marauding animals are dealth with harshly. The people are experts with bows, able to hit small birds high among the branches. They wear a special armor made of folded paper sewn to leather. It seems to have remarkable resistance to arrows, but fares poorly against direct strikes with clubs and staves.

    Each abbey is its own state, and named after the specialty of their knowledge- HoneyBerry, Sapling, LeafCloth, Pigment, Baskets, and so on. The largest abbey-state is called Partition. It makes free-standing, hinged partitions of wood and paper. These are commonly used to subdivide the large rooms within the abbeys. For the common person living in their yurt, partitions are often the only interior dividers they can afford.

    Spoiler: Resources
    Show

    Export: GOOD Paper
    Import: Gemstones
    Steppechard paper is a combination of silk bits and thin strips of mullberry bark. It is soaked and then pressed into sheets. Each abbey makes it in large quantities for partitions, records, armor, even rolled and used as firewood. They can easily support exporting it.

    For obscure cultural reasons, the people have a great passion for gemstones.

    Spoiler: Religion
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    The Steppechard is a theocracy, yet their religious rites and beliefs are a mystery. Even asking about such things is reason for a beating. On dark, moonless nights, obscure rights are performed deep within the abbeys’ walls. Odd sounds and screams echo in the dark….


    Gran Figardenum Sharides
    Region #300
    Population: 970,000

    Spoiler: Terrain
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    Gran Figardenum is the common usage for the greater term, The Grand Five Gardens for the Sharing of Ideas. It has been the homeland for the Truserchen stretching back centuries. Gran Figardenum is shaped like the points of a compass, with stretches of land running north-south and east-west. Blackdeep Lake lies in the north-west. It is oval shaped and very, very deep. Across the peninsula from Blackdeep lies Harleap Lake. Its convoluted shape appears to be a leaping rabbit. To the Southeast lies the Shipshell Bay, an extension of a vast winding lake that trails off to the southeast. Lastly, The Cygnian Channel to the southwest is a deep extension of some ocean far off.

    The entire land is essentially one large university campus. The land has hundreds of buildings of all sorts- dormitories, boarding houses, and manor homes, lecture halls and arenas, laboratory space, crafting houses, and shops. Taverns and public baths are plentiful. Large open spaces, gardens, orchards, and farms are scattered throughout. To the un-initiated, it seems quite chaotic at times. But a great Pontisep from the Platinegrew devised a system of signposts that lay the entire land into a grid. They run alphabetically from north to south and numerically from east to west, spaced every 100 chain.

    There are five grand gardens, one for each Bestrewen. Collectively known as the East West, North, South and Central Grandgardenum. They are the most coveted places to hold dissertations or other events. Surrounding them are the best tradespeople’s shops and the finest halls and laboratories. Less important places radiate outward from the grand gardens. Construction is always going on, even though many building lie unused. The streets and alleyways are chaotic. The Platinegrew and Tawnegrew wage a centuries long struggle of utility versus aesthetics when it comes to the cityscape.

    The land is almost entirely domesticated, only wild birds and bats seem to thrive. Feral dogs and cats are common and tolerated. The Ochregrew maintain flocks of most domesticated animals, constantly cross-breeding and improving the lines. They defend their farms and orchards from the other Bestrewen, leading to odd situations of groves surrounded by buildings. Water and waste are always a threat, and all Bestrewen work to keep the clear water from the foul water. Rivers and channels carry water from the Harleap and Shipshell to Blackdeep and eventually into the Brinpass. Some are natural streams and rivers, others dug over the centuries.
    The land is cool and temperate, with mild summers and deep, snowy winters. Rain is plentiful, and many seasonal insects and birds pass through the area.


    Spoiler: People, society, & government
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    This is the homeland of the Truserchen. See information above about them.

    Spoiler: Resource
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    Export: GOOD Writing Materials {Luxury goods (L)}
    Import: candles or lamps {Fuel (N)}

    Gran Figardenum Sharides produces significant amoiunts of Writing Materials. The shores of the Brinpass are populated with a species of bivalve which makes excellent ink. The Harleap has a species of Lilly pad which can be stretched and pressed into paper.

    The Truserchen are in need of illumination, such as candlewax or oil for lamps. The leadership of the Tawnegrew and the Platinegrew wield great power through the rationing and high cost of lighting, and the Ochregrew strictly control which trees become firewood.

    Spoiler: Faith
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    They are followers of “The Great Truth” as noted above.


    Honeyeden
    Region #301
    Population: 830,000

    Spoiler: Terrain
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    Honeyeden is pronounced Honeyed-den or Honey eden alternatively by the people who live there. It is a land of sub-arctic lakes and birch swamps crisscrossed with steep highlands of tall conifers and redwoods. It has cool summers and cold, dry winters with rainy seasons between them. Flowering, berry producing shrubs and water plants sprout in uncountable varieties.

    There are rodents, hummingbirds, bobcats, deer and bear. But the animals that dominate the landscape are flying insects. Bees produce huge amounts of honey, storing it for the long winter. Without them, there are few creatures to pollinate the flowers and trees. The wasps feast upon the trees themselves, and the hornets prey upon their less aggressive cousins. Uncountable mosquitos and marsh flies swarm everywhere. From early spring to late fall, the landscape literally hums with the wings of millions of flying insects.

    The land also has numerous stone pillars, carved to represent animals and people. They are ancient, and weathered. No one alive knows their purpose or who crafted them. While the sequence of animals carved upon them and the quality of craftsmanship vary, all share three things in common. First, they are made of stark glossy white form of rock not native to the area. Secondly, they contain numerous hollows and shafts carved into their interiors. Thirdly, and most importantly, they are home to the white wasp. The White wasp feeds exclusively upon a moss which only grows upon a specific type of redwood. Their hives within these totem-poles are the exclusive source of the rare Goldenhaze crystal, which is fundamental to human life in the Honeyeden.

    Spoiler: People, society, & government
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    The people who occupy the Honeyeden are similar to the Truserchen, with one notable exception. They have no white in their eyes. The yellowish streaks of their iris expand out and color the rest of the eye as well. Life is short and miserable. Mosquitos bite constantly, and many species of insect aggressively defend their territory. Some have stings so poisonous they can kill the young or infirm.

    The people live in scattered settlements on high promontories around the land. These settlements are log and mud longhouses arranged around a central courtyard. Wax-paper screens cover windows during the warm months. Inside, the areas are sectioned off not by walls, but by free-standing wax paper dividers, allowing for highly flexible living quarters.

    Daily life is spent gathering wild edibles and processing Goldenhaze. The comb is collected from the totem-poles, the wax and fluid separated by crushing. The fluid is then boiled to remove the water, leaving a dry powder the color of gold dust. When this powder is consumed, it produces lethargy and euphoria that can last hours.

    Goldenhaze is highly addictive, and it has lethal withdrawal effects. Any human not from the area will find themselves craving it. Slowly, the lighter tones in their eyes will expand out across the white. By the time the white is gone, their addiction is permanent. As such there is always one person or family who is the Arbiter. He or she weighs, grades, measures, and apportions the Goldenhaze for the betterment of his community. His or her word is law, and carries the ultimate sanction of deadly withdrawl.

    There is little formal government in the Honeyeden. Arbiters of different villages will meet to discuss common actions such as bear hunting or totem poaching. Conflict is rare- heated emotions are often dampened by a touch of Goldenhaze.

    The Truserchen were quickly able to establish control of the area by promising to provide books and paintings in exchange for their loyalty.

    Spoiler: Resource
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    Export: Poor Candles {Fuel (N)}
    Import: Ink and paper, paints {Luxury goods (L)}

    The people of the Honeyeden are largely unmotivated to live anything other than a subsistence life. They are content in their misery. However, they do produce high quality, aromatic, elegant candles in limited numbers. It is more a hobby than a living.

    The Truserchen have sparked something of an art boom in the region. Paintings and drawings, the more colorful and abstract, are becoming highly prized. Many claim they provide insight into the soul of the artist if they are contemplated while affected by Goldenhaze. As such they want paper and ink, or canvas and paints.

    Spoiler: Faith
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    The people have an unformed and ill-defined sense of one-ness with nature and the universe prompted by the Goldenhaze. But formal religion is scoffed at.


    Gran Grazelle
    Region #302
    Population: 721,000

    Spoiler: Terrain
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    Gran Grazelle is a land of rolling highland prairie, rising out of the swamps of Honeyeden and ending in tall cliffs of shiny white rock along the waterways. It has less trees than surrounding areas, despite the similar climate. The land is filled with tall grasses and sage. Cottonwood, aspen, and willow trees dot the landscape. The grasses flower at different times, so patches of color dot the landscape throughout the year.

    The fauna of Gran Grazelle is similar to Honeyeden. Numerous rodents, bobcats and bears prowl the brush. Deer are lacking, replaced by vast herds of shaggy donkey. Ground nesting birds, like grouse and pheasant, as well as turkeys make their homes here. Many make daily migrations northwest to feast upon the vast insect hordes in the swamps beyond the borders.


    Spoiler: People, society, & government
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    The people who occupy Gran Grazelle are similar to the Truserchen. They tend to run a few links taller, on average, and have a darker, more wind-worn complexion. Their clothing tends to be made of leather and of fiber spun from the long haired donkey coat. Their speech is remarkably similar to the Truserchen in its lack of pronouns and frequent portmanteaus. Grazelle itself a portmanteau of Grazing Elevations, a description of the land itself. One notable linguistic exception is the common use of ‘Jack’ and ‘Jenny’ to refer to general people they don’t know. Given that they also refer to male donkey as Jacks and females as Jennys, this is hardly complimentary.

    The people live in four massive cities, leaving the lands in-between virtually uninhabited. The cities function as independent kingdoms, claiming authority to all within their walls. They hold the land as common grazing lands. Their domesticated donkey herds mingle freely with each other and the wild herds across the plains. Branding is the common method for distinguishing ownership.

    The cities refer to themselves as Friefs. Local historians say that the term comes from the casual shortening of Frontier fence. The Frief of Salt maintains the wall across the isthmus between Waning Moon Lake and Long-Salt lake. It is the source of salt and salt blocks for GRAN GRAZELLE. Salt is critical to the health of the donkey herds. The Frief of Anvils is further south, along the wider isthmus. It is the source of most iron tools. The few iron mines lie in the same area. The Frief of the Green Octopus lies at the furthest eastern edges of the territory. It supports itself with seafood taken from surroundings waters. The Frief of Spooks lie atop a huge highland to the north. Its long wooden wall defends the land from the scary northern highlands beyond.

    A fifth Frief lies on the southern shores of the land. It was once known for its quarries of Milkstone, a white translucent stone that can be highly polished. For reasons the people will not discuss, it was abandoned around 150 years ago. It now lies in ruins.

    The Truserchen found ready allies in the people of GRAN GRAZELLE. The Truserchen vowed to establish centers of learning in each frief while leaving the current leadership scheme intact.

    Spoiler: Resource
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    EXport: Good Donkey{Beasts of Burden (J)}
    Import: Drinks {Beverages (E)}

    The people of Gran Grazelle maintain huge herds of donkey in the interior. They are more than enough to share and export. These donkey are excellent draft animals. They have a shaggy coat which can be shorn and spun into passable fabric.

    While fresh water is plentiful, other things to drink are not. The grasses are not sweet enough and there are few wild grapes or other berries. The natives desire beer and wine for the adults, and milk or other drinks for the children.
    Spoiler: donkey
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    Spoiler: Faith
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    The people worship the great god of the Donkey, Newhaw. He is said to preach that suffering and misery are the natural state of all beings. Happiness comes in small, infrequent bursts and disappears as quickly as it arrives. Despite this, the Great Gray Donkey encourages his followers to enjoy the company of others. Misery loves company, and one should enjoy being with others when they can.
    Last edited by lt_murgen; 2016-09-21 at 12:19 PM.

  15. - Top - End - #45
    Ogre in the Playground
     
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    Default Re: Empire! Lands of Arandi

    The League of Allied Provinces

    The Ambrose Ascendancy

    Protos Archigos Derris Asker

    Family Tree



    Ambrose
    Region 48
    Pop: 910,000
    Spoiler: Region Banner
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    Spoiler: Summary
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    Region name: Ambrose
    Number: 48
    Population: Human
    Resources: Ambrosan Brandy
    Wanted resource: Wood
    Religion: Unorganized Fates Worship (majority), Daen (minority), Doctrine of the Nine Candles (minority)

    Spoiler: People and Society
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    People: The people of Ambrose are brunette humans with warm, tawny beige skin that tans golden under the long summer sun. Average in height and stature, with eye color ranging from blue to violet to brown, and various shades of each. They often ornament themselves with tribal clan tattoos on their calves, shoulders and upper back - anywhere that would be visible while dressed sensibly for the long dry season.

    Society: Four clans have recently risen to power, each surpassing the others within it’s own niche.

    Clan 1. Asker: The Asker Clan rules the Capitol. They are a technocentric lot, curious and eager to collect various tech from around the world. The Elite are invited to join the Tinkers Guild, which is an organization dedicated to engineering and advancing technology. The Asker’s recently took control of the capital from the Collins through a coup against it’s bureaucrats, having gained the Barberis’s allegiance after revealing the rediscovery of a military tech found in the Collins Idea Vault. They have not been able to gain complete control, however, the Vault remains under the care of the Collins, who have restricted access in response to the power play.
    Spoiler: Asker Crest
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    Clan 2. Barberis: The Barberis Clan heads the military operations under the oversight of the Askers, formerly the Collins. Any sort of mercenaries, soldiers, thugs, strongmen (and women!), secret service, spies, thieves and assassins will come out of the Barberis Clan. The Barberis controls much of the arable land, historically having been the clan able to protect it from monsters and raiders, and its civilians are responsible for farming it and distributing it. The capital is dependant upon these crops for food, as they are their soldiers for protection. Largely uneducated, the Barberis’s are a superstitious lot who revere their clergy with awe.
    Spoiler: Barberis Crest
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    Clan 3. Collins: The Collins clan specializes in the day to day bureaucracy of running a large territory. They operate out of a large Foreign and Commonwealth office in the capital. Here you will find the bureaucrats, scribes, law writers, and bankers. The Collins tend to be wealthy, rivaled only by the Askers and the occasional fortunate Drivas. The Collins also make up the majority of the regions clergy, who live in remote monasteries. In light of the recent Coup by the Askers, they have sealed off the Idea Vault in the secluded Sanctuary of Reflection and decreed that access will be granted to their ruler only once in a lifetime.
    Spoiler: Sanctuary of Reflection
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    Though the Askers have attempted to have the Barberis seize control of the Vault, their reverent awe of the clergy that maintains it prohibits them from doing so, much to the annoyance of the Askers and has resulted in a fierce rivalry between the two wealthiest clans.
    Spoiler: Collins Crest
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    Clan 4. Drivas: The Drivas Clan has found it’s niche pandering more to the populace’s baser needs than their counterparts. They own and operate The Speedway, which is a race track where simurgh jockeys race for fortune and glory. (simurghs are a wolf-like creature, with wings and tails like peacocks.)
    Spoiler: Simurgh
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    They also run a popular boxing ring. The Drivas make the bulk of their money in the rampant gambling that happens at the Speedway and at the boxing matches. The Barberis clan makes up most of their customers. The Drivas are also known for running houses of ill-repute and distribution of cheap liquor. Their monthly “donations” to the various Asker and Collins causes are enough for them to turn a blind eye, and to ensure the Drivas get a say in major decisions affecting the clans.
    Spoiler: Drivas Crest
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    Spoiler: Terrain
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    Terrain: The geography of Ambrose is divided into 3 notable regions, the coastal east, the large, green meadow of the inland, and the foothills of the north-west.

    The coastal terrain is flat and rocky, it’s nutrient poor soil and often strong westerly winds render it inhospitable for agriculture. The north-east peninsula is the home of the capitol, Askerville. There are small fishing villages dotting the southern coastline, and small groups of hardy goat herders.
    Spoiler: Askerville
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    The warm meadow, known colloquially as the Tipsy Plain after the grapes and wine produced by the Barberis Clan, is irrigated by the Sparklean River, which flows from the northern foothills. The Barberis clan also produces most of the region’s crops, and house the bulk of the military here.

    The remote foothills of the north-west house several of the Collins monasteries. The most important of which is the Sanctuary of Reflection which houses the jealously guarded Idea Vault. It is here the low quality wine mass-produced by the Barberis is patiently distilled into fine Ambrosan Brandy that is used for trade and enjoyed by the region’s more well to-do citizens. The Collins control the scant area woodlands, which supplies enough wood for aging barrels, but not enough wood for building.

    Spoiler: Resource and Resource Req
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    Resource: fine Ambrosan Brandy. Ambrosan Brandy is made from 100% Tipsy Plain grapes.The Collins monks call it a "divine alchemy" and it represents the flagship of their distillery.

    Resource Req: Wood. A lack of large, accessible woodlands means a lack of cheap, plentiful building materials.

    Spoiler: Religion
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    Religion: Ambrosans largely worship the Moirai, the three sisters who control the fates of all mortals. Fates worship has fallen somewhat out of favor with both the Doctrine and the Church of Daen enjoying religious minorities in the region.

    Spoiler: Landmark Map
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    Calendula
    Region 46
    Pop: 910,000
    Spoiler: Region Banner
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    Spoiler: Summary
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    Region name: Calendula
    Number: 46
    Population: 910,000 Humans
    Resources: Camels (Minor)
    Wanted resource: Steel
    Religion: Daen (majority), Unorganized Fates Worship (minority)

    Spoiler: People and Society
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    The humans of Calendula are a calculating and proud people, who excel at trade and negotiations. Like their clansmen of Ambrose, the tribes of Calendula are of tanned skin and dark hair who decorate their bodies in swirling clan tattoos that will convey status, clan and battle history to those that can decipher them. The urban dwellers of Elafris have adopted similar apparel to their northern brethren, light weight, but heavily adorned and richly colored garments that show off their tattoos to their best advantage. The Scrub residents have adopted light and airy garments that are often brightly colored and more suited to the hot climate.
    Clan 1. Tocci
    Spoiler: Tocci Crest
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    The Tocci clan is the power in the east, with the seat of control in Elafris held by virtue of numbers and initiative. The majority of Calendula's armed forces come from the Tocci clan, along with the farmers who provide produce for the capital and the west. The Tocci are an ambitious lot, who wish to increase their clan status which was largely the impetus behind uniting under Ambrose, despite reservations from the Palamara, who are content with their rugged, outlaw lifestyle.

    Clan 2. Palamara
    Spoiler: Palamara Crest
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    Clan Palamara rules the western scrublands by virtue of coin and trade, having dominion of the camels and caravans that travel through the region. The camels also provide protein sustenance for the capital in exchange for produce, a balance of power that is respected and maintained on both sides. The Palamara go warily into the Ambrose Union, aware of the benefits, such as more readily available goods and trade, but fearful it means the beginning of the end to their wild west lifestyle.

    Spoiler: Terrain
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    Calendula’s terrain ranges from green arable land in the east, to the hot sub-desert shrublands of the western interior known as Kamila’s Scrub, usually The Scrub for short. The region capital, Elafris Stronghold, is located in the west along with most of the area’s population and farmland. The Stronghold was named for Elafris Tocci, the first Tocci clan chieftain who brought his people South in search of stability and independence from the often clashing tribes of the north. There are many small, rural settlements in the shrub-steppe of the east, the largest of which being Deepbriar. The west is less organized, with mob justice being the norm. Most of the rural settlers being camel herders and the caravan drivers that form the base of the region’s robust trade economy.

    Spoiler: Resource and Resource Req
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    The arid west is home to many camel herding settlements, the patriarchs of these small but influential families are know as Kamila Basileus, or "Camel Kings". They often intermarry to form and maintain alliances, and hold a regular Council where the populace seeks advice and assistance from these important men. The Camel Kings also meet and discuss with the leaders of Elafris the important happenings in the west, and the state of the trade economy. These camels provide necessary protein and leather for all of Calendula's citizens.
    The citizens require steel to keep it’s military in weapons and armour.

    Spoiler: Religion
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    The Calendulites of the rural communities largely worship the Moirai, the three sisters who control the fates of all mortals. The Tocci clan has taken up the worship of Daen, and view the Fates worshipers as uneducated and superstitious.


    Wysteria
    Region 49
    Population: 667,000
    Spoiler: Region Banner
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    Spoiler: Summary
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    Region name: Wysteria
    Number: 49
    Population: 667,000 Humans
    Resources: Silver (Minor)
    Wanted resource: Food
    Religion: Unorganized Fates Worship (majority)

    Spoiler: People and Society
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    The humans of Wysteria are deeply in tune with the land, who's devout faith in the Moirai have shaped their culture in that they are a people of modest means, who's energy is put towards harvesting the land and in worship during the several grand rituals throughout the year. Like their clansmen of Ambrose, the tribes of Wysteria are of tanned skin and dark hair, but instead of decorating their bodies in swirling clan tattoos, they decorate their bodies with tattoos meant to represent fate and nature. Both men and women are welcome to join the priesthood, and after a general training period, may choose which sister of fate to devote themselves to.
    Clan 1. Lillis
    Spoiler: Lillis Crest
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    The Lillis clan is one of two remaining clan powers in Wysteria, which have largely become homogenized into a single population unit. Slight differences in the two clans can be seen by the Lillis' leanings towards the priesthood and wise-women who collect marsh plants for medicinal purposes, and treat the population's physical and spiritual ailments with an equal amount of herbcraft and ritual "magic". The figurehead of Port Shademire hails from the Lillis clan, but this position is largely cosmetic, as the decisions regarding the region is decided by an inclusive council made up of Priests, Miners, Fishermen and Wise-Women and is largely informal.

    Clan 2. Milonas
    Spoiler: Milonas Crest
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    While Clan Lillis leans towards the spiritual, Clan Milonas leans towards the hard physical work of mining, military, and the fishing that fulfills much of the region's protein requirement. Even with their focus on the mundane, mining camps still employ a priest or priestess to run rituals and attend to the campers spiritual needs. The miners are expected to make time for worship, and do so with group rituals and solitary meditation without complaint. As the conditions in the camps are rugged and often unsanitary, the Milonas see the Union under Ambrose to be an opportunity to improve working conditions and the lifestyle of the miners.

    Spoiler: Terrain
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    The coast on the Shining Straight, as it's known to the clans of Wysteria, is a wet marshland. The largest organized settlement is on the straight, named Port Shademire for the coastal deciduous trees that grow plentifully, though are stunted by the salt marsh water. Purple flowering vines rapidly grow and cover these trees in the spring, and their lovely dripping blooms are known throughout the region for their beauty. Port Shademire is built at the safest easternmost point on the straight for large ships to travel to without getting stuck in the muck, though small rafts and personal crafts are often employed for travel beyond the port. The Port City and other marsh settlements are all built on platforms above ground level to mitigate flood damage and to account for the tides of the salt marsh. The wetlands extend into the interior, giving way to rocky, shallow canyons in the west. this land is known as the Schismada, and it is in these canyons that the rich silver veins of the area are mined. Small and modest mining settlements that began as temporary labor camps dot the area. Camp Asimi is the largest, and is the closest to Port Shademire.

    Spoiler: Resource and Resource Req
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    The rich veins of silver mined at the many modest mining settlements provides the regions largest and most lucrative export. These camps, while lacking in what some might consider basic ammenities, are strictly run and organized by Mine Overseers and Master Smiths, and provide the region's most lucrative jobs. Many miners work tirelessly for years in the hopes of attaining a managment or smithing position, which are all hotly vied for in the occasion that an opening arises. Wysterians require food that does not come from the sea, as they are lacking in agricultural lands and fresh produce.

    Spoiler: Religion
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    Wysterians devoutly worship the Moirai, the three sisters who control the fates of all mortals. Three temples have been built in the region, each one dedicated in honor of one of the sisters. Zoi, giver of life and master over who gets born and reborn at any given time. Efkairia, she who deals your lot in life, be it good or ill. Lastly, Therastis, she who reaps your soul upon death. The sisters are a traditional maiden/mother/crone trinity associated with the phases of the moon.


    Akovito
    Region 54
    Population: 817,000
    Spoiler: Region Banner
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    Spoiler: Summary
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    Region name: Akovito
    Number: 54
    Population: 817,000 Humans
    Resources: Simurghs (Minor)
    Wanted resource: Herd Animals
    Religion: Daen (Majority), Unorganized Fates Worship (minority)

    Spoiler: People and Society
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    The people of Akovito are brunette humans with warm, tawny beige skin that tans golden under the long summer sun. Average in height and stature, with eye color ranging from blue to violet to brown, and various shades of each. They often ornament themselves with tribal clan tattoos on their calves, shoulders and upper back - anywhere that would be visible while dressed sensibly for the cool coastal weather.

    Once home to three noble clans, the region is now heavily dominated by the once powerful Rosso clan, who historically had been one of the great known clans of the area. The name of the Marinos clan has vanished from all but history and stories, and the Kalivas weak and subjugated for daring to reach for the power the Rosso's guard so jealously. A power they seek to increase with the unification with Ambrose, and the rising popularity of their simurghs.

    Clan 1. Rosso
    The Rosso Clan was once mighty and recognized as one of the great clans of the area. Their wealth and prestige once garnered them an abundant region and a grand castle fortress. They fell from power after the lesser Kalivas clan betrayed their Polemarchos, Alastair Rosso to their sworn enemies the Marinos Clan, who with the aid of intel from the Kalivas, successfully sieged and sacked Castle Rosso while the bulk of their military host was raiding a foreign shore. Enraged upon return to find the slaughter of their women and children, the Rosso Clan was unmerciful, essentially eradicating the men of the Marinos clan in a fierce battle, taking their women to replace those that were lost to betrayal. The Kalivas were punished and were taken as slaves for the Rosso, until the burden of their care proved too cumbersome and they were freed from overt slavery, though still are often found working as servants and bondsmen. The Rossos are looking to increase their status once again, and are using the popularity of the simurghs to their great advantage.
    Spoiler: Rosso Crest
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    Clan 2. Kalivas
    The Kalivas clan was once respected and ambitious, now subjugated and despised by the Rosso after their part in the betrayal with the Marinos clan. Their crest, "Honor Binds Us" is mocked and spat upon whenever possible, the epithet "Binds Bind Us" laughingly called out to servants by drunkards and nobles alike. Some Kalivas have found a place in remote fishing villages where they are not mocked and are free to work the sea in peace. Universally poor, the Kalivas seek to restore honor to their clan, in the hopes of raising their people from bondage and poverty, some talking about migrating to other lands now that Akovito has come under the flag of Ambrose.
    Spoiler: Kalivas Crest
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    Spoiler: Terrain
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    The Western Coast of Akovito is a wide beach separated from the inland by rolling sand dunes and hardy scrub grass. Rugged fishing villages dot the coast, protected from the tides and the harsh maritime winds by the sand dunes. The largest of these fishing ports is Achivada Harbor, named for the plentiful supply of shellfish found in the Straight. Historically, the Harbor provided the region's main export, clams and scallops, today Achivada Harbor serves as a crux for the many cargo and passenger ships that run up and down the Shining Straight. The hardy scrub grass continues into the interior of the region, leading to a temperate deciduous rainforest that protects the land from the coast on it's north-eastern border. The region's seat of power and government, Castle Rosso, sits on the border between the southern coast and the forest line. The Castle was built at the height of the Rosso's power as one of the great clans, and though shows it's age, is kept in relative good repair.
    Spoiler: Castle Rosso
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    Spoiler: Resource and Resource Req
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    Modern day Akovito's most lucrative export are the simurghs that are so popular in the capitol for sport and pets. Simurghs are wolf-like creatures with the tails and wings of peacocks, they are highly intelligent and trainable, found in large family packs in the wild, they take to their human caretakers readily and adopt their new family as their "packs". The wings of a simurgh do not allow for the unencumbered flight of birds, but enable them to make great gliding leaps in between steps when running or racing. They are the size of the largest known wolves, and can support the weight of a small adult on their backs when fully grown.
    Spoiler: Simurgh
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    The region requires hardy herd animals that can subsist on coarse scrub grass, both to add variety to the human population's diet, and to feed the rapidly expanding simurgh population.

    Spoiler: Religion
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    The Rosso and Kalivas clans have largely adopted the word of the Grand Church of Daen as truth, with the various historically observed holidays of the Fates still being upheld for tradition's sake rather than religious sakes. The biggest of these festivals being Apokreas, dedicated to Efkairia. Several events occur during the week long festival period, and is a time maidens of marriageable age tie tiny bells in their hair and leave offerings of food and incense in the hopes of attracting the favorable attention of the Fates.


    Trifylli
    Region 53
    Population: 872,000
    Spoiler: Region Banner
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    Spoiler: Summary
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    Region name: Trifylli
    Number: 53
    Population: 872,000 Humans
    Resources: Beer (Good)
    Wanted resource: metals
    Religion: Unorganized Fates Worship (majority)

    Spoiler: People and Society
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    The people of Trifylli are brunette humans with warm, tawny beige skin that tans golden under the long summer sun. Average in height and stature, with eye color ranging from blue to violet to brown, and various shades of each. Occasionally, a Trifyllian will be born with darker, olive toned skin hinting at another culture in their gene pool, but who they were has passed from recent memory. Unlike most of the other great clans, they ornament themselves with tribal clan tattoos on their entire body, excepting the face. They dress seasonally for the varying tropical marine climate, in light, airy clothing in the hot dry season, and in rain resistant oil coated leathers during the wet season.

    The dominant clans of Trifylli are militant and superstitious, they often employ small charm bags to ward against evil and bad luck, hanging them around their neck, or in their homes. Contents can include fragrant oils, herbs, animal bones and the smooth colorful rocks that can be found on the banks of Lake Vathys. The region's leadership is organized into a council, that will regularly convene publicly and take audience with population in need of assistance. Retribution for proven serious crimes is a swift, merciful death, though "proof" can often mean two words against one. The two clans that make up the majority of Trifylli's population are united, and the region enjoys relative peace, due in large part to the population's fierce reputation.

    Clan 1. Valli
    The Valli Clan takes great pleasure in studying the flora and fauna of the region, and discovering how to use them both to their people's advantage. They were the ones who first happened upon the discovery of fermenting grains into beer, and have spent a great deal of time perfecting their brew craft. Generally, the Valli are a gregarious lot, within their familiar familial circles, but can be slow to warm up to strangers, though have been forced to overcome their reserved nature with the growing popularity of their beer. Those who are not involved in herbalism or agriculture are employed in military pursuits, females are welcome to join the region's armed forces but unlike their male counterparts, are expected to quit and raise their children once they are married, or if an unexpected pregnancy should occur, which is not considered scandalous or stigmatized.
    Spoiler: Valli Crest
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    Clan 2. Stathos
    Like their Vallis compatriots, the Stathos clan are headstrong and take great pride in the natural beauty and resources of their region. Historically, the two clans have banded together to fend off numerous threats, from other clans who wished to establish dominance in the region and foreigners alike. They often intermarry with the Vallis, so much so that there is effectively little difference between the two clans, and they have not clashed with each within known memory. The Stathos claim to be unrivaled in the discipline of their troops, and indeed threats are dealt with swiftly, in an organized manner. They are a hard people, though they enjoy the wealth that their land affords them, they see the reunification under Ambrose to be the revival of the time of the great clans and seek to take their place among them.
    Spoiler: Stathos Crest
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    Spoiler: Terrain
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    The northern coast of Trifylli is a very long beach that is separated from the inland by steep limestone cliffs. No ports exist on the coastal north, as the island off of the coast is reputed to be haunted by the vengeful spirits of hunted animals, and the ghosts of nature wronged. The north coast is known as Diavolos Coast, and is spoken of in hushed tones and avoided. The east coast is home to the only main harbor of the region, Port Byra, named for the area's major export, beer. Numerous taverns, brothels and inns populate the Port City, and it has acquired a disreputable reputation. The main seat of the region's governance is located at Didyma's Keep, named for the twin castle towers that are the highlight of the bustling town located in the hills above Lake Vathys which is a deep, clear lake in the region's western central interior believed to cover the lair of an ancient winged serpent, which is highlighted on the region's banner.
    Spoiler: Didyma's Keep
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    Spoiler: Resource and Resource Req
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    Trifylli's most lucrative export is the beer they brew from the plentiful grain fields that thrive throughout the region. They primarily produce an amber ale, which is crisp with medium-high maltiness and mild hops, which results in a well balanced beer, with medium hop bitterness, flavor and aroma.

    The region requires metals for weapons and armor, with little to none being mined within the flat, agriculturally rich region.

    Spoiler: Religion
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    The clans of Trifylli are more superstitious than their other clan brethren, Fates worship still has a very strong hold on the region, along with the worship of other gods and goddesses, such as Synkomidi, Goddess of the Harvest. Every year, the successful harvest is celebrated with a three day long festival including feasts, and the offering of dolls fashioned from grain made in Synkomidi's likeness. It is thought that they have picked up some of these paganistic practices from other neighboring cultures, or perhaps of cultures past, but they have been fully incorporated into their own belief system and are now worshiped alongside the Fates as equals.


    Çangalamin
    The Veiled Forest
    Region 55
    Population: 783,000
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    Region name: Çangalamin
    Number: 55
    Population: 783,000 Humans
    Resource: Gold (minor)
    Wanted Resource: Drinks
    Religion: Unorganized Paganism

    Spoiler: People and Society
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    The humans of Çangalamin are dusky skinned brunettes, with brown and green eyes often flecked with gold. They dress in the browns and greens of their forest, most often in leathers skinned from the large, organized hunts they run several times a year. Their society, which they refer to as Nimtoriki, is largely patriarchal and fiercely loyal to familial bonds, valuing the skills of survival, hunting, tracking, and defense above the more scholarly pursuits, which are widely left to the nobles who have the luxury to be idle.

    Çangalamin is inhabited by the remnants of a once great civilization who, by their own accounts, used to control much of the western continent. As their realm of control veered northwards, they encountered the Fyliordi, or great horde who brutally opposed them with greater numbers and tactics, and pushed them to the brink of extinction. They retreated to Çangalamin’s temperate rainforest, where the dense brush and dim light that offered them sanctuary, also hindered their enemy’s advancement, until they were forgotten.

    Upon Çangalamin’s incorporation into the Ambrose Ascendancy, officials were surprised to see written and artistic accounts of a brightly colored peoples closely resembling the Nanda. Further investigation revealed that the Nimtoriki had once subjugated these brightly colored people during the height of their power.

    Spoiler: Terrain
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    The terrain of Çangalamin is dominated by the temperate coastal rainforest that runs the length of the region, and into Akovito. This temperate rainforest, known colloquially as, Sojaafkan, is characterized by the large coniferous trees and broadleafed hardwood trees that create a tight canopy of foliage high above the forest floor. Ferns, moss and nurse logs decorate the forest floor in shades of green where civilization has not taken hold in the region.
    Spoiler: Temperate Rainforest
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    The largest swath of civilization is in the wide south-central interior, shielded from the coast on either side by the forest, which runs right up to the coastline. Çangalamin’s population mines out of the deep coastal caves that run rich with gold ore. It’s insular inhabitants do not occupy the coast, other than the many small mining camps that dot the region, and lack a proper harbor. It’s largest town, Sahr Sipar, named for the shelter of the secluded region, is a hub of activity where miners sell their raw gold ore to jewelers and merchants, and the merchants sell their finished goods, and the bounty of the forest.

    Spoiler: Resource and Resource Req
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    Çangalamin’s western coast is known as Sohil Tillo, or the Gold Coast. Rich veins of gold run deep into rocky coast, accessible through caves that dot the wilderness.
    The inhabitants here require drinks, while water is in plentiful supply, a lack of open arable land means a lack of grains to ferment into beer and spirits.

    Spoiler: Religion
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    The inhabitants of Çangalamin practice a shamanistic paganism, with a large polytheistic pantheon of gods and goddesses, all tied to the natural grandeur of their surroundings. A particularly popular Goddess, Sikora, rules over the hunt. Offers are made to gain her favor before each grand hunt commences, with a feast and bonfire dancing.


    Paschalia
    Region 56
    Population: 720,000
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    Region name: Paschalia
    Number: 56
    Population: 720,000 Humans
    Resource: Silver (Minor)
    Wanted Resource: Food
    Religion: Unorganized Fates Worship

    Spoiler: People and Society
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    Like the people of Ambrose, Paschalians are brunette humans with warm, tawny beige skin that averages to slightly paler than the other clans, hinting at another culture mixed into their heritage sometime in the past. Average in height and stature, with eye color ranging from blue to violet to brown, and various shades of each. They ornament themselves beginning at puberty with tribal clan tattoos on their calves, shoulders and upper back - anywhere that might be visible while dressed with some modicum of modesty.

    The clans of Paschalia are unique amongst their brethren in that women and men are equally able to inherit the title as Polemarchos of a clan, and the position has been held by women often in history. It is thought the region’s proximity to the matriarchal Primus is the reason for this variance, and acceptance of this divergence was a big sticking point in Paschalia’s agreement to re-unify under the banner of Ambrose. The two major clans of Paschalia both currently have women Polemarchos, and are distinct in this among all of the clans.

    Clan 1. Palanka
    Of the two great clans of Paschalia, the Palanka pride themselves for their fierceness in battle, having long held the border of the clan lands from infiltration from outsiders. They provide the majority of the region’s security, securing the region’s abundant silver supply and it’s miners safe from bandits and prowlers. Non-militant Palanka can often be found working as herders or fishermen, supplying a much valued food source for the region.
    Spoiler: Palanka Crest
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    Clan 2. Stanis
    The Stanis Clan works and controls the area’s lucrative silver mining operations under the protective eye of the Palanka’s guards. In addition to mining the silver, their clan also smelts it, mints it, works it into jewelry and trades it. Though the life in the mining camps, the biggest of which being Camp Kerdos, is difficult and rustic, the pay is good, and the miners often work in rotating shifts of three months, with a following month off, which helps to avoid burnout and injuries.
    Spoiler: Stanis Crest
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    Spoiler: Terrain
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    The western border of Paschalia is dominated by the Adelfes, an offshoot of the Highback Mountains that divide the borders between Paschalia and lands belonging to Berrium. The Adelfes dominate the landscape with their three towering peaks of bare carbonate rock, which is responsible for the mountain’s characteristic shape and color. The inland provides fertile, though limited land for crops and herd animals, the coast is home to the region’s two most populous settlements, Almyros Bay, which serves as the region’s major trade hub, and the picturesque Arketa Keep, which holds the majority of the non-miner population. There are also numerous but small, independent fishing communities along the coastline which make their living selling the products of the sea at market. These fishmongers often employ Palanka mercenaries as convoy guards as they travel to and from the market in Arketa Keep.
    Spoiler: The Adelfes
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    Spoiler: Resource and Resource Req
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    Paschalia’s wealth and main export comes from the thriving silver mining and export business thanks to the copious amounts of silver veins found in the Adelfes.

    Paschalia requires food sources to supplement the limited crop land.

    Spoiler: Religion
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    The clans of Paschalia still hold to the ancient paganistic believes of their ancestors. Fates worship still has a very strong hold on the region, along with the worship of other gods and goddesses, such as Thalassa, Goddess of the Sea. Twice a year, when the coastal tides are at their lowest and highest points, Paschalian natives set adrift small carved wooden boats carrying a small candles within them to symbolize the link between the moon and the tides. It is thought that they have picked up some of these paganistic practices from other neighboring cultures, or perhaps of cultures past, but they have been fully incorporated into their own belief system and various gods and goddesses are worshiped alongside the Fates as equals.


    Amaranth
    Region 50
    Population: 710,000
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    Region name: Amaranth
    Number: 50
    Population: 712,000 Nand
    Resources: Dates [Minor]
    Wanted resource: Glass.
    Religion: Unorganized Paganism (majority)

    Spoiler: People and Society
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    The Nanda of Amaranth are mostly comprised of Beranda Nand, the “colorless” Nanda who would be considered to have a more natural complexion, usually tending towards the dark olive, and usually more uncommon in the other Nanda provinces. They possess few of the qualities of normal Nanda, although their vision is slightly better than that of normal humans. Otherwise, though, they have no secondary vision from their skin and do not suffer unduly if kept out of the sun, unlike their more colorful Nanda brethren. Despite this, the Nand of Amaranth harbor a natural dislike for the dark, and keep their cities well light at night. Their hair may be of unusual coloring such as blue or pink, and some of them are born with faint sworl marks on their skin making them easily identifiable as Nand. The Nanda of Amaranth have been influenced by their surrounding cultures and have adopted a clan system and naming conventions similar to that of the Ambrosan clans, though it is not uncommon for children of Amaranth to grow up as bilingual.

    Clan 1. Lysus
    The Lysus clan are fierce warriors renown for their skill and cunning in battle. The Lysus clan train their warriors from a young age, and it is considered an honor for your child to be picked for the military. The children are chosen for their speed and size, and their life is naught but training until they can pass the three secret tests of will. The leaders of clan Lysus make up three of the five clan council seats, though the majority has passed between them and Bouthe clan many times in living memory, the positions being voted on by family leaders, however the ballot is secret and in many instances, the vote has been coerced by threat or bribe.
    Spoiler: Lysus Clan Crest
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    Clan 2. Bouthe
    The Bouthe clan makes up the largest share of the general population, skilled bureaucrats and diplomats, they oversee the day to day running of the region, ensuring the population's needs are met in the most efficient manner. They also make up the largest portion of the Date Orchard Magnates who make a good deal of money from the sweet, plentiful fruit that grows in the region. The date crop is taxed by the Council to pay for the military operations, some of this money also goes to schools and soup kitchens to feed the region's poor.
    Spoiler: Bouthe Clan Crest
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    Spoiler: Terrain
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    Landlocked, Amaranth is rough scrublands in the west. This hot, dry land is where the military keeps the bulk of it's training grounds, earning it the nickname The Grave Expanse. There are many small outlaw camps among the outskirts of the region, skirmishes between them and Calendula's Camel Kings have always been common, though the Orchard Magnates much prefer peaceful trade, but many in this area still hold to the old ways of war and plunder. In the east is the arable land of the date orchards, the biggest being Rockpool by the county seat, Shanazavan which was named after the first known Nanda Queen, Shanaz. Shanazavan is a moderately prosperous city, with the citizens enjoying easy access to basic amenities such as food, water, shelter and education.

    Spoiler: Resource and Resource Req
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    Date trees can begin yielding fruit after three to four years, reaching maturity and full crop production after 5 years. Tending a date Orchard is a labor of time and patience. Dates orchards do not require as much water as a stone fruit orchard, so it is an ideal crop for the arid region. Harvested after they are sun dried on the trees, dates are sweet with a strong taste of honey and molasses.

    The city residents of Amaranth require glass so they may enjoy the natural light of the sun indoors.

    Spoiler: Religion
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    The Nand of Amaranth hold to the old paganistic beliefs of their forbears. Nanda legend tells that the heavens and earth were created by the union of the Sky with the Eternal Mother, from them were born eight gods and goddesses of nature and the underworld. These are the Old Gods, who in turn borne gods anew. The precise significance of each of the gods varies throughout the region, and different cults seem to have risen and fallen in prominence over the years. Depictions of the gods also often vary, with some of them often shown effectively as symbols rather than as entities of agency. Where gods have anthropomorphic depictions they are traditionally almost always shown naked or nearly so.


    Kyanos
    Region 45
    Population: 723,000
    Spoiler: Region Banner
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    Region name: Kyanos
    Number: 45
    Population: 723,000 Humans
    Resources: Aloe Vera [Good]
    Wanted resource: Food.
    Religion: Unorganized Paganism (majority)

    Spoiler: People and Society
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    The humans of Kyanos are not readily distinguishable as being of a particular background. They have the dark hair and light colored eyes of the Ambrosans coupled with the dusky skin of the people found dwelling in Çangalamin, which makes for a generally striking appearance in a people otherwise average in height and stature. This combination suggests a mixed background of several area natives. They dress lightly and similarly to the Nand in the area which might be considered somewhat immodest to outsiders, wearing either skins or breezy fabrics over the more vulnerable areas of the body, the garments being almost universally decorated with intricate beadwork and/or feathers.
    Spoiler: Example of a Kyanos Native
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    The people of Kyanos are disorganized and live in small multi-family communities that are self-sustaining and trade extra goods or services from neighboring communities. Inter-community marriages are common and are often arranged by family elders, though matches made for love are not uncommon. Kyanos natives live modestly, revering the land and taking pride in leaving a light footprint on their region. They are expert hunters and trackers, with both sexes welcomed to pursue the vocation for which they are most suited to. Lacking a centralized government, each community looks to it's council of elders for guidance and to solve any disputes that may arise. Each council of elders is made up of the five most eldest members of the community, be they male or female.

    Spoiler: Terrain
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    Landlocked and bordering the great desert in the west, which is known colloquially as The Barrens, Kyanos enjoys a warm, dry climate with long hot summers that span nine months of the year. The other three months, during the heart of winter, Kyanos will receive a moderate amount of rainfall, though the temperature never really gets cold relative to more northern, temperate regions. This climate supports the growth of scrub brush such as sagebrush, cacti and succulents. The area in the east farthest from the desert supports the more luxurious growth of hot climate trees such as acacia varietals including desert oaks and ironwoods. The Elder Woods is an an ancient stand of desert oaks in the east, pilgrims often take solitary journeys to the woods to meditate and pray, leaving offerings in thanks to their revered nature spirits. In the central region is a communal marketplace when families can go and trade their goods to people other than their neighbors, often staying for a trade expedition for two weeks or more at a time. This Marketplace is named Wildcrow Camp after the bold crows which will often swarm the market and plague the merchants by eating any foods left uncovered and unattended for more than a few minutes.

    Spoiler: Resource and Resource Req
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    Kyanos's main export is aloe vera, which has been discovered to have many beneficial medicinal properties by the area's shamans. Aloe is a succulent, and is naturally suited to the hot, arid climate of Kyanos. Aloe Vera may be used externally for burns and dry skin conditions, which the climate exacerbates, additionally, it may be ingested internally to combat internal ulcers and to boost the immune system.
    Kyanos requires a supplementation of foodstuffs to add variety to their diet.

    Spoiler: Religion
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    The Kyanos natives practice a form of unorganized nature worship, and centers around the belief of a "Great Spirit" from which the whole world sprung. Other gods and goddesses can take the form of humans or animals, worship often includes dancing, chanting, drumming and offerings of food and wine. Overall the practice reveres nature and the land, and abhors greed and gluttony. The familial shamans oversee each community's spiritual education, and ritual worship and also serves as their family's medicine men and women, though in the case of large communities, they will often train additional medicine people to help tend the sick or injured. Spiritual cleansing is seen as equally important in the healing process as the traditional herbal remedies they employ in their healing arts.
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    Default Re: Empire! Lands of Arandi

    Erimos
    Region D1
    Population: Uninhabited Waste

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    Region: D1 Erimos
    Population: Uninhabited
    Resource: None

    Spoiler: Society
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    Erimos appears to be completely uninhabited and shows no signs of having been previously occupied by a civilization. Currently, traders from the South Sea Company out of Krozna travel through the region and provide desert expeditions with life sustaining resources, setting up temporary trade posts at the small, sparse oases that can be found occasionally throughout the Erimosi Desert. Neighboring Calendula's Camel Kings, or Kamila Basileus, provide caravans and explorers with the camels of their namesake, however no permanent settlements have been founded in the region due to the harsh desert climate and nearly non-existent native resources.

    Spoiler: Terrain
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    The Erimosi Desert interior is a vast waste known as The Char, it is said that any man caught out there unawares will have his flesh burned off of his bones by the unyielding desert sun. This inhospitable stretch of dunes is occasionally relieved by small, green oases. Only a handful of these micro-habitations can be found throughout the desert expanse. Often, non-fruiting palm trees and scrub brush can be found surrounding small, shallow pools of underground aquifer fed freshwater. While these are popular spots for the caravans to rest and set up temporary markets, none are big enough to sustain any sizable population, settlements or wildlife. The northeastern edge of the Erimosi Desert, bordering Calendula and Kyanos is slightly more temperate and here can be found a myriad collection of desert shrubs, cacti and wildlife such as small reptiles and rodents, and the large insects they feed on. It is this more hospitable area that houses the newly built outpost that serves as a launching pad for the various desert expeditions and caravans, it is known as Beacon Point for the lights high on the watchtowers that help guide travelers out of the perilous desert.

    Spoiler: Resource
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    The inhospitable desert does not currently provide any natural resources.


    Artemesia
    Region 38
    Population: 910,000

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    Region: 38, Artemesia
    Population: 910,000 Mixed Fiid, Grey, Nevarri and Kushim.
    Resource: [Minor] Silver.
    Resource Req: Food.
    Faith: Doctrine of Nine Candles.

    Spoiler: People and Society
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    Cut off from its neighbouring regions by land by the scrub created by previous attempts to tame the region, Artemesia has developed a curious population.

    The most recent lasting colonial attempt came from a group of Fiid, who arrived in the region perhaps a couple of hundred years ago during the days of the “Great Fiid Empire” and still have some presence there. They mostly settled in the west of the region, although their influence at some point extended over the whole peninsula. In time, though, the increasingly large belt of scrubland separating them from the Fiid homeland led to their largely abandoning the region, and their settlers, to their own devices. The remaining Fiid descendants in the region nevertheless retain a relatively elevated social position.

    Around the coast, the population is largely human or near-human, descendants of previous travellers from the islands to the west or the mainland to the north. Traces of ancestry from all along the southern continental coast, from the Grey Men, and even the Fiid, are visible. These communities have long since lost much of the cultural heritage from their various homelands, but their position on the coast means they have a degree of trading and diplomatic contact with the areas from which they presumably once originated.

    The majority of the population in the region as a whole, however, are a small people under four feet tall but otherwise similar to humans. They call themselves the Kushim, and appear very similar in many respects to the Geshem of the eastern continent, although they are rather stockier, thanks perhaps to generations of interbreeding with the Fiid settlers. They are known somewhat disdainfully by the Fiid as “halflings”, neither one thing nor the other. Across much of the region they are a largely subjugated people, treated as chattel by the Fiid, although they live more equitably with the humans of the coast, and independent communities of Kushim are reported to survive in the forests where the Fiid never penetrated.

    The latest arrivals in the region were agents of the Nevarri League, who arrived in the region in the mid-110s with the intention of establishing a colony there. Although initially successful in their dealings with the natives, the collapse of their domestic government led to the abandonment of serious Nevarri attempts to continue settlement.

    Spoiler: Terrain
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    Artemesia is a tropical region, dominated by forests, especially in the northeast and inland, away from the areas of settlement on the northern and eastern coasts. The soil is, however, poor, and in the settled regions where the forest has been cleared, arable development has largely given way to scrubland. The signature plant in these regions is a hardy poisonous perennial, a form of wormwood, after which the Ambrosans have named the region. Despite the best efforts of the locals to eradicate the plant, it always returns, invading fields, gardens and villages, choking the feeble crops that manage to take root.

    The region is dotted with abandoned ruins. Many ancient towns and settlements have been left altogether, as the land around them became overrun with wormwood, and these remain in relatively good repair. Some survive, with the people living in and around the buildings of former empires. Some of the buildings remain standing, some have been quarried for re-use, and some are falling into increasing dilapidation.

    The largest of these settlements is Ravar, a city on the northwestern coast, facing across the channel towards the mainland to the north. Known principally as a Fiid town, it might predate them, and maintains a strange, and often disconcerting, “dual-sized” architecture, designed to accommodate both human- and Kushim-sized inhabitants. Even here, however, the population has dwindled over the years, and the former suburbs of the city have long since fallen into decay, often inhabited by brigands and outlaws.

    Spoiler: Minor Resource and Resource Req
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    The richest resource of the region, and the main reason why successive ancient peoples made such an effort to gain control of it, is its silver, which is found across the region but particularly in the uplands away from the sea. The Fiid deployed their Kushim subjects in large numbers to mine the silver, in often appalling conditions. Some have even suggested that the Kushim themselves are not native to the region but were “imported” in ancient times, whether by the Fiid or an older power, to work the mines. A Nevarri agent who visited one of the largest silver mines wrote back to Akkar in horrified terms, describing it as “an antechamber to Hell”. Although relatively small amounts of silver have yet been produced, it is widely believed that vaster, untapped resources remain, deeper underground.

    The difficulty the region faces in growing any crops for any length of time without the wormwood encroaching means that much of the food for the region has to be imported.

    Spoiler: Religion
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    The religion of the region is the Doctrine of Nine Candles. It seems to be the “native” religion of the Kushim, brought with them from afar. Successive waves of colonisation and occupation have brought with them different variants of the Doctrine, and thus there is a widespread variance among different communities, but all seem to adhere to the same core philosophy.

    Of these variants, the most widespread is the schismatic Doctrine of the Eighth Justice (also known as the Gesenrian Heresy), which survives in some of the more isolated Kushim communities. Adherents of this “denomination” follow the teachings of the ancient Ascetic Gesenrius, who held that the true eighth virtue was Justice, not Honour.


    White Isles
    Region 30
    Population: 543,000

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    Region: 30, White Isles
    Population: 543,000 Grey Folk.
    Resource: Cotton [Minor].
    Resource Req: Food.
    Faith: Gravekeeper Paganism.

    Spoiler: People
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    Population: 543,000

    The people of the White Isles are, though not pale, colored similarly to the Grey Folk of Bladesmire and the residents of Gorthan, and many share the red eyes typical of those groups. Most dress fairly heavily despite the climate for this reason, due simply to the incidence of sunburn.

    Spoiler: Terrain
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    The White Isles consist of three islands located off of the southwestern coast of the Bladesmire.
    The largest and westernmost island is a low-lying one, even its tallest hills no more than a few dozen meters above sea level. The shores of this island are where the bulk of the population resides, and many small fishing villages scatter its coasts. The central part of the island, on the other hand, is largely undeveloped due to a lack of sufficient meals in the region, and fields of cotton cover enormous swathes of it.
    Though some live upon the Central island, it is less populous than the largest one and is most interesting for the presence of the Gravekeepers’ Temple, an ugly thing built from mud bricks and ancient stone.
    The smallest island, closest to the shore of the Bladesmire, is a bleached, barren thing jutting from the continental shelf, hung with thousands of cloth-wrapped, salt-scoured corpses. The locals consider this island sacred, and only the Gravekeepers are welcomed upon its silent banks. The sight of this island is generally disturbing to those unknowing of the natives' customs (and even some of the knowing), as the Kroznat explorers initially were. The island is not tactically interesting and seems to contain no resources of value, and so the Kroznat have agreed to respect its sacred isolation.

    Spoiler: Resource and Demand
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    The White Isles are named for their vast fields of Cotton, visible even from the shore in their multitudes. For whatever reason the islands' climate seems to be ideal for its growth, and the white fluff has choked out most other plant life in some places; it seems to have no natural predators or parasites in the region. This leads to the unfortunate consequence that the Islanders have a hard time finding Food between a lack of herd animals to slaughter for meat and a relative lack of grains and vegetables to eat. Though many islanders are able to sustain themselves by fishing, it is nevertheless a daily struggle to eat without outside assistance.

    Spoiler: Faith
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    While the people of the White Isles generally worship in a manner similar to the residents of Gorthan to the southwest, their funerary rites are distinct. There is a class of Shamans known as the Gravekeepers, who seek out the recently dead and return them to the Temple on the central island. There, bodies are properly embalmed, mummified, and eventually hung from a post on the Sacred Isle so that they might guard the land of the dead from the unwelcome.



    Teyra
    Region 36
    Population: 883,000

    Spoiler: Region Banner
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    Spoiler: Summary
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    Region: 36, Teyra
    Population: 883,000 Kushim
    Resource: Steel [Minor]
    Resource Req: Food.
    Faith: Doctrine of the Nine Candles.

    Spoiler: People and Society
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    The main population in the region are a small people under four feet tall but otherwise similar to humans. They call themselves the Kushim, and appear very similar in many respects to the Geshem of the eastern continent, and are not as stocky as their Kush cousins in Artemesia, likely due to a lack of a permeating Fiid cultural influence or population in Teyra. Though relations with the Fiid have improved over recent years, the Kushim remain unwelcoming to a permanent Fiid settlement within their lands, though individuals have started trickling in and are seen more and more often within the larger settlements along with Nevarri.

    Though leaner than their brethren in Artemesia, Kushim in general are still fairly stout with shortish legs and beardless faces. Preferring the simple life pleasures of hard work and family, the Kushim form strong bonds with their family and co-workers. Their temperament not given to militaristic pursuits, they had historically found themselves easy prey for the Fiid slavers who would transport their captives to the Fiid homelands and put them to work in agriculture and as house servants. This changed with the discovery of a great iron reserve beneath the forest floor. This iron was quickly mined and made into steel, for the first time enabling the Kushim to defend themselves and their land.

    According to Kushim legends, their ancestral lands once spanned the entire tropical forest that runs through the western portion of Teyra and into Kharsaan and Artemesia. Long the victims of subjugation at the hands of the neighboring Fiid, the Kush people of Teyra are understandably wary of strangers and historically xenophobic. The Kushim live in large familial groups that are led by their elders, often intermarrying between groups to form alliances and avoid inbreeding.

    Spoiler: Terrain
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    Teyra is a coastal region, though its close proximity to Westan across what is colloquially known as the Nizm Straight, shields it from much of the often harsh maritime weather. This hospitably inhabitable coastline is home to the region’s largest settlement, the Port of Bajar which is Teyra’s major trade hub from which they export their steel and contains a large multinational market, one of the few places non-locals are welcomed to set up shop.

    the Teyran interior is dominated by the large forests that the Kushim claim as their ancestral home. Known as Taridari, the forest is home to dozens of familial settlements of varying size. Well known to the Kush forest dwellers, they readily find their way through the forest to their neighboring settlements on occasions of trade or celebrations, wearing many well traveled paths across the forest floor. Many of these settlements contain iron mines and forges where iron ore is made into steel, and the steel into weapons and tools which are used locally and traded out of the Port of Bajar.

    Spoiler: Resource and Resource Req
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    The forges and blacksmiths of Teyra produce more tools and weapons than can be used by the Kushim themselves. The excess steel goods are traded out of the bustling Port of Bajar.

    The Kushim need to import food, as many of their local men are employed in the iron mines instead of in agricultural pursuits.

    Spoiler: Faith
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    The religion of the region is the Doctrine of Nine Candles. It seems to be the “native” religion of the Kushim, though some say it was brought to them from afar. Hospitality is a popular choice for the Kushim’s ninth virtue, as they pride themselves on treating guests and family members equally well. Though the ninth virtue is supposedly secret, those who choose hospitality often make a show of catering to guests and visitors, often making a friendly sport between communities.


    Zol Acreage
    Region 194
    Population: 836,000

    Spoiler: Region Banner
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    Spoiler: Summary
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    Region: Zol Acreage
    Number: 194
    Religion: Doctrine of Nine Candles (Majority) Dandric Paganism (Minority)
    Resource: Jade
    Needs: Food (A)

    Spoiler: People and Society
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    The Zol are to all intents and purposes human, although many of them claim a non-human origin. Some of the oldest families of the coast claim to be descended from “fairy pirates” who raided the lands long ago, while others claim to be the long-lost offspring of Nimtor nobles who journeyed from Berrium. Such amounts to little more than boasting, however, for one's name and bloodline in Zol tends to count for less than the size of one's account book.

    Among the other members of the Jade Coalition, the Zol developed a reputation for being crafty, grasping, calculating, cynical and pessimistic. A saying is that if you get into a conversation with one of the Zol, he will drive you to suicide, then rob your corpse. Of the founding members of the Coalition, they are the least popular, with many claiming that they contributed the least to the overthrow of the old Empire, and some indeed believing that they only joined the struggle at the end, when the Empire's fall seemed inevitable.

    The Zol themselves would counter – though they have little time for such pettiness – that they were in fact among the earliest to rebel, and that the significance of the role they played in the downfall of the Empire and the establishment of the Coalition is shown in the adoption of jade as its symbol: the principal export of the Zol Acreage. Indeed, the Jade Crown, a relic from the days of Old Zalon, was donated by them as part of the official regalia of the Krolzer.

    There may be some truth to the allegations, however, for the Zol's preoccupation has always been the sea. It is their livelihood and their lifeline, and also a threat, for folk memory recalls the dark days of antiquity when corsairs and pirates raided with impunity along the coast and up the rivers, leaving nowhere untouched by their depredations. The priority for the Zol is always the maintenance of a strong navy to protect their shipping and their coast, with relatively little concern for their landward border, which in any case they view as largely indefensible. They are thus often happy to submit at least nominally to a dominant continental power with the promise of assistance in fending off seaborne attack. In the time of the Coalition they found allies in this respect in the Niebisk, another people with a tendency towards paranoia, and who have been happy to maintain land-based forces while the Zol concentrate on their navy.

    Spoiler: Terrain
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    The Zol acreage is a low-lying region, most of it taken up by the peninsula which extends out into the Jade Gulf, separating Strawberry Strait to the north from the larger Bay of Dusk to the south. Over countless generations the people have shaped the landscape in which they live, draining fens, clearing forests, and influencing the course of rivers and even the shapes of whole bays through the digging of canals for transport and irrigation, the silting-up of some estuaries and dredging of others.

    Those travelling over land may happen across the remnants of large towns, even the occasional city, its towers and gates standing in the middle of nowhere, all but deserted and seemingly miles from the nearest water source. The Zol are unsentimental about such things: as the rivers move, so do they. Rather than cling to their old cities against all reason they will uproot themselves and move to somewhere that will bring them greater prosperity.

    In any case, few travel by road, and those that do often find themselves in lawless territory, for the fens are said to be home to all manner of outlaws and brigands, some of them using the former towns of the Zol as their bases. The roads are not generally patrolled, for the majority of folk travel instead by water, using the rivers, canals and lakes to transport their goods – or themselves – around the region. The largest road is in the west of the region, where the rivers become too narrow for navigation and the expense of cutting a canal would be too great. This is an area known as the Gelton Fields, a territory long disputed between Zol and Fiolty, but which currently falls under the jurisdiction of the coast.

    The ancient city of Zalon from which the region ultimately derives its name has long since fallen into obscurity, now little more than a large village, with the supposed centre of power having moved downriver to Nivizol. It is still, however, merely one among a number of cities which compete for trade and dominance at least as much as they cooperate.

    Spoiler: Resource and Resource Req
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    The signature export of the Zol is Jade. Within the region it is used for a wide variety of applications, and is particularly popular in jewellery.

    Despite the efforts at land clearance the Zol have consistently struggled to grow sufficient crops in their region, and a bad year of flooding or of drought can wipe out a significant proportion of the harvest. The region requires food in order to sustain itself.

    Spoiler: Faith
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    The Doctrine of Nine Candles holds sway over the majority of the population here. Charity is not, however, a popular virtue, and those searching for shrines or temples to it will find only the most desultory of acknowledgements of it.

    There is a small but noteworthy minority of Dandric pagans, believed to have been introduced from Berrium across the water but which might in fact be representatives of an older tradition in the region.


    Month Number Month Name
    1 Averginos
    2 Avgilio
    3 Prosporos
    4 Vrochipochi
    5 Deftesporos
    6 Mesatous
    7 Yposilio
    8 Telesporos
    9 Estiafotia
    10 Pagetotosi
    11 Souroupilio
    12 Asteriady
    Last edited by PepperP.; 2016-04-18 at 03:31 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  17. - Top - End - #47
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    Default Re: Empire! Lands of Arandi

    The Grand Principality of Anceris
    Elemental


    Lands Post the Second

    Kherson
    Region 250

    Population: 780000

    Spoiler: Terrain
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    Spoiler: The Seamont
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    Kherson is a land of long, pristine beaches, dotted by river estuaries and natural bays. Behind these beaches are long, rolling hills, stretching from the inner Bay of Prosperity to the cliffs lining the Sea of Storms. Numerous cities have sprung up along the coast, with four cities emerging as the strongest, dominating the lesser cities around them: Thessalia, Themos, Karen, and Litius. The largest, Thessalia, sits at the beginning of the White Knife, the inlet between the two main peninsulas, and at the end of the river Khoyne, which originates from behind the city.
    Thessalia, the capital, is a city made up of dozens islands connected by bridges and canals at the mouth of the river Khoyne. The city is divided into two main parts: the manors and the Slums. The manors are the noble and merchant residences within the cities, clustered about the base of the Seamont, and along the hills above the city proper. The manors vary in their quality and location: some, mostly less prosperous merchants, are hardly a step above the slums, while others, the homes of the Great Magistrates, are sprawling palaces. The slums is a bit of a misnomer, a relic of when the city was hardly larger than an outpost and the Seamont a wooden palisade. The seaside, where ships dock, is populated by the homes of some of he wealthy merchants and their families live, while the great Church of Charity dominates the central island. Still, many of the islands are crowded with buildings and places of squalor, actually deserving of their nickname.
    Above the city lies the Seamont, a massive edifice upon and within which is the Sea King's palace. While a few towers project above the crest, and walls defend the higher slopes, most of the palace lies within: hollowed out by centuries of kings ever expanding their palace. At the center lies the Seastone Throne, the ancestral seat of the Sea Kings. Some stories tell of secret passages, carved out of the rock by one of the later kings, though no one has ever confirmed the rumour.


    Spoiler: Government & Recent History
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    Kherson is a loose confederation of magistrates ruling over cities great and small dotted all along the coast of the two peninsulas. Each one pays fealty to the Sea King, who sits atop the Seastone throne in the greatest city of them all, Thesallia. For most, however, this fealty is nominal at best, and over the centuries many conflicts have arisen over who will sit the throne. A dozen dynasties have sat the throne, and most have not survived two generations.
    In recent years, however, Gaius Aegeus Vasil, an ambitious nobleman who wed the eldest daughter of the previous king and whom inherited the throne after his predecessor died without bearing sons, has come to power atop the Mount. Through guile and diplomacy, as well as a few choice bribes, Gaius has united most of the lesser magistrates surrounding Thessalia under his rule. Still, the region is far from fully united: while the marriage of his daughter to the son of the High Magistrate of Themos, Cletus Iketes, secured most of the remainder of the region, though the Archon of Litius remains stubborn in his refusal to bend the knee to the Sea King.
    In recent years, the authority of the Sea King declined due to the continued resistance of the Litians and their work turning the lesser cities against the Sea King's authority. With the realm on verge of collapse, Gaius turned to the Grand Principality of Anceris for aid with unifying the realm. The Ancerin diplomats and agents sent to assist the Sea King arranged a short and violent coup within the palace of the Archon of Litius, slaying him and installing his infant grand nephew as Archon in his place. As thanks, Gaius Augeus Vasil swore fealty to Alessandra de Altan of Anceris and she in turn promised to defend Kherson from threats both internal and external.
    Many within the region were not precisely happy with this arrangement and shortly after Ancerin control was assumed, unrest within Kherson spiked. This was met with a concerted effort by Ancerin diplomats who managed to stabilise the region and again restore peace to the region.


    Spoiler: People and Society
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    The people of Kherson are divided into two sub-groups: the Aktí and the Geo. Both are ethnically similar, but the two cultures are distinct and largely determined by where they live: the Aktí live by the sea in the great cities, while the Geo live inland among the hills. Both have light olive skin, with wide, red, yellow, or occasionally silver eyes. Their hair is naturally dark, although the Aktí generally dye it a variety of bright, garish colors that are found along the coast. Most are fairly short, topping out at 5'8", and with 5'4" being considered average.
    The Aktí are all similar culturally, although there are small differences found among the four largest cities and their smaller dependencies. Litius, especially, claims different descent and religious practices than the rest of the region, though the culture of the Aktí prevails. Across all four cities, however, is a cutthroat culture rife with betrayals; most families come to power through treachery and corruption and fall in the same manner. As a result, while the greater cities tend to maintain tenuous truces, the many lesser cities often vie for choice fishing spots, or trade routes with the most prosperous of the inland settlements. These conflicts are often settled through the overthrow of the magistrates of one city or another, with the assistance of their opponent. In stark contrast, family and marriage ties are held sacrosanct; to betray your own blood or act against your family-in-law is considered to be the worst crime possible.
    Trade is the lifeblood of the Aktí; many cities either specialize in one craft or another, or possess the raw goods necessary for those crafts. Since the vast majority of the population lives along the coast, maintaining a powerful navy and merchant fleet was paramount for the great cities, and oftentimes conflicts between them were won or lost due to their navies. As such, merchants and sailors are among the most well respected members of society, with especially prosperous merchants becoming magistrates themselves- once, even rising to sit the Seastone throne itself.

    The Geo are arranged in small family groups- typically, an older patriarch leading a homestead made up of his sons and their family. Unlike their coastal brethren, most are honest and upfront in their dealings- though this often means that city merchants attempt to deceive them. They swear no loyalty to any city, instead remaining aloof of the conflicts that often plague the coast. Their main industries are agriculture and sheep herding, although some family groups own iron mines and employ prisoners from the cities to work them.


    Spoiler: Resources
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    The waters of the Bay of Prosperity are, predictably, prosperous. Rich with varieties of fish, crabs, and other sea life, the fisherman of the cities produce enough food to provide for the entirety of the seaside population of Kherson, with the capacity to produce more. Thus, as the Aktí move out of their ancestral homes and encounter other places and peoples, they offer the rich bounty of their homeland: Seafood (Good). (Is this too general?) (Apparently not.)

    Import: Despite the fact that the Aktí rely on ships for most of their food and their trade, high-quality wood is a rare find in Kherson. Most of the inland forests have long been cut down for their wood, and most of what remains is only fit as fuel for fires. Thus, the most needed import is Wood.


    Spoiler: Faith
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    The people of Kherson follow the Doctrine of the Nine Candles. There are, however, some regional exceptions, such as Litius, who follow the old ways of the Grand Church. The most popular path is charity, and a common phrase heard around and oft repeated by the priests is "prosperity through charity".
    In short, majority Doctrine of Nine Candles, minority Grand Church of Daen.



    Fan'Xabla
    Region 73

    Population: 753000

    Spoiler: Terrain
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    Spoiler: Image
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    Quiet beaches give way to bleak sandy desert. Rolling dunes give way to rocky hill-country clumped together by yellowed palm trees and tough dry shrubbery. Between the vast stretches of wind scarred emptiness, grey brown mining towns are heralded by eye stinging smoke from countless forges and foundries.

    Out of this bleakness rises a conspicuous black tower at the heart of the country, marking the region's capital. Composed of black stone and iron, this is the Turrim'Noir, home of the Forge King.


    Spoiler: People, Society and Government
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    Though they wear masked helmets and light metal face-plates in the Fantastigorian tradition, they share none of the fixation on personal beauty and courtesy of other lost and found Fantastigorian cultures. They are, in fact, remarkably crass and surly by nearly anyone's standards.

    In Fan'Xabla, a person is judged by the quality and utility of their works regardless of any flair that went into making them. Showmanship and eloquence are often outright frowned upon. Regardless of their personal ugliness of manner, Fan'Xablans take a good deal of pride in beautiful workmanship.

    Their clothing is simple and utilitarian at first glance, but the stitching often shows incredibly intricate geometric patterns. The food is bland to the taste, but remarkably filling, and notably produces good health. Every tool or weapon you find in use will be perhaps one of the sturdiest and most elegantly shaped you're likely to find anywhere in the world.

    Evidence points to this place having once been a part of Fantastigoria's lost great kingdom, back in a previous age of wonders. They were likely tasked as a people to focus on refining the art of metalworking to its greatest possible extreme. A task they have not relinquished in well over a century.

    Rather then a Duksae, the region is governed by a Fantastigorian Immortal who wears the title "Forge King". The current Forge King is always the top apprentice of the previous person to wear that identity. The Forge King's name never changes, regardless of their current gender.
    As per the current treaty with the Aeldir regarding the administration of Fan'Xabla, the Forge King is advised by two Governors-General, one appointed by the Rose Courts, the other by the Pearl Throne. These officials have no internal power and primarily serve to ensure that taxes and dues from the island are properly divided between the two disparate realms, as well as to facilitate the payment of tribute from Anceris to the Rose Demesne.


    Spoiler: Resource
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    Its hard to say if the metal alloy produced by Fan'Xabla can rightly be called “steel” at all. Iron and carbon are involved in its making, but so are several other minerals mined from the depths of the region. It is unnaturally strong, yet far less heavy by volume then any other comparable substance. When polished its surface shines almost hypnotically with a rainbow of swirling colors. When struck it hums almost musically.

    Objects made of Fantastigorian Steel (Minor) are prone to collecting a variety of strange individual legends and exaggerated rumors of supernatural properties. The owner of an object made of Fantastigorian Steel is almost certainly bound to endure some interesting times. The exact secrets of its making are closely guarded by Fan'Xabla's greatest master smiths.

    Unfortunately, the makers of this wondrous material also happily live up to a stereotype of being highly cantankerous and greedy. Though the country produces a generous amount of coal, it's never enough to satisfy the demands of the nation's forge masters, who always demand more then they could ever reasonably be rationed. Regardless of the extraordinary number of possible applications of Fantastigorian Steel, the master smiths always long for new toys and exciting possible combinations of foreign substances.

    The food in the region isn't really flavorless and thinly portioned on purpose, but a side effect of the limited nature of the local crops. There's also almost nothing in the region worth fermenting. Fan'Xabla is in desperate need of expanded menu options.
    In short, the Fan'Xablans desire an import of Fuel for their forges, as well as foodstuffs to augment their limited diet, recreational substances, such as alcohol, to take their minds off their lives, and perhaps most importantly, exotic materials with which to test their merit as artisans.


    Spoiler: Faith
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    Faces are a common motif in architecture and the decoration of all manner of artifacts throughout the region. This is due to their belief that anything constructed with sufficient skill and passion is imbued by its creator with an awakened spirit.

    As such anything a craftsman is proud of is frequently affixed with a mask design, given a name, and treated with great care.
    Sole Xablan Animistic Paganism.



    ChornOstrav
    Region 70

    Population: 940,000

    Spoiler: Terrain
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    The trollish land of ChornOstrav, also known as Black Island in the common tongue, is called so for the color of the rock and the dirt are as black as the briny depths. The island is one of tall cliffs, winding fjords and dark forests. The black soil is poor for farming and the gnarled trees are dwarfed when compared with ones one the main land.
    The capital of this fair nation is situated at the mouth of where the Vodneve river meets the sea, and in the river’s honour is also called Vodneve. It is a port town situated to have access to the sea and further inland. To the east of Vodneve stands an ancient and sacred site. There stands the Bald Mountain where the great witches gather once every 7 years to discuss matters of utmost importance.
    This description applies predominantly to the northern half of Chornostrav as the Trolls never colonised the southern half of the island as the human states in Zlaten were much stronger than their northern counterparts due to both superior soils and abundant gold.


    Spoiler: People, Society and Government
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    The Trollish ethnicity is generally stockier than most other humans and full grown men are usually at least six feet tall. They can be distinguished at first glance by their large gourd-like noses and big floppy and somewhat bovine ears. On second glance one may notice their roughly meter long tails with tufts of hair sticking out of their back. They have a fair complexion with hair that ranges from raven black, to golden blonde to fiery red.
    Ancient lore states that in a time when great monsters roamed the earth, big enough to swallow ships whole and trample towns with a single step, the Trolls escaped their northern homeland and landed in ChornOstrav, where they made a new home, among their odd tailless neighbours. Who at the time were happy with leaving the island to the Trolls.
    Due to the poor soil, there is little farming among the black cliffs. The people mostly rely on the sea for fish, mollusks and goods brought in from other lands. Some of those goods are raided, some are traded, some are both. With the rise of first Fantastigorian authority and then Ancerin authority in the region raiding has been stopped.
    In Trollish society it is believed that women are born of the Earth, the hearth and home, while men are born of the Sea, the wind and the waves. For this reason, women will be born and buried within the same homestead, while men are expected to go out and explore the world and/or die in the process. As the women are the masters of the home and the family, each house is guided by a matriarch and inheritance is passed down through maternal lines. When young men reach adulthood, they are sent out into the world to prove themselves, and if possible earn the hand of a maiden and provide for their new home. Most men are either sailors, fishermen or hunters.
    This system also applies to the Tsar, who can come from any walk of life, the son of a great family, a beggar, or even a foreigner, as long as they prove themselves in word and deed. The Tsar's position of ruler is in many ways an honorary one as the management of the country is predominantly in the hands of the Three Great Sisters, but the Tsar retains control of foreign affairs and the military.
    The Three are known as the Maiden, the Mother and the Crone with the titles based on seniority. It is not a requirement that they be blood sisters, but they are not entirely impartial upon choosing their successors and it is common for them to choose relations for the position of Maiden upon the death of the previous Crone.
    Both the Tsar and the Three are required to consult with one another when they seek to make decision that overlap their respective authorities.


    Spoiler: Resource
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    In the deep mountains of ChornOstrav and on its highest peaks one can find a mineral by the name of Dyhhkamene (Good) which roughly translates to spirit stone or wind rock. It has the appearance of quartz but crumbles in the hand like chalk. When it is broken apart it lets out a gust of wind. If you take off a little it produces a mere breeze, if more pressure is applied a strong gust and if you're foolish enough to strike a large vein, then they won't even be able to find enough of your body to hold a funeral. It is used in sailing to summon a good wind where there aren't any, but controlling the wind is a great power and it takes years to master.
    What the Tsardom lacks is Lumber. Though there are plenty of forests to harvest for hearth and home, the majority are of too poor quality to provide for the construction of ships.


    Spoiler: Faith
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    There are various old tales that are believed by the Black Isle’s people. They vary from town to town and often contradict each other. Some common motifs include the representation of the Sea as a wild mistress and the Land as a stern father. Sailors are oftenly referred to as the sons of the Sea and house wives as daughters of the Land.
    The Church of Daen didn’t really catch on, as in most tales the Sky is known to be a fool or a evil spirit imprisoned in the earth and his domain split between Sea and Land. The Pale Lady is seen as the Sea but under a different name, harsh but fair, so The House of the Pale Lady has a minority in the Tsardom. The Doctrine of the Candles has a minor following in the Black Isle, mostly within the male population. Women are barred from joining it, as it is the Trollish belief that wandering is a key part of the Doctrine, thus making it unsuitable for Trollish women.
    The previously mentioned individuals who know how to use Dyhhkamene are thought of as sorceresses capable not only of controlling the wind but responsible for rainfall. They go through years of grueling training under a master to learn the arts of navigation, of how to forecast the weather and how to properly break Dyhhkamene to safely release the wind. After their training is complete the sorceress will have prestige beyond bound with many a captain prepared to pay a high price for them to guide their ship. Sorceresses often captain their own ships, in defiance of standard gender roles. Despite this, mutiny against a sorceress is very rare as what fool would cut the throat of so skilled and powerful a navigator.
    In short, majority ChornoStrav Spiritual Paganism, minority House of the Pale Lady, minority Doctrine of Nine Candles.
    It is the opinion of learned individuals within the Ancerin Empire that though the existence of the abilities of these sorceresses is without doubt, their power is exaggerated, both by the sorceresses themselves and their Trollish contemporaries. Ancerin observers have noticed only a slight decrease in travel time. They have, however, noticed that ships piloted by a sorceress are possessed of an almost preternatural degree of manoeuvrability, even in rough weather.
    In addition to these sorcerous arts, witchcraft is practices throughout the region and the septennial meetings of witches atop the Bald Mountain is attended by witches from Fantastigoria as well, indicating the possibility of shared traditions. Alas, the full details of any of the arts practised by either of these groups is kept secret from outsiders.



    Consurbores
    Region 278

    Population: 712000 (390000 Nitent'Oculis, 171000 Ceratogaulus, 112000 Humans, 48000 Dwarves)

    Spoiler: Terrain
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    The terrain of Consurbores is as diverse as its population and is traditionally divided into five main subregions, each of which has a distinct dominant culture that is well adapted to its surrounds. The first two of these subregions a traveller is likely to encounter are the coastal Sparkfens and the less marshy coastal region of Seriska.
    The Sparkfens occupy a small area in the South and are called as such due to the extremely high proportion of Stormreed growing there. Unlike in neighbouring Audralean where the Stormreed is dangerous only during lightning storms, here it can deliver nasty shocks even during fine weather and so the Sparkfens are of little economic importance and thus avoided by anyone the least bit sensible. Seriska is quite nearly the polar opposite. Easily the most densely populated part of Consurbores, its many inlets and bays provided sheltered harbour to trade and fishing vessels and its proud cities stand atop the marble cliffs. The most important of these is the city of Tavor, a splendoured metropolis and one of the jewels of the Ceril Sea.
    Behind the rich coast of Seriska stands the Trickster's Wood, named as such due to legends that forest spirits played cruel tricks on travellers by moving the paths around. Despite these obviously false legends, or perhaps because of them, the Trickster's Wood is rich in game and wild vegetables. This forest dominates the heart of the Consurborean lowlands and is so thick in parts that most prefer to travel around, skirting the edge between it and the Sparkfens.
    The interior of Consurbores between the Trickster's Wood and the Dawn Range lies a lush and fertile valley through which flows the River Surbora before it turns to follow the border with Regnalin before joining with the Sea. This valley, the Survale, is a region of intense cultivation and as such, numerous cities have sprung up along the river on the available high ground. Intraregional trade keeps these cities rich, though they often have to deal with flooding. Numerous levies have been built to mitigate flood damage, but they often prove ineffective. The city of Salustine's levies have proven exceedingly effective over the past decade however and this has resulted in great economic growth for them.
    The foothills of the Dawn Range are covered in thick forests of oak and ash that gradually give way to a forest of Highland Aspen, a tree endemic to the eastern slopes of the Dawn Range, that gradually thins out at higher elevations. High in the mountains, just below the treeline, is the mountain citadel of Sungate, a monolithic fortress carved into the mountainside in such a manner that during Sunrise on the Summer Solstice, light shines directly into the heart of the fortress and illuminates a golden shrine therein.


    Spoiler: People, Society and Government
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    The position of Consurbores on the edge of the lands of numerous races and cultures has led to it becoming somewhat of a melting pot of cultures and race. Past population movements have compounded this fact and to this day the term "Consurborean" remains vague.
    Chief among the disparate people of Consurbores is the region's Nitent'Oculis population. Dominating the foothills of the Dawn Range and coexisting peacefully with the Survian Ceratogaulus, they form the majority of the regional population. Long tied to the Kingdom of Hortis, they share the same ethnicity and much of the same culture. Tuft Eared nobles are somewhat rarer and the recent scarcity of game has led to a reduction in hunting among all but the most traditional. Additionally, a small group of near-outlaw Tuft Ears dwell in the Trickster's Wood for reasons of their own.
    Second among the Consurboreans are the Survian Ceratogaulus. As their name suggests, they predominantly inhabit the Survale and devout themselves to agricultural pursuits and bronzeworking. They tend to usually be grey instead of dark brown, but are otherwise very similar to the northern cousins. Due to flooding, they eschew the excavation of subterranean homes and are well on their way to becoming masters of surface construction.
    The coastal regions of the Sparkfens and Seriska are inhabited more or less solely by humans. Those of the Sparkfens are an offshoot of the neighbouring Audrans and are regarded somewhat unfavourably as country yokels, but all agree they are very tough and dependable. The people of Seriska couldn't be more different. Linguistically and culturally they are nothing alike any of the humans in neighbouring regions. The only known language that resembles theirs is Luskan Trade and they maintain an elegant, if extremely complex, system of writing. According to their oral and written histories, they are refugees who fled some disaster in a past age and have been living there ever since.
    In the mountains above Consurbores dwells an isolated clan of Dwarves known as the Soldazan. Like the Seriskans of the coast, they too fled a disaster in their past and built a new home for themselves in Consurbores. Master builders and sun worshippers, they carved a fortress-city into the mountains and built a shrine at the heart of it out of what was left of the gold they brought with them from their home. Such is their skill at engineering that every year on the Summer Solstice, sunlight streams into the shrine chamber and illuminates the gilded monument within.

    Administratively, Consurbores is a mess. The varying peoples cling to their own laws and independence and act as individual states for the most part with the Archpriestess of Seriska, the High Elder of the Survale and the Chieftain of the Soldazen vying for political influence over one another and clashing with the Hortisian Viceroy while the Baron of the Sparkfens hides behind an old, and probably fake, legal document that exempts him from taxation and feudal responsibilities. Despite this, the region remains stable as centuries of tradition prevent violence from breaking out between the subsidiary realms.


    Spoiler: Resource
    Show
    Consurbores has two mineral deposits of note. The coastal land of Seriska is rich in tin deposits and the corresponding region of the Dawn Range is similarly rich in copper. Together these enable bronze-working to thrive locally, but intraregional trade difficulties limit the amount of Bronze (minor) that can be produced.
    Over the decades, game has become scarce due to population growth and land-clearance for copper mining in the mountains. As such, the locals, especially the Nitent'Oculis, require a new source of Meat.


    Spoiler: Faith
    Show
    Within Consurbores, the population follows a mixture of different faiths that have for the most part syncretised into one. Instead of the more traditional view of the Pale Lady, the locals instead revere the Lady of Light, a combination of the sun worship of the Soldazen and the traditional teachings of the Seriskans. While the varying peoples have their own rites and traditions, the work of Soldazen and Seriskan missionaries has made the Lady chief among the peoples of Consurbores.
    In short, Lady of Light sole.



    Lançazistan
    Region 327
    (Also known as Western Shafarstan, Valle d'Venti and Mabonde Upepo)

    Population: 709000

    Spoiler: Terrain
    Show
    The windswept plains of Lançazistan rise gently from the shores of the Southern Ocean towards the highlands of Shafarstan. Ancient riverbeds scar the otherwise gentle slopes forming valleys kept cool by gentle sea breezes. Much of the land is dry, though artesian wells and annual rainfalls renew the otherwise intermittent streams and provide lush conditions in the relative cool of the vales, however brief.
    Elsewhere the land is barren year round, scorched by the harsh rays of the sun and swept by strong winds. The only exception is along the easternmost border in the floodplain of the Arim Dar, a great river which flows down from the Shafar Highlands and marks the border with the lands to the east. The waters of this river are enough to sustain large scale agriculture and the soil is fertile due to regular flooding, but a sickening miasma hangs over the riverbanks that renders long term human habitation impossible. Within the bounds of this miasma stands the ruins of an ancient city of curious architecture. Known as Jiwa Kulan, this ancient edifice is believed to be cursed and indeed no human can stand the toxic air long enough to properly investigate.
    While the Dhulciran are a predominantly nomadic people, the influence of Doctrine missionaries from more settled societies has rubbed off on the locals and a number of port cities have grown up along the coast. The most important of these cities are Lança on the northern coast and Midnimo and Lada Ganaçziga along the shores of the Southern Ocean. Despite lacking the wealth and population of the great cities further north, these are still substantial towns with high walls, narrow twisting streets and covered markets.

    A note on naming: The name Lançazistan, as stated, comes from the city of Lança, itself named for Lancellin, an ancient missionary of the Doctrine of Nine Candles who bears status as a saint among the city's inhabitants. This name was chosen for the region over its previous designation of Western Shafarstan in order to downplay the period when the land was ruled by the Shafar. The name Mabonde Upepo is the traditional name of the region and Valle d'Venti is a rough translation into Classical Ancerin.


    Spoiler: People
    Show
    The people of Lançazistan are Dhulciran like their neighbours in Shafarstan Proper. They are primarily nomads who make their living through herding, though a minority lives within the coastal towns and engage in trade and fishing for their livelihood. The hot sun and strong winds coming off the Southern Ocean necessitate the use of loose flowing robes and head coverings for both genders that leave only the eyes visible. Unlike the Dhulciran of Shafarstan, the people of Lançazistan often wear jewellery consisting of gold and sapphires due to the latter's abundance in their territories. Sapphires are common wedding gifts for both men and women with those of deep blue or purple hues considered the most valuable.

    The local clans manage their own affairs for the most part, with the leaders of many of the largest clans taking the title Boqorka since the collapse of the Shafar Kingdom. The port towns had at various points been subject to this or that clan, but with the region's acquisition by Anceris, these towns have been ruled by governors subject directly to the Throne.


    Spoiler: Resource
    Show
    While the stream-beds of Lançazistan are for the most part devoid of life giving water ten months of the year, the gravels that have accumulated within them are a good source of valuable gemstones and serve as a source of prosperity for the local clansmen even during the harshest seasons. These include a number of precious and semi-precious stones, but the most economically important by far are the region's Sapphires (good), noted for their deep blue coloration and often violet hues.
    The arid climate prevents the development of large scale agriculture and regular droughts can easily cause Food shortages.


    Spoiler: Faith
    Show
    The peoples of Lançazistan adhere primarily to the Doctrine of Nine Candles due to the work of Akti and Geo missionaries in past centuries as these beliefs meshed well with the native shamanic practices of the Dhulciran. However, despite the work of these missionaries, many in the more remote localities still adhere to a more traditional worship of the Earth and Sky.
    In short, majority Nine Candles, minority Shamanism.
    Last edited by Elemental; 2016-06-24 at 12:12 PM.
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
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  18. - Top - End - #48
    Firbolg in the Playground
    Join Date
    Nov 2012
    Gender
    Female

    Default Re: Empire! Lands of Arandi

    The Kingdom of Transfirlia
    Transfirlia – 462, Upper Swalia – 461
    Population: 1,703,000




    Queen Yildiz vel Enas

    Diplomacy: 3
    Military: 4
    Curiosity: 3
    Faith: 1
    Luck: 3

    Transfirlia
    Location: 462
    Population: 1,000,000
    Religion: Pagan
    Resources: Iron (Good)
    Need: Wine
    Spoiler: Transfirlia(462)
    Show
    Spoiler: Government and Recent History
    Show
    Transfirlia has always been a backwater, poor and feudal. It is not a great land, it is not a beautiful land. Unity was always far away, there were dozens, if not more, petty lordlings carving out their little domains. The great constant was terror, none of these lords were good people, they tended to be monstrous, exceedingly cruel and willing to do anything to increase their power. Until someone else put an end to it.

    But that changed, only a few decades ago. One of these petty lordlings, Mustal Vel Enas, married a minor lady, Gilzen. The two actually loved each other, and were united by more than just love. Sheer ruthlessness. Together, they started their conquests, first building a corridor between their separate domains, and then, expanding, destroying their rivals one by one, until all of Transfirlia was united under one banner. Their black banner.

    The two had one child, a girl, Yildiz, who was raised in their image of a perfect princess. Heartless, vicious, and courtly. But even with all of their lands conquered, there were still enemies remaining. The true enemies. There was a traveler, who went without name, only calling himself the Master. He entered the castle as a guest, and he did something terrible. All three members of the Vel Enas family fell terribly ill, and the people were afraid of what would come after them. Bands of warriors were already being gathered again, this could only end with a terrible war.

    But no one dared to move while the tyrants still lived, afraid of their wrath. The air everywhere was filled with anticipation, until the great event. Mustal Vel Enas stepped from his sickbed, accompanied by his wife. They were pale, but other than that, seemed healthy and vigorous. Immediately, armies were sent to wipe out the potential rebels, and peace and quiet were restored. But not without rumours. Some said that the rulers were only seen at night, or in the shadow. Others spoke of terrible blood magic. But none knew the truth.

    And always, there was this strange man, present in the castle, standing behind the king and queen. The princess was still a child, but she was rarely seen, spending most of her time deep within the castles, while terrible things were whispered about her games. That boys and girls went in there, and never returned.

    The Vel Enas rule, which once brought stability, now only brought power, and every year made it worse. Twenty passed, and each saw greater crimes inflicted on the innocent. And then it happened. The people rose. Not as a great mass, but there were those who did. And they gathered into an army. At the same time, the royal forces melted away, into banditry.

    They breached the defenses, led by the brave Mustal, and they drove the him and his few remaining guards back to the central keep. Commanded by more than mere loyalty, Gilzen and Mustal were the last defense the stranger had, fighting with all they had. But even the martial skill and strength was not enough, even though those few who spoke of it afterwards claim that they fought with the ferocity and strength of some great monster, not that of mere mortals. But even this great strength and skill was not enough, and both fell.

    The rebels forced entrance into the throne room. But no one knows what happened there. But it is known that by the end, a short woman, the size of a child, emerged, her black armour caked in blood, but carrying the Royal Sword. The rebels saw her, and the last few, who had not fled bearing wounds, were cut down. Except for those few who understood that they could not stand against her, and bowed, submitting to their queen. Yildiz the First, she got to work, regathering the royal armies and crushing opposition in a campaign of years..

    These days, Queen Yildiz rules with a small iron-clad fist. Any form of dissent is met with enormous retribution, but the taxes are lower than they used to be, and few suffer directly from the queen. Below the queen are all the various petty nobles, lording it over their lands, and often a few other nobles as well. She has several handmaidens, who live in her her private tower. Few knows what happens to them, but the queen too almost never shows her face, and somehow, she remains short, despite having ruled for more than a decade. There are whispers that there isn't even a queen anymore, that these handmaidens have simply seized power for their own, select order. But then there also are whispers of screams, of blood and horror.


    Spoiler: People
    Show
    Transfirlians are almost exclusively human, and many of the common people tend to be insular and xenophobic. Someone from another village already is a stranger, and it’s better to distrust them. The nobility might not be as xenophobic, but they make up for it with a variety of other traits. First of all, they tend to be oppressive and cruel. To their peers, this is covered by a veneer of politeness and civility, but not towards their subjects. The term noble in Transfirlia is not a positive one. Making it all too clear why the rule of someone like Yildiz is acceptable, or actually considered to be good.

    The ancestors of many of the lordlings used to be robber knights, which only ended after the instatement of law and order. There however still is the possibility to simply rob the peasantry blind, and it is often taken. Poverty is pervasive in Transfirlia, and it often happens that people take up the life of a bandit, even if only to survive a bad harvest. These however are often put down with horrible displays.

    The military consists of several parts. The first, and most numerous, consists of the feudal levies. Nobles and their own small private armies, grouped together. But there is another armed force. One that was built up over decades, and one that is not loyal to anyone but the crown. The Black Cohorts. These are a far smaller force, divided into cohorts. They are recruited from children tithed from the villages, indoctrinated to loyalty and devotion to the Throne. They are the foundation of Vel Enas rule. They serve as the royal guard, and as the second part of the heavy core of the army, together with the noble knights.


    Spoiler: Terrain
    Show
    Transfirlia is a hilly region covered in dark forests. Castles, small and large are dotted throughout the landscape, mostly on the tops of hills. The people live mostly in villages, and the only towns are relatively small, the largest being Kurdan, near the castle of Enas, with wenty-thousand inhabitants. All towns are walled, and many of the villages also have rough palisades, to keep out the many terrors of the night, even if most of them are no longer there.

    Enas is the greatest castle of the land, and was built only recently. It is meant to intimidate, and is not nearly as strong as it could have been. There are dozens of towers, and a huge garrison is needed to hold it. But that does not matter, it is there to project power. To show the strength of the ruler. Not to hold off enemies, even if it would still be a tall order to take it.


    Spoiler: Resources
    Show
    Mining is one of the most vital parts of the Transfirlian economy. The great majority of the production is iron, which makes the primary export of Transfirlia. There of course also is agriculture, forestry, and mining of other goods, such as salt, copper and even some silver.

    But the lands are too cold for what the nobility desires. Wine. This has to be imported, and in great quantities.


    Upper Swalia
    Location: 461
    Population: 703,000
    Religion: Pagan
    Resources: Wine (Minor)
    Need: Wood
    Spoiler: Upper Swalia(461)
    Show
    Spoiler: Government and Recent History
    Show

    Upper Swalia was once the heart of the small kingdom of Swalia, which also dominated Lower Swalia. But a revolt from the Lower Swalians overthrew the dynasty, and the realm split. Since then, the land was ruled by the dukes a Teri. They were relatively decent rulers, not nearly as cruel as some of those around them, but still there were frequent rebellions, and the dukes were forced to maintain a strong army. At three occasions, the dynasty was overthrown and exterminated, but the successful rebels often wanted some legitimacy, and then took the name of the old dynasty for themselves.

    This lasted until fairly recently, when duke Henrit a Teri, the third of his own family to rule, met a new threat. Foreign invasion. He gathered his men for battle, and rode at their head to confront the Transfirlians. He has even heard that they were commanded by a child. Another easy victory for him, before he could retire to his keep for a great celebration. But, things didn’t work out like that. Instead, the duke found himself surrounded, and his forces crumbled and fled. He tried to fight his way clear, but was unhorsed and forced to surrender. In a display of Transfirlian cruelty, he was tortured to death on the highest tower of Enas castle.

    The lesser nobles surrendered, and those who didn’t were killed, before being replaced by Transfirlian second children. No new duke has been appointed, instead, the land has been divided over the six greatest barons, each of whom is responsible for the domain assigned to him. They are directly below the queen, who does not want individual nobles to come close to her in power.


    Spoiler: People
    Show
    Swalians are like Transfirlians, exclusively human, and often insular and xenophobic. The nobility rules with an iron first, and they have many ancient rights that seem barbaric to foreigners, such as the Funeral Law, which allows them to take the husband or wife of any peasant who dies into near-slavery.

    are almost exclusively human, and many of the common people tend to be insular and xenophobic. Someone from another village already is a stranger, and it’s better to distrust them. The nobility. To their peers, this is covered by a veneer of politeness and civility, but not towards their subjects. The term noble in Swalia is not a positive one. Making it all too clear why the rule of someone like Yildiz is acceptable, or actually considered to be good.

    There have been many minor and major revolts over the years, leading many of the nobles to look only at their own domains. Of course, they pay their taxes, and obey the royal laws, but other than that, they live for themselves. They tend to have small private armies, which they use to settle disputes with their neighbours, or sometimes just to have some fun with the people under their rule.


    Spoiler: Terrain
    Show
    Upper Swalia is a slightly mountainous region. On many of the tops there are dark castles, while the villages huddle beneath them. There is a famous ruin at Herit, which has been razed by queen Yildiz as a sign of her strength. The passes are dominated by these castles, and they are the only way to travel, this allows the nobles to control their domains, and to make escape nearly impossible.


    Spoiler: Resources
    Show
    On the slopes of the mountains, there is much land suitable for agriculture. Specifically the production of wine. Much remains in Upper Swalia, to be used by the local rulers, but some of it is exported. The wine isn’t known for its quality, it tends to be sour and would be seen as dreadful in most of the world. But, it is good enough for the Transfirlian noblemen who tend to purchase it.

    A major issue in Upper Swalia is the lack of wood, the forests have been felled to make space for agriculture, and there are few trees that can be cut down to build with. This means that large quantities of wood have to be imported.
    Last edited by Raunchel; 2016-03-11 at 10:45 AM.

  19. - Top - End - #49
    Ogre in the Playground
     
    DrowGirl

    Join Date
    Jul 2013

    Default Re: Empire! Lands of Arandi

    Thule Mageocracy

    Region 332
    Population: 83,000

    Current leader stats.
    Diplomacy: 4
    Military: 2
    Faith: 4
    Curiosity:3
    Luck: 1

    Spoiler: Terrain
    Show
    The region of Thule is a desert, and the fact anyone lives there at all is due to two quirks of the region, and the fact its a coastal realm. The first quirck is dotted throughout the great desert are clay basins, poor to grow crops but thanks to the bi-annual rainstorm, these basins are filled with drinkable water, creating thousands of oasis across its great expanse. The second thing allowing habitation of the realm is the Karakas river, it is along this river and the coast the only permanent settlements of Thule exist.

    Karakas river: 9 miles wide at its widest portion, this river has its source in the mountains north of Thule, it is along this river the only true agriculture of the Thule region is carried out, though it is barely enough for the people that live in the cities along its length, let alone the entirety of the nation

    Virabor: The newly minted capital of Thule, it is in essence the one true jewel of the region. It is the oldest permanent settlement in Thule, though in the past 5 years it has received an immense new landmark, setting it apart from the stone, cloth, and mud buildings of the other buildings of the empire, the cathedral of 9 candles is an immense quarried stone testament of the faith and tenants of the Magi. It is here the region is ruled, and it is here the spiritual center of the people can be found, Archmagi Kelvad.

    Va'catha: A species of large beetles, these beasts of burden are the life blood of the numerous roaming tribes of Thule, providing companionship, protection, transportation, shelter, and upon their death raw materials to build and create tools. They are indigenous to the region and are considered sacred to the people and are said to be in touch with the land, capable of predicting the great sandstorms.


    Spoiler: People
    Show
    The people are Thule are as hardy and determined as can be expected of those that have lived in an inhospitable desert for generations. They are humans, though honed to live in their desert environment, there is little difference in height and musculature between men and women of Thule, both sexes tend to be tall from 6ft to 6ft 6 on average and generally possess an acrobatic physique. The heavy mineral content of almost all teh water in Thule has lead to bizarre hair colors being rather common, greens, purples, reds, whites, and even blues go along with more normal colors of blacks, browns, and greys. Their complexion tends to leave them of a darker appearance, the lighest tone one is to find is of a deep bronze tan, while other members more towards the ocean tend to have an ebony complexion, with many citizens falling somewhere between the two tones.

    As a people, you will rarely find a more generous and kind group. When one lives in a desert, one can only find comfort and hope in the help of others. This has lead to the people of Thule being Jovial, kind, charitable, and willing to stand together against any hardship. This is further helped with the recent unification of the populace by the mysterious magi. Before wars and battle were uncommon in Thule, however disputes occasionally arose over who was allowed to use an oasis, and there were centuries of feuds which did keep some clans from being willing to work together.

    The only group within Thule of note, are the magi, who in the recent decade have arisen as rulers, leaders, advisors, and priests. They have united the people, used their mastery of a mysterious new resource called Lapis de igne, strange red and orange stones that seem to be able to give off heat and fire. They used these stones along with their sermons to convince the people they were chosen magic users, the magic itself a spiritual extension of being true to the path of 9 candles.. A ruse perhaps, but one that was necessary in their minds. The Magi believing the people needed something to unite them to grow beyond the struggle for just survival in Thule. They tricked the populace, but only for a brighter future.


    Spoiler: Resource
    Show
    Lapis De Igne: These stones are peculiar phenomena, reddish in color and very tough, the stones radiate a constant warmth from their core.In the realm of Thule where kindling for fires is rare, and the desert nights get cold, they were truly a gift from the magi to the common people. Lapis De Igne has 3 unique properties that set it apart from normal stone.
    - It stores solar energy, being left out in the sun will gradually cause it to store heat.
    - It can release this heat either rapidly (by striking it with metal) and causing gouts of flame or slowly by simply rubbing it causing it to start releasing greater than normal heat.
    - When shattered it will release all of its pent up heat in one go.
    The stones are found naturally, every now and then great red pillars rise up from the sands of almost pure Lapis De Igne

    Food: Due to a lack of arable land, and a lack of water, agriculture is rare in Thule, existing only along the Krakas river. The country barely feeds its people off of the rare oasis plants, some fishing off the coast, and the little crops they can grow along the river, but this is not enough and hunger is a common sensation in the Thule Mageocracy.


    Spoiler: Religion
    Show
    The people of Thule follow the Path of the 9 candles, most cities have a chapel of magi to give sermons and perform displays of magic, while the roaming clans often have a single magi to act as a spiritual leader for the people. They of course all answer to the Lord of the Cathedral and Ruler of Thule, Archmagi Kelvad. He guides the people to enlightenment, peace, and prosperity.


    Spoiler: Leader, Archmagi Kelvad
    Show

    Kelvad was born the only child of the leader of the mysterious Magi clan. His young life was spent traveling with his clan, studying the writings of his ancestors on the path of the 9 candles, and meditating on his own spiritual enlightenment. Unfortunately when he turned 18 his father passed away, and thus the leadership of the clan passed onto Kelvad. Kelvad however, was tired of his home Thule, simply persisting, hundreds of disparate clan. So he hatched a plan, for the longest time the Magi clan held the secrets of the Lapis De Igne, with some careful plotting, they used the stones and the gospel of 9 candles in order to sway the clans of Thule. Now the leader of a nation, he seeks to help find ways for his people to prosper, and for the people of Thule and the great desert, to know fortune and peace.

  20. - Top - End - #50
    Halfling in the Playground
    Join Date
    Oct 2015
    Location
    You Ess Ay
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    The Union of the Dherai
    Total Population of 1,734,000
    Ruled by Ezintathu Tyraxis

    Spoiler: Ruler Stats
    Show
    Diplomacy 7
    Military 3
    Curiosity 4
    Faith 6
    Luck 5






    Dherai, Region 341
    Population of 386,000



    Spoiler: Terrain
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    Spoiler: The River Dherai
    Show


    The Dherai is situated in the middle of a rocky desert. Towering rock formations dot the landscape, and deep red canyons stretch like scars across the majority of the country. These canyons are all interconnected with one another, and the massive River Dherai crashes through them all, branching off and forming tributaries which inevitably rejoin the River Dherai before pouring out into the ocean to the south. This feature is referred to as the Dherai Eka Ho by the local natives, a phrase meaning ‘many are now one,’ in reference to the various riverlets that form the River Dherai. The capital city is situated in the middle of the Dherai Eka Ho, and shares its name.


    Spoiler: People
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    Spoiler: Dherai Woman
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    The inhabitants of the Dherai are dark-skinned humans with very thick, straight hair. Many of them have blue eyes, which contrasts sharply with the deep brown of their skin. The people of the Dherai are separated into many different tribes and, while the tribes are not actively hostile to one another, there is a degree of mistrust between them some of them, even after the uniting hand of Uc Tyraxis bound them all together.

    In the year 43, Uc Tyraxis began his quest to join the tribes of the region together. Uc saw the River Dherai as a metaphor for life - it all begins the same, and then we twist and turn and follow new paths before reuniting at the end in death. It was this belief that fueled his desire to unite the peoples of the Dherai into one nation. By the year 87, he had completed his goal, having successfully negotiated with or conquered all of the region’s separate peoples, and establishing the capital in the very center of the new country.

    Dherai culture is vast in its diversity, though there are some common elements between different tribes. There is a universal respect for the spirits of the deceased, who are thrown elaborate parties in place of more traditional, somber funerals. Additionally, the River Dherai itself is held to be sacred, as its waters are the only thing allowing life to flourish in the otherwise barren land.


    Spoiler: Resource
    Show
    Spoiler: Tsol Mos Crystals
    Show


    Tsol Mos [LR] - [Good]

    Tsol mos is a strange crystalline substance found in the canyons. It ranges from dazzlingly white to nearly translucent in appearance. Seen as yet another of the River Dherai’s gifts, tsol mos is remarkable in that it is usable as both a preservative AND a fertilizer, allowing the natives to keep and maintain bountiful stocks of food, even in the harsh desert.

    Needed - Livestock [M] [FILLED]

    While tsol mos is great for growing crops and for keeping things from souring, it cannot create animal life, of which there is a great dearth in the Dherai. The few animals large enough to sate a man’s hunger are slowly starting to disappear due to overhunting, and many of them are too feral to domesticate properly.


    Spoiler: Religion
    Show
    Animism [Sole]

    The people of the Dherai have many varied beliefs, but they all share a few similarities. Ancestor worship and respect is very prominent, as is a reverence for the River Dherai, which is viewed as being a living thing that cares and provides for the people of the desert.






    Bascaro, Region 340
    Population of 778,000



    Spoiler: Terrain
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    Spoiler: A Stone Field
    Show


    The landscape of the red southern desert shifts into rocky savannah as one goes north into Bascaro. Rolling plains of grass stretch for miles, with large boulders and spires of stone jutting out of the ground. These ‘stone fields’ are very common in Bascaro, and the natives have carved and painted many of the rocks with images of their gods and legends. Some of the more prominent stone fields are even the site of villages and townships, with canopies stretched over the tops of stones to serve as shade or protection from the weather. The fields are artificial, having been created long ago by the ancestors of the modern-day Bascarans.


    Spoiler: People
    Show
    Spoiler: Telpith
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    The humans of Bascaro resemble those of the Dherai, with dark skin and thick straight hair. However, unlike Dherai, Bascaro is also inhabited by a race of lizard-like creatures who call themselves the telpith. Telpith on average stand a little less than five feet tall, and are covered in bony-looking ridges all over their bodies. They vary in color from dun browns to lively greens and blues. Long beak-like mouths tip their scaly snouts. In addition, they have six long, clawed, and fully opposable digits on each hand and foot. Tails with spiny protrusions drag behind them as they walk, and are clear indicators of the telpith’s moods. A raised tail indicates interest or excitement, one that swishes rapidly suggests irritation, and a ramrod straight one implies aggression.

    Despire their physiological differences, humans and telpith get along very well. Their society is one based primarily on farming and raising the savannah sheep, hardy beasts with thick wool and grandiose spiraling horns. As such, they are very precise timekeepers and astronomers, due to their reliance on the coming and going of seasons. They have an intricate calendar system, one that keeps track of not just the days of Arandi, but that also supposedly calculates the passage of time across the entire universe.


    Spoiler: Resource
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    Spoiler: A Savannah Sheep
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    Savannah Sheep [D] - [Minor]


    Savannah sheep are a hardy breed of woolen ungulate that roam the grassy plains of Bascaro. They are herded and kept by human and telpith alike for many reasons including food, but the most important one is their wool. Savannah sheep wool is very resistant to tearing when spun into cloth, and as a result is used in most everything. Clothing, rugs, canvases, tarps, you name it. It also holds color remarkably well, barely fading even when exposed to heavy elements.

    Needed - Hard Metals [B] [UNFILLED]

    One thing that the Bascarans lack is good old-fashioned metals like bronze and iron. Most tools made in Bascaro are wooden or stone, and are subject to copious amounts of wear and tear. As a result, quality metal goods are always in high demand.


    Spoiler: Religion
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    Paganism [Sole]

    Bascarans have a complicated pantheon of deities who are each bound to a specific constellation, and exert the most amount of power over the world when their stars are at their zenith in the night sky. The one exception to this are their creator deities, Vann and Olstuth, who created man and telpith respectively. The two are perched at the opposite edges of the horizon, forever keeping an eye on their creations.






    Salnad, Region 342
    Population of 570,000


    Spoiler: Terrain
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    Spoiler: A Kavir
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    The land in Salnad is largely flat, open saltwater marsh. Quicksand pits are plentiful, and many weird animals lurk in the silt and much. Large plants like trees are uncommon, with most arboreal life being varying types of grasses. Many lakes dot landscape, the largest of which are called Kavir. The two largest Kavir are in the northern part of the region, and their deep blue surfaces spiral with black silt and strange algaes. The two largest sources of freshwater in the region, they are the site of most of what passes for civilization in Salnad.


    Spoiler: People
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    Spoiler: Marsh Telpith
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    Salnad is inhabited solely by the telpith, though Salnad telpith are somewhat different from their Bascaran brethren. The marsh telpith are more lithe, and their bony plates are more stream-lined. They have longer, broader beaks, and their spines long ago became flatter and more streamlined. They come in many colors, from brilliant reds to rich earthy browns. Their culture is somewhat reclusive, with several disparate tribes staking claims on the few sources of freshwater in the region.

    These tribes have a long history of territory conflicts, fought primarily over these water sources. As a result, the Salnads put a large emphasis on warrior training, and part of their society's coming of age ritual involves wrestling a giant ceremonial bogfish to the ground bare-handed. Should the one attempting the rite succeed, there is a huge feast held in their honor, with the vanquished bogfish as the main course.


    Spoiler: Resource
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    Spoiler: Bogfish
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    Bogfish [M] - [Minor]

    The marshes of Salnad are filled with weird life, and chief amongst them are the bogfish. These strange, colossal icthyoids are capable of breathing air as well as water, and frequently wade through shallower waters, hiding in the mud and silt on the shoreline in attempts to catch larger landborne prey. The Salnads have grown very adept at catching them, for a single bogfish can feed a family for days.

    Needed - Luxury Goods [L] [FILLED]


    Life in the bogs is rather dull sometimes, filled with mud and sludge and various shades of brown. Every so often, the Salnads crave something new and fresh to liven things up a little.


    Spoiler: Religion
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    Animism [Sole]

    The Salnads revere nature, with a special place in their cultural heart for the bogfish. The bizarre fish can supposedly predict disasters, summon rain, cause earthquakes, and dispense wisdom to mighty warriors. The titanic creatures are also seen as a symbol of strength, and many warriors wear jewelry fashioned from their bones.
    Last edited by Slawth13; 2016-04-06 at 01:42 PM.

  21. - Top - End - #51
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    Default Re: Empire! Lands of Arandi

    Regions Part 2!


    Region of Ellosis, 174
    Population: 821,000

    Spoiler: Terrain and Cities
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    The region of Ellosis is well known for its extreme flatness. With only shallow hills and long grass, it is possible to see from one side of the border to the other if nothing stands between you. Though this area once held forest shared by the neighbouring regions, it has long since been cut away; and a noble’s lack of experience with nature made them very difficult to grow after that. However, the plains are not wasted. Many goats roam around, providing the locals with Milk and Meat, and farmland is plentiful. This is because an extension of the river Eris from Nevarr runs through the lands, dispersing water even far inland so that more crops may be grown.

    It is known to be a bit chilly in the area, thus the above mentioned crops are not what drives the community. Instead, it is goats. While any one person observing could see all the cities and communities throughout, these things would be impossible to ignore. They travel in large groups, usually guided by shepherds. Amidst these lands, the main landmark would be the great wooden castle located in south-most part of the region. Castle Lumberton is made exclusively with the forest the region used to possess, and serves as a symbol of irony to all those who live around it. It is famously announced to be fireproofed, using the blue cedar from the region below which had saved in on many occasions. Small cave systems exist beneath it, which are mined for coal and iron to supply the garrison. Unfortunately, these resources are not enough to be exported.

    Most of the people in Ellosis are spread out through the region, as there is no wilderness to stop them; the only restraint being political borders. Though the famous lord Karr may have disregarded nature, his honour and political position were of upmost importance to him throughout all his life. These borders had never been touched, and if he hadn’t met an unfortunate demise just before the time the region became bound to the union it would be expected that he would have resisted the union’s grasp wholeheartedly. Unfortunately for his legacy, he has no legitimate heirs to continue his work.


    Spoiler: People, History and Government
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    First and foremost, the people of Ellosis are human. Hailing from the north, they are supposedly a second group of settlers that came south with those of Reinein. The two had split up at one point, and fortunately these people found far greater success than those who settled by the sea. Contact was dropped between them then Ellosis declared itself loyal to the ‘immortals’ during a conflict in the south, and the trade between the two regions had never quite recovered. If the other group would refuse to take a stand and defend the rightful crown, then so be it. Even if they came from the same place, it would not be reasonable for them to side with those who lack honour. ..Or bribery, as some would say. The past government that had been mining had rewarded the nobles of Ellosis richly, and were one of the main reasons that the main city is as rich as it is today.

    More recently, there had been the issue with Lord Karr. A prideful and ambitious noble who had ordered the cutting of the entire forest to construct a massive fortress. ..Needless to say, this was a success; but not without a cost. The forest was lost, and now ceases to be in the area. The noble house had died out with their ruler, just before the union swept in.

    The humans in the area are traditionally around five feet tall, with darker skin tones and more robust body shapes. Most hair colors are dark brown or black, and others are seen only rarely. Farming is a main industry in the area, especially in relation to goats. The people are very loyal, and tend to edge towards supporting what they believe to be legitimate authorities who will lead them justly. The population harbours no racism nor gender prejudice, making them wise in the selection of rulers and worldly events.

    Before the union, the region was lead exclusively in a relaxed dictatorship with house Rarel as the leaders. They were known to be kind, and never abused the power bestowed upon them. The last known member of this lineage is Lord Karr.


    Spoiler: Resources
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    Goats [Good] - are the main animal located in the region. They have been native to the area ever since the forest was cut, and they provide food to the people when the crops won’t grow. They travel in large herds, usually lead by shepherds. They are an excellent source of food and their horns are used to create decorations such as candles and cornucopias. Currently being traded in 0/2 trade routes.

    [Blue Cedar]- Is the only reason Castle Lumberton hasn’t burnt to the ground. It suffered a famous attack in its support of the Immortals, and the resource prevents even simple things like kitchen fires from destroying all that hard work. After tall, the people sacrificed an entire forest to construct it.


    Spoiler: Religion
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    Order of the Eternal Soul (Minority)

    The people of Ellosis are unfamiliar with the worship of deities and gods. To them it is a foreign concept that had never extended far enough to touch them. They recognize that by associating with the union it is expected to be spread within their borders and are willing to put up with it so long as it does not disrupt the community. Naturally, the Union has decided to get them to make true on this promise and has created a few churches in the region.



    Region of Folnen, 178
    Population: 762,000

    Spoiler: Terrain and Cities
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    The region of Folnen is very much a continuation of the shallow prairies around it in all directions save the south. The further south one goes in the region, the larger the hills become. ..Not that they ever become mountains. Temperatures in the region are mild for most of the year, with cold winters that usually don’t inconvenience anyone too much. The region has a thin layer of forest throughout, with a special kind of tree called the ‘Blue Cedar.’ The tree itself is detailed in the resource area.

    Several generic forest animals roam throughout the region, with many more since the displacement of the forest in region 174. This has led to a bit of overpopulation in the area as far as wildlife are concerned, and the people profit off of them richly. Hunger is rare, and there are currently no laws to prohibit any kind of limits on hunting.

    The northmost part of the region borders on Mount Spire; a mountain named after its peculiar shape. There have been conflicts with the monastery who inhabit it in the past, but currently they have an uneasy truce. It is known that the main city in the region is very close to this mountain. The nobility would believe that there are precious stones in such a mountain that the monks hide from them, though they’ve never had the opportunity to extract them for themselves. This city is called Caldor, and currently thrives under the abundance of resources bestowed up on it. The river Hulen flows through it from Mount Spire, giving the people access to all that they need.


    Spoiler: People, History and Government
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    The people of Folnen are a mix of the Humans from the northeast and Zaj from the west. They have similar sizes and body structures to the people in the regions around them. (Humans: Robust body type, 5’3” Average, Darker Skin. Zaj: Standard body type, 6’0” Average, Fair to Tan skin, Horns, Scales, etc. Both races have dark hair; usually black or dark brown.) These two races work together in competition to maintain their capitalist culture, and have a society which mirrors the ‘House’ version of marriage and family that Xeroas has. More details on the physical aspects of each race can be found in the People section of Xeroas or Reinein.

    Because of their culture, the region has developed the ‘every man for himself’ mentality, which has a very competitive and efficient economy. They look down on the people of Reinein for their polar opposite mentality. The rich are very well respected in the community, and those who are poorer often end up being unable to rise through the top because of the sheer amount of legal crime which happens. Essentially, cheating is very common in the area. The law enforcement is somewhat corrupt, and the rich end up changing the laws to benefit the rich with their power. It makes for a very unfair situation, and a snobbish community that looks down upon others. Racism and Sexism are not as present in the community nearly as much as prejudice via social classes.

    The main person who benefits from this is named ‘Trolne Savioso.’ A human hailing from the Nevarri league many years ago who saw an opportunity to become very rich. He took control of the Blue Cedar trade in the region, and uses Ellosis’s dependency on the resource to charge ludicrous prices. His empire has grown to occupy many of the stores in the region, and he is the unofficial ‘king’ of Folnen. ..Even the law enforcement bend to his will, allowing him to control the region through economy and force.


    Spoiler: Resources
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    Blue Cedar [Good] - Are everywhere throughout the region. At first glance, these trees appear to be normal, and do not provide much wood. They do however shine a brilliant cyan blue color with their pine needles, which can be squeezed out to be used as dyes. It was once discovered by an apothecary (in the year 98 of the Aenic Calendar) that they cannot burn. Once dried, the juice of these needles can essentially make an object immune to being caught on fire; though the blue color never goes away. The residents use these needles for cooking and preventing fire from escaping pits, though in general it has never seen any widespread use. ..It is said that eating the dye can make people sick. Currently being traded in 0/2 trade routes.

    [Medicines]- Are one of the few things not naturally provided in the area, leaving injuries to be improperly taken care of. Only the rich can afford foreign doctors, which leaves many of the middle and lower classes to never heal properly once they become hurt or sick. Though illness is not particularly big in the area, it is one of few issues the people happen to have.


    Spoiler: Religion
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    Cult of Four Dragon [Minority]
    Order of the Eternal Soul [Minority]

    The people of Folnen are only vaguely acquainted with thanking some kind of gods for their things. Faith is a fairly foreign concept, which only spread to them slightly based on rumors from Avlen’s introduction of the belief. They have have only just received word of the newly reformed system, and most who serve as priests in the area are using it to their advantage to gain more coin.



    Region of Portent, 119
    Population: 578,000

    Spoiler: Terrain and Cities
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    The region of Portent serves as a transitional land between the mountains of Petravolan and the thin woods and hills of Liberantia. Large hills occupy the lands, ceasing only by the shore where the vast and beautiful beaches of Primo Crure leak in. Beyond the white sand beach, the forests and hills occupy the lands. Because of the nearby mountains the soil is not very deep; a layer of rock coats the ground not too far beneath the earth. The trees here are unlike those to the south of them in that they are much bigger and leafier; blending in nicely to the jungle just to the north. This combination of effects makes the land somewhat temperate, and the air is usually moist. Folliage is plentiful in such a region, and so are the dangerous animals which roam the land.

    Though they are rare, the Lacerta can sometimes wander south through the jungles of Petravolan and injure or kill many of the people. They are said to be extremely dangerous, having sharp claws and spiked tails.. The ability to topple any man and eat him alive. Those who have come into contact with them and returned support this theory, but weather it’s for prestige or truth is undetermined.

    The main settlement in Portent is just inbetween the beaches and the forest, resting atop a large hill. The region is actually named after this city, as it is the only one in the area. The city is economically decent, with a main export of fish which the population of Rexline love.


    Spoiler: People, History and Government
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    The inhabitants of Portent are all of the Rexline race. Large, lion-line people with fur and strong muscles. Physically most of those in Portent have a shining white with orange patches of fur on their backs that distinguishes them. Otherwise, they are very similar. They are a calm people, who tend to watch rather than act and do so in a manner that would benefit all rather than themselves. They may not be ruled by the Alpha as the rest of their race is, but still respect his word greatly. Though it is somewhat sad, the Rexline do not live very long lives. They mature at the age of thirteen and usually die around sixty.

    The history of Portent is a sad one. They were once living in harmony with the other Rexline to the north of them, though after a failed hunt they were disgraced and moved south; away from their people. During the hunt, it was their clan’s sole responsibility to hunt and kill a particularly large Lacerta. They failed and many died. After moving south, they had much difficulty settling on their own without other tribes to depend on. The terrible creature followed them, and kept plaguing their people with many attacks that left them in a desolate state. Some worried that they were unworthy and the god of the hunt was taking them for it... Others simply suffered in silence. Until a man came. A man by the name of Gerron Drytusk. He claimed to be a prophet, here to redeem the people for their failures. They trusted this man, and he had them gather arms and challenge the creature with the ‘blessing’ of their god.

    Again they tried, and again they failed. Only this time, the man had assembled a team of bandits who raided their camp while their warriors were gone. Defeated and disgraced, the people of Portent turned to their southern neighbours for help. The creature has not been seen since the failed attack, and with the people of the south they have rebuilt their culture in a less honour based community; adopting their culture and trends.

    They are now lead by a well-dressed Rexline named ‘Tomar the Just’ who guides the direction that the clan takes.


    Spoiler: Resources
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    Fish [Good] - Are one of the only things the people of Portent ‘hunt.’ The people adore the taste of fish. So much so that it has become a stereotype for the Rexline people. They hunt many fish, and are willing to trade these to those around them in return for other resources that they are unable to claim from the dangerous forest.
    [Precious Metals] are not something the people have much of. Gold in particular is required to make coin, and sand it not exactly the best kind of terrain to go mining in. This lack of mining leaves them with only surface resources to work with, and often their claws can suffice for things most would use hard metals for.


    Spoiler: Religion
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    Order of the Eternal Soul [Minority]

    The region has miraculously missed all news of the new religion, and has a blatant lack of divine faith on its own. The people are skeptical of such things, as it has led to them being used not so long ago in the past. They are tied between the nature-based religions of their people while being pressured to adopt the faith of their federation, creating a somewhat tense situation that they wish to stay out of entirely. Religious worship is borderline outlawed, but recent strides from the Crystal Union push them away from their base reluctance. As of now, they possess only a minority religion that the area feels obligated to possess.



    The Icelands , P18
    Population: 412 ,000

    Spoiler: Terrain and Cities
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    Just as the name implies, the Icelands are a very cold and desolate place. Covered with a thick sheet of ice in almost all areas, this polar region houses over four hundred thousand people across it. This is accomplished through the clever use of the mountain in the center of the land, serving as a place where the people can dig the foundations for homes and mine rock or other useful resources, though there aren’t all that many. This mountain, known as ‘The Pocket’ by the people, is where they make their home. Rock from the mountain is mined to make tools, and the mined out caverns have become the ideal location to settle. Warmth is provided, food through ice-fishing, and people are safe there. The only thing that the people don’t have on their own, is a way to light these caverns. (Discussed further in resource category.) Towers and walls of this stone surround the mountain, with scouting towers further out. But this is not without reason, for the tribe supposedly had many enemies at the time that it fled north.

    Forest and Fauna simply do not grow in the ice, and such plants are very rare because of it. Weather is known to be very clear, cold, and with minimal precipitation. Some animals roam the region, mostly polar bears that fish in the same way that the residents do. Hunting them and eating their meat had become an essential part of their culture, as well as using their fur for warm cloaks. Unlike those on the opposite side of the globe, the people had never once thought of taming such a wild and powerful creature.

    Spoiler: People, History and Government
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    For the harsh and cold climates of the south, there are many, many people. This is a difficult thing for such a fruitless place to conjure on it’s own, and as such a very strict government rule had been put in place since as long as the people remembered. The society functioned as a socialist state, where each person was assigned jobs and the people pooled their resources. It started on a small scale, with the tribe of ice that moved north due to reasons lost over time. The tribe quickly started starving, freezing and falling ill all at once after moving there – For the people were simply not prepared for the cold. Much death occurred on a small scale, though very large in proportion to the amount of people they had.

    Until the tribe leader demanded that they get their act together, that is.

    With the only military of the region under his command, he imposed rules that stole away from their initial culture and replaced it with one of order. Defenses were built to keep out enemies, people were assigned tasks, and things started to look up for the people. Through this absolute order and a miraculous lack of corruption, the population grew rapidly throughout the generations. Most of the people are used to living in confined space, with multi-story rooms built into the walls of the carved out mountain and crowded streets within. With the joining of the union, this order defers instead to the rulers of the federation instead of a single leader. Still, the leader who was previously in charge is allowed to issue commands of his own and carry influence in his city. ..Just a lot less than before.

    The race of these people are entirely human, with pale complexions and black hair. Standing at an average height of about 5’6,” they are not particularly strong or weak compared to other humans. In fact, one of few things that they do not share with others of their race is a tendency to have Golden/Yellow eyes. The people like to associate these with the promise of luck and fortune, even though they have had little of either.

    Cave drawing are very popular for the Icelanders because of the vast and uninteresting walls within the caverns. Nobody is officially assigned to do it, and what initially started as graffiti soon became one of the few decorations as people walked from place to place. A good artist is sometimes recognized by the city, and asked to create are in high transit areas.

    Spoiler: Resources
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    Fish [Minor] - Are the main food source in the Icelands. The people use tools to carve holes in the parts where the ice is thinnest, and use fishing rods to catch their fish and bring them back. It is a simple process with little reward aside from sustaining the population. In peak season (which is determined by how many fish there are in the water) the people can afford to export a few of these fish due to greater numbers. Currently being traded in 1/1 trade routes.

    [Fuel]- Fuel used to be gathered through the small forest on the southern edge of the border. The people used wood to sustain themselves, and all was well. ..Until the Crystal Union aimed for the conquest of the region. Not truly wanting to fight their armies, with their walls and towers, Queen Lilia simply occupied this forest and burned it to the ground. Without the fuel, the people found it impossible to stay warm or to see in their homes, and thus quickly surrendered to the much larger nation. Needless to say, an unintended side effect of this strategy is that they need fuel to be imported to make up for this loss.

    Spoiler: Religion
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    None

    The Icelanders have remained very separate from the rest of the world for a very long time. They held a set of beliefs at one point, but when the tribe leader forgot to assign any priests, the message of the faith became muddled and the meaning was lost. People in the next generation couldn’t understand it, and within the next three It was forgotten entirely. Cave drawings depict a seven lines that form an upside-down V, though they cannot piece it together.



    Region 105, The Veylands
    Population: 779, 000

    Spoiler: Terrain and Cities
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    The Veylands are a stretch of forest east of the Kingdom of Koya. The land coming from this direction is rather flat, and gradually becomes rockier the further one travels into the area. This increasingly rough terrain climaxes in a large crater on the east-most part of the region, which is now the site of many an interesting artifact. Legend says that the crater was created by a flaming rock that fell from the sky, and that the civilization below was smited by the Lord of the Sky for being a place that hosted demons within their people. In short, this crater happened to be right on top of an ancient city. This ruined city is less full of life compared to the rest of the region, due to the stone streets and ancient buildings that used to be in it.

    This theory has no evidence of actual demons, but only lizard-like fossils that seem to resemble the Lacetra in the eastern kingdom of Koya with horns and humans that seem to have had wings. It is regarded as an odd combination, and the existence of either puzzles the scholars that make their home in the Vey. The forest is filled with strong trees; most prominently oak. Various herbs, animals, and streams circulate through the region to keep the forests lush and full of life. For the most part it is a very lush place for being so far inland.

    The city is known as the Vey, which prompts the title of the region. Buildings styled in this area are of a very smooth, and often made of stone. They are built high, with large windows and wide streets as to be mindful of the variety of races that inhabit the region. One of the rivers runs through the center of the city, and indeed in the middle of the ancient palace that has been the greatest mark of restoration. Now the base for the academy, the river flows along the center beneath the main hall through a thick glass. It has a terrible reputation for breaking all the time, and has become a major inconvenience rather than the beautiful decoration it was supposed to be. Most of the area in the Vey is not yet restored, and thus nobody is allowed to inhabit it until this is changed.

    Spoiler: People, History and Government
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    The people who inhabit the area are known as the Vey. They are not innately of one race, but identify in their own nationality despite this. Veylanders for the most part all live in one large city that rose on the rubble of an ancient one, copying their road maps and city plan to create a site reminiscent of something from a story. It is notably advanced in terms of inner city defenses, a city that had obviously been planned with wars in mind. The variety of races is due to the area being first an academy for scholars and historians that had settled within the old castle part of the city. They allowed and encouraged any race to join, ending up with a healthy mix of.. Everything.*

    The city has no defined ruler, but instead is lead by the Scholars within the academy, known as The Institute of Fopsarry, named after Sidras Fopsarry, the man who had founded the research group and originally settled in the area. These scholars impose the laws and enforcement of the area with a very liberal view. If it doesn’t harm the community, then it is generally accepted.

    Buildings are not often very spread out due to the will to copy the old geography of the plain, resulting in dense homes despite the large amount of space between each building. As Sidras Fopsarry had once stated, it is eventually the goal of the institute to restore the city and see it thrive as the prosperous place they believe it once was. Knowledge is highly valued in the area, and the people have a great respect for those who tend the earth. Warriors and the like are not fondly regarded due to the belief that bloodshed destroys progress, and that happens to be what warriors are for.

    *Everything includes local races. Races from other continents or far distances are not expected to be included.


    Spoiler: Resources
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    Scholars [Great] - Are more precious than all the other natural sources in the region combined. Thanks to the nature of the region, the highly respected scholars often travel along with routes of trade; sharing their knowledge and techniques in return for other items and trinkets that might not be native to the land. This has been a tradition since the very founding of the civilization in the area, and the people already have many routes planned and positive relationships that makes it easy for them to plan their travels.

    [Magic]- Is one of the few things that can satisfy the scholars of the Veylands. Having all the things they need to be independent, it is only with the promise of unexplained phenomenon that they willingly submit their allegiance to one nation. Otherwise, they scholars become easily bored and enticed by the offers of other nations.

    Spoiler: Religion
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    (Unreformed) Church of the Daen [Majority]
    Doctrine of the Nine Candles [Minority]
    House of the Pale Lady [Minority]

    Due to the variety of race and culture that had initially joined in with the reforming of the city, a great many different beliefs sprung up within the people. Based on the regions proximity to the Church of the Daen compared to the others, the faith naturally had a slight advantage over the others and grew to have a larger community, with some of the others converting to them without priests due to how sound the theory of the city would be if the Lord of the Sky exists... The reformed version of the Daen has not managed to find it’s way into their borders though, and as such they maintain the old practices from before it was reformed.




    Region 147, Deer Point
    Population: 106 ,000

    Spoiler: Terrain and Cities
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    The land surrounding Deer Point is frigid and full of coniferous trees. Though the soil is good for growing plants, both the climate and the plentiful deer of the area prevent most things from growing in the area. Even the trees in the area are spread rather thin, which made the exploration of the land rather easy. Snow coats the forest floor throughout the colder half of the year, leaving the other three seasons to be had in quick succession.

    The land is more flat than not, with the main exception being the large hillslope that the city of Deer Point itself was founded upon. Standing upon the edge of a small cliff is where the first peoples settled in the area. Upon it, one can oversee much of the woods and even over to the mountainous cities of Alithis. A border treaty had been made with the aristocratic cities to the west when it was decided where the town was to be so that no disputes arose over who owned what.

    Deer point is built mainly of wood and stone as most settlements are. Trees from the forest provide with wood for houses and shops while stone makes for foundation and tall defensive towers over the hills in the unlikely occurrence of an enemy attack. These towers were created when the CU and Arenhal were yet to join, which leads them to point into Union territory; Rendering them mostly useless aside from the occasional bandit raid or so. These raids have never posed much of a problem for the town guard, however small it may be.

    No matter what people say about deer point, it’s impossible to ignore how small it is. Numbering at one of the least densely populated area over the southern world there is a plentiful amount of space between each home, and almost everyone owns a sizable portion of land to themselves if they own land at all. Most of the forests have yet to gain legal claims, and aren’t even available for purchase unless one goes to the overseer and gets him or her to zone the land.

    Spoiler: People, History and Government
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    Furfolk are the dominant race in the region, inhabiting the chilly taiga with sturdy stone towers and settlements only recently produced. In the year 135 the area was colonized under the rule of King Theoden of Arenhal, which led to the construction of the town now known as ‘Deer Point’ due to it’s position relative to the land around it. The settlement has had an overseer since it’s founding who governs locally on behalf of the crown. The overseer technically is never forced to retire, though if they are found to be corrupt the punishment is akin to treason. In this way the settlement is merely an extension of the city of Arenhal, but still maintains an independence of it’s own due to the distance from the capital.

    In terms of history, the land around Deer Point is almost entirely untouched by civilization or sentient life. The forest is thin enough that no large forest fires have ever ripped through the area, and if anything interesting did happen there was nobody around to record it. This is mostly because the region is not particularly welcoming to colonists, as the people have recently discovered. The only mark of past peoples in the area would be collections of drawings found in caves seeming to depict the story of a great city once ruled by a massive bird made of fire – A phoenix. This phoenix was worshipped by the people of the area as their gods, but a man who appeared to reside in the clouds was cross with how their prayers were diverted from him. (This figure is assumed to be the old version of the Daenic God who rules from the skies.) He warned the phoenix, who reared his wings and took to the sky – Arguing that the people were his own. Three stages of just the city being covered in scribbles are then put in with the only clear object being a flame in the center before the last few drawings depict a great rock being thrown from the sky to destroy the phoenix and his people. According to the mural, there were no survivors. The colonists have little to no idea what to make of this.

    Spoiler: Resources
    Show

    Deer [Good] (Class M/O on resource table) – Were the reason the settlement was named the way it was. Chief among the wildlife in the forests of pine are deer; Allowed to live and breed with very few natural predators in the area. Each part of the deer can be useful once it is killed, from the meat to the horns. This makes hunting them very efficient, when the furs can be used to create clothing and furniture while the meat can provide nourishment in the event that trade stops coming in from the main cities in other regions.
    [Metals] (Class B on resource table) - Are less common in the settlement. Deer Point is set up mostly as a hunting village and thus there are very few mines in the area. Even if there were the populace would be incapable of producing enough as there are only light traces of what is required to smith steel in the area; Hardly enough for an entire population.

    Spoiler: Religion
    Show

    The colonists hold no initial faith – Be it organized or not. Traces of the Order of the Eternal Soul linger among the people form the message that Avlen spread among them, but no official churches have been constructed and very few people practice faith in their own homes. They do not oppose the idea of being converted to any one faith, only they have simply received no set of divine code to follow.
    Last edited by Zayuz; 2016-08-24 at 10:07 AM.
    "What is to give light must endure burning."

  22. - Top - End - #52
    Titan in the Playground
     
    Aedilred's Avatar

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    Default Re: Empire! Lands of Arandi

    League of Allied Provinces

    Kingdom of Nand - Ambrose Ascendancy - Kroznat League



    Queen Hannah III ruling jointly with King Adal-Ashagamir I

    Spoiler: Royal Family
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    The royal family, by tradition the fifth dynasty to hold power, have worn the crown of Nand for five generations, although the role of the monarch has of late become increasingly ceremonial. Over the last century in particular, the monarchs have come to hold less and less authority as the setrapa have grown in status and power. The last strong king is generally considered to have been Isfandir II, who died more than half a century ago. His son Nimur II was a weak king largely under the hold of the generals and setrapa, and an attempt by Nimur's daughter Erandeh to regain some power for the crown faltered when she died after only one year on the throne - some say assassinated for that reason.

    The current queen, Aiman III, is a Nend in her early thirties, with deep blue/indigo skin. She became queen on the death of her father when she was just twenty-three years old, and many expected her to be a weak ruler like her immediate predecessors. Soon after her coronation she controversially married her childhood friend Kusal, a relatively minor noble and official, rather than one of the great setrapa petitioning for her hand, but despite many suspecting this would lead into a campaign to reinstate royal authority, she has kept a fairly low profile politically ever since. Some claim she is quietly building a power base prior to asserting herself, but most have come to believe she is content to enjoy the privileges of her office without exerting herself excessively.

    With Kusal, she has three children: Isfandir, Hannah and Jangir, aged 1-5 in 100. The succession is strict cognatic primogeniture.

    Recent History

    Kusal ruled as regent in Aiman's stead for much of her reign, as she was absent attending to matters of international diplomacy. Isfandir was married to Sheydah, the daughter of a petty king of one of the regions conquered by the royal army. Together they had three sons, although the increasing estrangement in their marriage led to widespread speculation that the third son, Kambuzir, was illegitimate.

    Isfandir succeeded his mother as king following her abdication. After some years of steady rule he disappeared while visiting Tir Amser, during which time he also begat a child named Helaine upon a noblewoman of Avonlea. Sheydah seized power in his absence as regent for her young sons and instigated a purge of the royal family. Prince Jangir was executed on trumped-up charges along with some cousins, while his wife and one of his children were killed by the queen regent's agents. Kusal fled into exile. Princess Hannah had died some years earlier in a skirmish in Piruzikhet.

    Each of Isfandir's sons then succeeded in turn. Yazdagir IV managed to regain power from his mother and returned Kusal to the kingdom; Sheydah was murdered by the Iron Gauntlet soon afterwards. After Yazdagir's death in a plague, Ardashir VIII succeeded. Though initially a strong king who managed to turn back the invasion of the Nifhel, he fell in a minor battle against rebels at home. Kambuzir IX followed, an unpopular king challenged both by his illegitimate sister Helaine and by the popular leader Adal-Ashagamir, the first of the siyanda born in many centuries. Eventually he was murdered in a palace coup apparently orchestrated by Helaine, who married Adal-Ashagamir and took the throne with the regnant name Hannah III, her husband serving as co-king.

    http://www.familyecho.com/?p=DVFZ2&c...51651770551741

    Aiman's starting attributes:
    Diplomacy 2
    Military 5
    Curiosity 2
    Faith 1
    Luck 2

    Original Rolls
    Rerolls

    +1s go to Military and Luck.


    Spoiler: History
    Show
    The history of the Nanda people is generally accorded by dynasty.

    Spoiler: Nandan dynasty
    Show
    The Nandan dynasty were the first ruling family of the Nanda, considered to be the children of Nandir. Tall and broad and black of skin, the first among them were fearless warriors, mighty statesmen, a succession of heroes. It was they who, in accordance with Nandir’s wishes and guidance, led the Nanda out of the darkness to the lands of the sun. There they displaced the Twilight Men who inhabited the lands and attempted to deny them their birthright, and learned to tame the great reptiles that stalked the plains.

    As the blood of Nandir thinned, the later rulers of the Nandan dynasty were lesser than their forebears and the people were sundered between different kings and tribes as they squabbled over their inheritance. Foreign folk encroached upon the borders of the Nanda territory but so consumed were the Nandan kings with their squabbles that they did nothing to repel them.

    Eventually a hero arose in the west, in the city of Babai. He conquered the tribes of the Nanda and overthrew their kings, taking their daughters and sisters as wives. He became the first ruler of the Baban dynasty.

    Spoiler: Baban dynasty
    Show
    The Baban dynasty established their capital in the city of Avali, one of the first cities of the Nanda people and where the most powerful Nandan kings had been based. It was under the Baban dynasty that the first codes of laws were written to apply to all the Nanda people. Distant setrapa and petty kings came to pay homage at the feet of the King of Nand.

    Later kings moved their capital to the new city of Amaki in the north, on the coast facing the sea, and began building boats and ships to transport the people across the waves, for they believed they had tamed the ocean as they had the land and its animals. Yet a great wave came and destroyed the city and killed the king and much of his court.

    The king and his followers retreated to Avali but never again did they invest so much attention in their land or their people, becoming more interested in the size of their harems and the contents of their vaults. The penultimate king fell under the influence of his favourite concubine, who upon his death seized power and won the allegiance of the army. The king’s successor, a young child, was initially retained as a puppet and eventually overthrown and committed to the priesthood. Thus ended the Baban dynasty.

    Spoiler: Jangan dynasty
    Show
    The progenitor of the Jangan dynasty was a warrior woman from a far-flung region of the kingdom. She was taken as a concubine by a king of the Baban dynasty while still a child, but retained her fierce spirit and strategic acumen. During the last years of the Baban dynasty she steadily accrued more and more power before taking the throne herself.

    Her descendants were in her image, and the Jangan rulers spent their reigns marching from one end of the kingdom to the other, building fortresses and castles, developing new weapons, tactics and strategies (many of which are recorded in writings from this era). The Jangan era is also believed to be the period when women became more empowered in society, especially in light of the veneration of the dynasty’s founder.

    Later Jangan rulers, however, were to fall victim to the success of their predecessors, for the powerful generals and governors they had installed turned upon them, seeking elevation or independence, and increasingly they found themselves fighting their own subjects rather than foreigners.

    Spoiler: Neskan dynasty
    Show
    The Neskans are the only foreign dynasty to have ruled Nand (although some claim they were in fact a native dynasty who have become associated with foreigners). During the last years of the Jangan dynasty, the kingdom came increasingly under attack from foreign peoples, and the king was unable to muster enough support to see them off. Eventually a great army poured into Nand and swept aside the last resistance of the native people. Nand became subject to rule from abroad, with a subject of a distant emperor appointed as king to rule over them.

    Despite their origins, the Neskans have had perhaps the most pervasive cultural influence on modern Nand. They were enthusiastic practitioners of polygamy, but prohibited it to those outside their own dynasty, such that when they eventually fell, the practice, previously commonplace among the Nanda, died with them. It is believed they were the first people to introduce the concept of dressing for the sake of modesty rather than for practical purposes, and the appearance of day clothing is dated to their era. They also took up the worship of local Nanda gods, with the consequence that their patron gods, formerly popular in the kingdom, became despised and reviled among the population in general.

    As the empire which empowered the Neskan dynasty fell, so the people rose up against them. The last Neskan royalty were killed or fled into exile. The leaders of the revolution chose a leading nobleman and descendant of the Jangan dynasty to take the throne in their stead, and so began the Sasan dynasty.

    Spoiler: Sasan dynasty
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    Current dynasty


    Spoiler: Nanda Paganism
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    Nanda legend tells that the heavens and earth were created by the union of the Sky (Kumbir) with the Eternal Mother (Hanahannah). From them were born eight children:

    Alyssah, goddess of night.
    Tarhir, god of thunder
    Nanumah, goddess of the ocean
    Jaburah, goddess of the underworld

    Some say these first four were children of Kumbir alone and not of Hanahannah.

    Nandir, god of light
    Arannah, goddess of fire
    Zeminur, god of earth
    Aniteh, goddess of water

    These are collectively known as the Kuma (roughly speaking, Old Gods). They are for the most part elemental deities who do not feature prominently in the religious life of the Nanda.

    After siring his eight offspring, Kumbir, who was a primitive creature, was replaced as ruler by his son Nandir, the most noble and far-sighted of his children. Some stories say that Kumbir stepped aside willingly, while others have him overthrown by his progeny.

    Very soon, however, the Kuma came into conflict with each other. The struggle was great and terrible and threatened to lay waste creation, until Nandir issued an edict that all the Kuma must depart the world, lest their strife destroy it utterly. Six of His siblings obeyed, but Alyssah, the most powerful, refused. The conflict between the two continued, until eventually a bargain was struck, wherein the world would be divided between them. Thus was formed the regular pattern of day and night.

    Following this the two elder gods largely ended their interference in matters of the world, though periodically Alyssah (who got the worse of the bargain) is tempted to break the agreement and extend Her reach into Nandir’s domain.

    The Younger Gods

    The Nanda divide the younger gods (hereafter referred to simply as gods) into three groups: the Sephada, the Dardora, and the Buchira. These are often translated as gods of the heavens, underworld and earth respectively, or of the day, the night and the twilight, but none of these is strictly accurate. While the Dardora tend to be associated with facets of life generally considered negative, they are not exclusively so, nor are they confined to a single sphere. The Buchira represent a bridging group between the two, neither wholly one nor the other, though their allegiances tend to lie with the Nanda people.

    The Sephada

    The Sephada are the children and descendants of Nandir and His full siblings: Arannah, Zeminur, and Aniteh.

    Erinir, god of the sun. Son of Nandir and Arannah. He was a patron of the Baban dynasty.
    Asurah, the Morningstar. Herald of Erinir, daughter of Nandir and Arannah.
    Ayan, goddess of the dawn. Daughter of Erinir.
    Nebadah, goddess of law. Daughter of Nandir and Arannah.
    Larutir, god of battle. Son of of Arannah and Zeminur. He was the patron of the Jangan dynasty.
    Turandah, goddess of love. Daughter of Arannah and Zeminur.
    Therzir and Zithir, patrons of the Nanda people and warriors in particular. Twin sons of Zeminur and Aniteh.
    Sasha, goddess of fertility. Daughter of Zeminur and Aniteh.
    Napatir, god of rivers and streams. Son of Zeminur and Aniteh.
    Abazir, god of springs. Son of Zeminur and Aniteh.
    Laimah, goddess of marriage. Daughter of Turandah and Nebadah.
    Anayah and Rathir, gods of lust and sex. Children of Turandah and Larutir.
    Rendinir, god of archery and hunting. Son of Larutir.
    Sharal, god of conquest. Son of Larutir.

    The Dardora

    The Dardora are the descendants of Alyssah and Her full siblings: Tarhir, Jaburah and Nanumah.

    Lelaneh, goddess of death. Daughter of Alyssah.
    Yamaneh, guardian of the Underworld. Daughter of Lelaneh. Yamaneh stands at the gates of the Underworld, protecting them against incursions from demons, foreign gods, or living souls attempting to disrupt the harmony of death.
    Jenehuntir, guide of souls to the Underworld. Son of Lelaneh.
    Nantarul, god of plague and disease. Son of Lelaneh.
    Varunal, the slayer, god of violent and undeserved deaths. Son of Lelaneh.
    Susinir, god of judgment. Son of Jaburah. Susinir judges souls to determine which realm of the underworld they may enter and what manner of punishment they must suffer for the crimes of their lives.
    Hathal, god of storms. Son of Tarhir.
    Alkam, god of warfare and destruction. Ancestry unknown. He was a patron of the Neskan dynasty.

    The Buchira

    Although Alyssah was a fell and terrible goddess, Nandir loved His sister well, and He had a number of children by Her. Their progeny exist wholly within neither of their spheres, bringing light to the darkness, or casting shadows and doubt over matters otherwise clear and certain.

    Nanah, goddess of the Moon.
    Nepireh, goddess of the Moon, twin sister of Nanah. As only Nanah is now visible, Nepireh is believed dead or departed.
    The Sitorana, the stars. Countless in number. Most revered among them is:
    Elarendeh, the evening star. Although she resides in Alyssah’s realm, She defies Her mother’s orders and escapes every evening to warn the Nanda of Her mother’s coming.
    Nabir, god of wisdom
    Lurilah, goddess of dreams
    Nanshah, goddess of justice. Daughter of Nabir and Nebadah.
    Sharamayah, goddess of mercy and compassion. Daughter of Nabir and Nebadah.
    Alkabir, god of prophecy. Son of Nabir and Lurilah. He was a patron of the Neskan dynasty.
    Johun, god of rain. Ancestry disputed.
    Lembal, god of the wilderness. Ancestry disputed.

    Depictions and significance of the gods

    The precise significance of each of the gods varies throughout the Nanda regions, and different cults seem to have risen and fallen in prominence over the years. Depictions of the gods also often vary, with some of them often shown effectively as symbols rather than as entities of agency. Where gods have anthropomorphic depictions they are traditionally almost always shown naked or near-naked except where noted, although a culture of conservatism under the Neskan dynasty saw the addition of loincloths or fig-leaves to paintings and icons, elements of which still pervade Nanda religion.

    Most of the Kuma tend to be depicted in illustrative or fantastic form rather than in a reverential one. Nandir is shown as a great golden king, wearing a crown of pure light; Alyssah as a beautiful but pale woman clad in heavy robes of blue-black. Nanumah usually takes the form of a great equid comprised of green waves, ready to crash down on the unsuspecting. Jaburah resembles Alyssah, save that Her skin is black and her robes even darker, Her face often veiled. Arannah is a young woman with skin that can range from smouldering black and red to bright white-yellow. The other Kuma are relatively rarely depicted.

    Erinir took His father’s place as king and is generally depicted in the same royal aspect. He is sometimes shown wearing his father’s crown. Asurah resembles Her father, and carries a staff with a bright shining light at the top of it: the beacon by which She announces His coming. Ayan meanwhile, though otherwise appearing identical to Asurah, wears a cloak of light (usually red or orange) which She spreads over the land to allow Erinir to walk in comfort.

    Johun is both revered and feared. The rain brings life to the arid plains and relief to the weary, but if it persists for too long the clouds darken the sky and endanger the people. The Nanda give offerings to Johun both in hope that He will show His favour and to assuage His wrath. He is usually depicted as a winged serpent, green and black in colour. Lembal is likewise often depicted in bestial aspect, frequently as a large suchian.

    Alkam and Alkabir were patron gods of the Neskan dynasty and it is not clear if they were native to the Nanda or whether they were imported by the region’s conquerors. In either case, few depictions of either god survive, for many of their shrines were toppled immediately following the fall of the Neskana. In His few surviving depictions, Alkam seems to be wearing rather heavier armour than would normally be worn by a Nanda soldier. These days he is treated as a god of destruction, the wasteful side of war, and is feared for that reason.

    Labutir is shown as a more usual Nanda warrior, generally reflecting the military standards of the day. He wears a helm and carries a large curved sword and a long spear. Although a battle god, Labutir is generally associated with strength, valour and rage rather than with skill or strategy. His sons Sharal and Rendinir are depicted as more shrewd, and Sharal is particularly popular among generals and military leaders, for His inspiration will not only slay enemies but win wars. Most soldiers pay great respect to the twins Therzir and Zithir, patrons of warriors and raiders, a pair as cunning and loyal as they are strong and brave.

    Turandah is a popular goddess, venerated by couples of all ages and often as a patron of brotherly and familial love as well as between lovers. She is not to be confused with Sasha, who represents fertility in nature (and thus animals, plants and crops) rather than people. Perhaps surprisingly Turandah is generally depicted clothed, though less modestly than Her daughter Laimah.

    The cult of Laimah serves as an unofficial registrar for marriages and respect is paid to Her at every Nanda wedding, though She is a patron of married couples as well as marriage ceremonies. It is common for couples to pray and make offerings to Laimah on anniversaries of their wedding. No such restraint is shown when it comes to Laimah’s half-siblings Anayah and Rathir, who are without exception always depicted naked and frequently in an act of lewdness. They are sometimes even reduced to a straightforward, crude image of genitalia with wings attached.

    Nanshah is a stern-looking woman, often shown blindfolded and holding a set of scales, although this is not universal and some have been known to complain that this depiction is pollution from a foreign cult. Her sister Sharamayah is shown as a young woman, usually with hands outstretched and weeping. She is a patron of healers and almoners, although is one of the most popular gods among all Nanda.

    Most of the Dardora are rarely depicted. Susinir is sometimes viewed as a god to be appeased, for His favour will determine one’s fate for eternity. It is said by many that Susinir is a merciless and unyielding god whose favour cannot be bought, but this does not stop people trying to win boons from Him. Varunal and, more rarely, Nantarul, are sometimes invoked in the context of curses against one’s enemies. Both are terrible: Varunal carries a great blade which will consign any soul to oblivion in the lowest reaches of the underworld; Nantarul can lay waste entire cities in His wrath.


    Spoiler: Society
    Show
    Government in Nand is highly decentralised, with different strata of organisation existing in different parts of the country.

    The governor of a territory is called a Setrapan. Often these double as army commanders and indeed this was their original role. The position of setrapan is not, in theory, hereditary, or even awarded for life, but such is the power of many of the setrapa that they can ensure their favoured successor, usually a relative, follows them in their province. Many of the setrapa are in practice more powerful than the king, and are thus largely immune from castigation by the crown.

    The Karapa are the highest-ranked generals of the army, appointed by the crown. They do not hold official governmental position, but such is the militarisation of government that in practice they are often more powerful than the setrapan themselves. The appointment of karapa is often seen as an attempt by the crown to wrest back power from setrapa.

    There is a noble class, with attached privileges (known as the Azada), but the highest governmental positions are not reserved for them, and many of the setrapa and karapa are not of noble birth. The most ancient and powerful of these are called the Vaspura.

    Day-to-day government is carried out by the wuzurga: junior officials, usually in charge of a district.

    Nanda society is underpinned by a principle of communalism which nevertheless often fails to manifest itself in practice. In theory, those who contribute most to the community are the most highly valued, though in fact those who can take what they can often do so and maintain a relatively lofty position nonetheless. For instance, while the farmers and manufacturers are considered more valuable to society and thus in theory higher-ranking than warriors as a class, in practice the ability of the warriors to take what they need has resulted in the warrior class becoming much more powerful and much more prevalent at a higher level within society.

    Raiding and war are facts of life for most Nanda, certainly those outside the cities, and this is the principal reason why warriors have attained a privileged position within society. Whether clashes between setrapa involving hundreds of troops, or small raiding bands within districts numbering no more than a dozen, there can be almost no time when there is no fighting somewhere within the kingdom.

    Women are considered equal to men in almost every respect, and sex is no barrier to advancement within society – except for the fact that bearing and rearing children is still seen as the most important duty and role for women, as a means of perpetuating the people. It is therefore common for the career of even the most brilliant woman to be interrupted by the “need” to have children – many of whose careers never resume, thanks to the rate of death in or after childbirth.

    Voluntary celibacy is almost unheard of, outside religious orders which require it, and arranged marriages are common. Marriage within caste is the norm, but marriage without is not outlandish. It is relatively common for members of the royal family in particular to marry outside their caste. Thanks to the importance of marriage, chastity outside marriage is considered of great importance, and adultery, fornication and, especially, children outside wedlock can be cause for great scandal, even prosecution. Despite relatively frequent moral campaigns by setrapa or religious authorities to punish those involved in such activities (or to round up prostitutes), however, it has proven impossible to eradicate such depravity altogether, and inevitably within a few years things have returned to their former state.


    Spoiler: Caste System
    Show
    The caste system in Sasanand is rudimentary, and either in an early stage of development or an advanced state of decay. is as much descriptive as prescriptive, although since children tend to take after their parents' colouring there is a degree of heredity attached. Nevertheless it is common for Nanda of predominantly one colour to have skin with whorls, dashes or other patterns of colours generally associated with other castes. What caste they become associated with may be a matter of ancestry, or of later conduct.

    There are eight nominal castes, in three principal groupings, with each caste associated with certain skin colours. In rough hierarchy, they are:

    Balanda
    Siyanda (Black)
    Arguvada (Blue/indigo)
    Guloda (Pink/purple)

    Desonda
    Sabada (Green)
    Zarda (Yellow)
    Kemezda (Red/orange)

    Bekorda
    Sefida (White)
    Beranda (Colourless)

    The majority of the nascent aristocracy is drawn from the Balanda castes.

    Siyanda are near-mythical and there have been no confirmed Siyanda births within reliably recorded history.

    The Arguvada, Goluda, Sabada and Zarda together make up the vast majority of the civilian population, although many of them serve in the military regardless, especially those of the Balanda. The Sabada form a majority population in the rural areas of the kingdom, most of them being farmers or herders. The Zarda generally form the urban commonfolk.

    Kemezda are warriors, raiders and hunters. Although in the nominal caste hierarchy they occupy a relatively lowly station (as those who provide sustenance are considered more valuable to the people than those who raid for it) that is deceptive, as they tend to enjoy a relatively privileged position in most communities, and it is common for karapa and setrapa to be drawn from this caste.

    The Sefida are near-universally recognised as the lowest caste, although for the most part they are not despised so much as pitied (although precise treatment varies across the kingdom). They need to spend a great deal more time in the sun than other Nanda in order to function correctly, and are generally stunted and prematurely aged from exhaustion.

    The Beranda are rare, and although known as the “colourless”, in fact have what non-Nanda would call a more natural complexion, usually tending towards the dark olive. They possess few of the qualities of normal Nanda, although their vision is slightly better than that of normal humans. Otherwise, though, they have no secondary vision from their skin and do not suffer unduly if kept out of the sun (indeed, they are the only Nanda known to suffer from sunburn). For these reasons they operate largely outside mainstream Nanda society, and many Nanda diplomats and explorers are from this caste. Less fortunate Beranda put their skills and ability to operate nocturnally to use closer to home, and become thieves, spies or assassins.


    Spoiler: Military and Government
    Show
    Organisation

    The structure of the military and the civil government closely mirror one another. This is not a coincidence, for the civil government largely originated as a military system, put in place so that generals could have independent control over outlying regions and raise their own funds and recruits. The current strictly military structure is newer, and has been introduced by more recent monarchs seeking to create an independent army directly loyal to them to counter the growth in power of their mightier underlings.

    The two structures thus exist largely in parallel, with ranks between the two being equivalent. It is further complicated by the fact that many civil officials hold military authority associated with their office, while the practice of appointing loyal soldiers to government positions has never entirely ceased, and thus there is a large crossover between the two. An arcane system of precedence exists, but is very poorly understood, and this has led to the existence of a growing class of bureaucrats who specialise in untangling and defining it.

    Both the military and civil authorities are in principle meritocratic, with no barrier to high office existing for those of lower birth or class, and indeed no discrimination by sex. At certain ranks examinations are required to ensure that weaker candidates are not over-promoted. In practice, of course, the wealthy or well-connected are much better positioned to secure promotion opportunities, devote time to study, or retake the examinations until such time as they succeed, and so the upper ranks contain a disproportionate number of the well-off, well-born or high-caste individuals. Nevertheless some commoners do achieve high office, although upon doing so they tend to form dynasties of their own.

    The overall organisation is largely pyramidal, with the setrapan (civil) or karapan (military) holding ultimate authority over almost all junior officers or officials. There are some exceptions to this rule. For instance, the Savaran Puzdig Salar-Sardapan is a senior military officer in command of the monarch's household troops, who reports directly to the king or queen and holds rank nominally equal to the karapa or setrapa (though his personal power is much weaker than either, as he holds authority only over the monarch's household guard).

    Military officers must be literate in the Nanda language and script, while civil officers must also be able to read and write the “Imperial” (i.e. Kroznat) language and script to a high degree of proficiency and preferably fluently. In some departments further languages are required, which together with the regional dialects spoken from birth by many, mean that some officials are in fact near-fluent in four or five languages in total.

    Military composition and equipment

    The pride of any Nanda army is its cavalry. Warfare is highly manoeuvre-based, with relatively little attritional element to battles, and the objective of any general is to gain a positional advantage over his foe. As such cavalry are deployed in large numbers, both for scouting and for their rapid reaction speed in the face of new developments. Communication is often performed and orders delivered across a battlefield by use of coloured flags and signals, to convey messages more quickly than a rider or messenger could.

    Although horses are used occasionally in some of the border regions, the principal mount is the thezirin. The thezirin's weight and ferocity relative to a horse makes up to an extent for the light armour and equipment carried by the cavalry and which precludes the development of true heavy cavalry in any significant numbers.

    The thezirin also has significantly more stamina than a horse, making it invaluable on long expeditions and enabling armies to move rather more quickly than they otherwise might. They do present problems of their own: being carnivorous reptiles they are somewhat limited in their activity and it can be troublesome to provide them with supplies. They also take much longer to reach maturity than a horse and are thus expensive to breed. Since the Nanda themselves are also dependent on sunlight, however, they are to an extent well-matched with their steeds when in the field.

    Armour

    A thezirin rider generally wears minimal armour. Helmets are the norm, and most riders will also wear a leather gorget and short breeches to protect the most vulnerable arteries. Other than that riders are generally nude, though female riders may also wear a strophion for practical reasons. Some flamboyant riders will wear silk or gauzy cloaks and shirts, but this is often considered a frippery by serious soldiers. Thezirins may wear heavier armour, though since their scales are tough, this is often superfluous (indeed, thezirin leather is widely used in personal armour).

    Shields are the norm, usually large oval shields made from wood or wicker, with metal rims. Since they wear such minimal armour, soldiers are largely reliant on their shields for protection. Cavalry shields are smaller than infantry shields, but shields still tend to be as large as is practical.

    It is common for senior officers to wear helms made from the skulls of creatures they or their troops have slain. Thanks to the variety of skulls available from the plains of the kingdom, it is rare for two generals to have identical helms, and so individual karapa are commonly referred to by the name of the animal from which their helm is made. A colloquial term for karapa is “usturuja”, meaning roughly “skull-face”, also in reference to this custom.

    Some very high-caste or high-rank individuals might suffer the exhaustion of being full armoured in exchange for additional protection. Where this is seen, armour tends to take the form of scale armour, chain mail or studded thezirin leather, combined with the usual helmet. It has been occasionally suggested that full units of such troops be formed as shock cavalry, but in Nanda warfare the trade-off of mobility and stamina is generally not considered worth it.

    Weaponry

    Since armour is generally so light, blunt weapons are hardly seen, and most weapons aim to take advantage of the enemy's exposed flesh or to puncture shields or basic leather armour. Soldiers tend to carry spears as their principal weapon, with curved swords for close-quarter fighting. In metal-poor regions axes are sometimes seen, and some theorists have suggested the value of an axe for pulling down an enemy shield prior to assault with another weapon, but this is not seen on a large scale.

    Cavalry also usually carry a long lance, over twelve feet long. Bright pennants are often hung from these lances, used both for display and for recognition in the dust of a battlefield.

    Ranged weapons are common throughout the army: Nanda have excellent eyesight and seek to take advantage of it by engaging the enemy at distance. Slings, bows and crossbows are all used extensively and most soldiers carry such a weapon. Javelins are also often seen, with cavalry or infantry hurling them to add extra impetus to a charge, or to disable enemy shields prior to a clash.

    With relatively little armour seen on Nanda battlefields, weapons such as maces, flails and hammers are rare. The monarch possesses a ceremonial mace, symbolising the royal family's dominance over the other “armoured classes” which comprise the nobility and setrapa, though in combat the monarch still tends to use a sword.


    Spoiler: Lexicon and Linguistics
    Show

    Many words in the Nanda language, especially nouns referring to people, are compound and formed by the addition of a suffix to a stem word.

    Double consonants are relatively rare in the Nanda language, and adjacent plosive consonants or non-sibilant fricatives are unheard of. Where addition of a suffix to a stem would create such a combination, either one of the consonants is dropped or a vowel (usually “a”) is inserted. For instance, in the case of the stem word “Arguv-” the addition of the “-dan” suffix would create the illegal compound “Arguvda”, which with the addition of an “a” becomes “Arguvada.” With the addition of the suffix “-van”, the second “v” is lost, and the compound becomes “Arguvan”

    Personal suffixes

    -badan - priest(ess)
    -dan – person (of such a group)
    -pan – guardian/leader
    -shan – king/queen
    -van – man
    -zan – woman

    Noble and governmental titles

    Azadan – Noble(wo)man
    Framandarpan – Battlefield commander
    Hirbad – Priest
    Kara – Royal army
    Karapan – Commander of the royal army
    Mobad – High priest
    Paygospan – Commander of a setrapa army
    Savaran Sardapan – Cavalry commander
    Savarana - Cavalry
    Setrapan – Provincial governor
    Vaspurdan – Great lord
    Wuzurgan – Governmental official

    Honorifics

    Anoban/-ana - High-ranked officers
    Sathoran/-ana - Officers
    Shaban/-ana - Royalty

    Foreign lands

    Antirrio - Tir Xungla
    Badaburjamin - Primus
    Jabu Morana - Prevaz (people)
    Llurikesh - Blairhiminn
    Zemina Morana - Whansis


    Spoiler: Roll of Kings
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    Name Year Start-Year End Notes Relationship
    Pre-Dynastic
    Nandir -
    Therzir & Zithir -
    Sharu-kin -
    Ira-anathir -
    Nanu-agir -
    Kiram-abazir -
    Tabon-agavar -
    Sesha-anir -
    Karda-nestir -
    Pira-erazir -
    Javanu-erashir -
    Dera-eris -
    Kura-oras -
    Zakad-arathir -
    Old Kingdom (Nandan Dynasty)
    Ardashir I 1-35
    Kouros I 35-46 Son of Ardashir I
    Ardashir II 46-63 Son of Kouros I
    Kambuzir I 46-61 Son of Kouros I
    Kouros II 63-84 Son of Ardashir II
    Kambuzir II 63-82 Son of Ardashir II
    Perzir I 82-104 Son of Kambuzir II
    Kouros III 104-125 Son of Perzir I
    Ardashir III 105-131 Son of Perzir I
    Kouros IV 125-136 Son of Kouros III
    Kambuzir III 125-152 Son of Kouros III
    Nangir I 131-136 Son of Ardashir III
    Kambuzir IV 136-152 Son of Nangir I
    Kambuzir V 152-181 Son of Kambuzir IV
    Ardashir IV 181-190 Son of Kambuzir V
    Perzir II 190-191 Son of Kambuzir V
    Perzir III 190-197 Son of Ardashir IV
    Kouros V 190-199 Son of Ardashir IV
    Daras I 191-195 Son of Perzir II
    Ardashir V 195-202 Son of Daras I
    Kouros VI 197-202 Son of Perzir III
    Perzir IV 199-211 Son of Kouros V
    Perzir V 202-213 Son of Kouros VI
    Kambuzir VI 211-216 Son of Perzir IV
    Kambuzir VII 213-224 Son of Perzir VII
    Kambuzir VIII 216-224 Son of Kambuzir V
    Baban Dynasty
    Isfandir I 1-13 Great-grandson of Kambuzir V
    Yazdagir I 13-41 Son of Isfandir I
    Daras II 41-78 Founder of Amaki Son of Yazdagir I
    Sarses I 78-116 Grandson of Daras II
    Nangir II 116-119 Son of Sarses I
    Azarmir 119-145 Last king at Amaki Great-grandson of Daras II
    Nimur I 145-147 Great-grandson of Daras II
    Yazdagir II 147-163 Son of Nimur I
    Juvanashir I 163-168 Son of Yazdagir II
    Daras III 168-184 Son of Nimur I
    Perzir VI 184-191 Son of Daras III
    Juvanashir II 191-193 Son of Daras III
    Sarses II 193-197 Son of Daras III
    Perzir VII 197-208 Son of Daras III
    Ardashir VII 208-212 Puppet king of Shanaz I Son of Perzir VII
    Jangan Dynasty
    Shanaz I 1-16 Former concubine of Perzir VII
    Shanaz II 16-52 Daughter of Shanaz I
    Sarses III 52-74 Son of Shanaz II
    Shanaz III 74-81 Daughter of Shanaz II
    Yazdagir III 81-83 Son of Shanaz II
    Hannah I 83-103 Daughter of Yazdagir III
    Sarses IV 103-137 Son of Hannah I
    Shanaz IV 137-151 Daughter of Hannah I
    Aiman I 151-186 Daughter of Shanaz IV
    Hannah II 186-189 Daughter of Hannah I
    Shanaz V 189-197 Daughter of Hannah II
    Aiman II 197-219 Daughter of Shanaz V
    Sarses V 219-237 Son of Aiman II
    Imperial Era (Neskan Dynasty)
    Bagratir 1-12
    Yavanir II 12-27
    Nina 27-62
    Zenyir I 62-64
    Tamara I 64-71
    Bagratir II 71-80
    Yehanir 80-87
    Tamara II 87-91
    Shuzir II 92-130
    Burandota I 130-135
    Bagratir III 135-142
    Zenyir II 142-167
    Burandota II 167-187
    Yavanir II 187-217
    Restoration Era (Sasan Dynasty)
    Sarses VI 1-12 Descendant of Sarses V
    Isfandir II 12-46 Son of Sarses VI
    Nimur II 46-88 Son of Isfandir II
    Eraneh I 88-89 Daughter of Nimur II
    Isfandir III 89-91 Son of Isfandir II
    Aiman III 91-114 Daughter of Isfandir III
    Isfandir IV 114-123 Son of Aiman III
    Yazdagir IV 123-132 Son of Isfandir IV
    Isfandir V 132 Son of Yazdagir IV
    Ardashir VIII 132-140 Son of Isfandir IV
    Kambuzir IX 140- Son of Isfandir IV
    Last edited by Aedilred; 2016-12-06 at 12:31 AM.
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    Default Re: Empire! Lands of Arandi

    Sasanand
    Region 1
    Population 930,000

    Spoiler: Summary
    Show

    Region name: Sasanand
    Number: 1
    Population: Nanda
    Resources: Thezirins
    Wanted resource: -
    Religion: Unorganised paganism (majority), Daen (minority), Doctrine of the Nine Candles (minority)


    Spoiler: Terrain
    Show
    Sasanand is a region of open, flat, prairie, wide white beaches and high blue sky. During the long summers the sun bakes down from overhead, driving much mammalian fauna underground or out altogether. Most of the dominant animals in the region are reptilian: lizards and snakes of varying size, turtles and some crocodiles around the coast, stalking birds, and the mighty archosaurs which roam the plains.

    This is the sun-drenched land where the Nanda have made their home, and seem as comfortable as the reptiles themselves. Almost every piece of high ground in the region houses a Nanda settlement, to give better views of the land all around. The largest hill is known as Sathi, which offers unparalleled visibility. Sathi is also home to a spring, which combined with its strategic value has made it the historic, and current, home of the Nanda royal family. The city that has grown up around it is the effective capital, known as Teyasi.


    Spoiler: People
    Show
    The Nanda (singular Nend) are a humanoid people of roughly average height and build, and slightly pointed ears which might suggest at a distant fey heritage. They differ noticeably from humans in two respects. Their eyes are much more responsive than those of normal humans. In low light the pupil can expand until it fills almost the whole visible eye, while they seem to suffer no discomfort in bright light at all. Their vision is consequently somewhat superior to that of normal humans in good light, and it is said they can see colours outside the normal spectrum.

    More remarkable at first glance however is their skin, which is almost universally brightly coloured. Almost any colour or colour combination can be found within the Nanda, and the colours have been known to change slightly in response to different environments. This is not purely decorative, however. The coloration is a natural (or supernatural) reaction to light, allowing them to walk in the bright light of the sun all day and suffer no ill effects. In fact sunlight is not merely harmless to them; it is a key element of their existence, for they rely on the light to survive. The light-responsive properties of their skin also provide them with a rudimentary form of secondary vision: even a “blind” Nend can still see to a limited extent.

    A Nend left in the dark for too long will suffer greatly, become fatigued, and eventually die of something approximating malnourishment. Although the Nanda can see in the dark, they are never comfortable in it, for they lose any assistance from their skin-sight and thus feel vulnerable and blind.

    Thanks to their reliance on exterior light, the Nanda tend to wear only enough clothes to cover their modesty and protect their most vulnerable and sensitive areas. If they do wear other clothing it tends to be light silk or other translucent fabric.

    They are a proud and warlike people, for they are most comfortable in hot, desert-like environments where natural resources are not plentiful. Nanda warfare is rapid and manoeuvre-based, with an emphasis on skill in both generalship and swordcraft over numbers and attrition. Ranged weapons are common, to take advantage of their excellent eyesight. Battles can be bloody, for few Nanda wear a great deal of armour - heavy armour would prevent light reaching their bodies and exhaust them very quickly. For the same reason, however, surrender is common when a warband or army realises it has been outmatched, and the conventions of warfare are generous towards defeated foes.

    In light of both their discomfort in the dark and the warlike nature of society, the Nanda live in walled towns and cities to protect them against nocturnal incursions. When they must venture away from their settlements they are experts at quickly erecting fortified encampments to keep them safe during the night.

    The society has a rudimentary caste system, based on skin colour. This is however largely descriptive rather than prescriptive: Nanda with certain colours are more comfortable in certain environments and thus tend to gravitate towards such professions or trades. Those rare Nanda who are born with no bright coloration at all (they tend to have a dark olive complexion) tend to become diplomats or explorers, for they are more able to travel far from home without attracting undue attention or being at risk from the lack of sunlight.


    Spoiler: Religion
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    The Nanda mostly hold to their ancestral beliefs and local gods. Many groups have their own divine patrons, and some worship their ancestors as gods. Some groups have adopted the creed of Daen and a few of the Doctrine of Nine Candles, though they have yet to make significant penetration and neither can lay claim to the majority of belief in the region. Nevertheless religious tension and outright warfare between chieftains is common and some murmur that Queen Eraneh's sudden death a few years ago was not by chance but rather an assassination due to her known support for Daen.

    Queen Aiman makes a point of acknowledging all the major gods and faiths of the region and not expressing a strong opinion on any. Inevitably it is suggested this is to avoid the fate of her cousin.


    Spoiler: Resources
    Show
    The most common riding animal in Nand is the Thezirin, as horses cannot survive long in the hot climate and camelids are not found in the region. These are carnivorous reptilian creatures which can reach around six feet tall at the shoulder. Although they are principally bipedal, their front legs are powerful and can be used for running. Each of their feet is tipped with long claws, making them powerful military assets, and they are ridden into combat by Nanda knights and raiders.

    They are also distinctive by their coloured feathered crests, which protrude from the backs of their skulls.


    Being relatively dry, the region has less in the way of drinking water than the Nanda would like, and so they desire beverages for import.





    Babanand
    Region 2

    Population: 817,000

    Spoiler: Terrain
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    The land here is mostly prairie as with the region's neighbour to the east, but rises into more hills and rocky outcrops. Aside from its coast to the north, it is bounded on two sides by large lakes, the coasts of which contain most of the largest settlements in the region. The shallows of each of the lakes provide an ample supply of fish and shellfish, though the deeper waters remain largely untravelled, as does the open sea. To the south the region begins to degenerate into the Wormwood swamp, which forms the effective border with Krozna.

    The larger of the two lakes is known as the Scarlet Sea, although the etymology of this term is unknown: some say it refers to the wormwood plant that grows along its southern shore, some that it is named for the skin colour of the Kroznat in the swamps beyond.

    Near the western border is the Altar of Enrir, an ancient holy site of one of the chief gods of the Nanda people, still tended by a small group of priests. Although the rituals undertaken at the altar are known only to the priests and the most faithful permitted to witness them, it is generally believed that in antiquity human sacrifice was carried out here, and some say that it still is.


    Spoiler: People
    Show

    The people here are Nanda, with the same brightly-coloured skin as their cousins to the east. There is no real central government, with the authority of the setrapa who once ruled in this region long since broken down.

    The Nanda (singular Nend) are a humanoid people of roughly average height and build, and slightly pointed ears which might suggest at a distant fey heritage. They differ noticeably from humans in two respects. Their eyes are much more responsive than those of normal humans. In low light the pupil can expand until it fills almost the whole visible eye, while they seem to suffer no discomfort in bright light at all. Their vision is consequently somewhat superior to that of normal humans in good light, and it is said they can see colours outside the normal spectrum.

    More remarkable at first glance however is their skin, which is almost universally brightly coloured. Almost any colour or colour combination can be found within the Nanda, and the colours have been known to change slightly in response to different environments. This is not purely decorative, however. The coloration is a natural (or supernatural) reaction to light, allowing them to walk in the bright light of the sun all day and suffer no ill effects. In fact sunlight is not merely harmless to them; it is a key element of their existence, for they rely on the light to survive. The light-responsive properties of their skin also provide them with a rudimentary form of secondary vision: even a “blind” Nend can still see to a limited extent.


    Spoiler: Resources
    Show

    From quarries in the hills the people have an ample supply of stone, mainly limestone, which is used extensively in construction.

    Although building materials are plentiful, the people require hard metals, as they have not discovered any native seams of iron or tin.


    Spoiler: Religion
    Show

    The Nanda of Babanand follow the pagan Nanda gods, with minimal penetration from organised religion in the shape of the Doctrine of Nine Candles.





    Andanand
    Region 4

    Population: 747,000

    Spoiler: Terrain
    Show
    Andanand is a small territory of grassland and shrubland bounded by the Buzdarja river to the west and the Wormwood swamp to the east. Significant portions of the region are prone to flooding, with many, though not all, of the major settlements concentrated in the far north and south of the region, where the land is drier and forms borders with the neighbouring regions.

    In the east the most noteworthy landmark is Zhim Baland, which is for much of the wet season effectively an island, rising high above the flooded fields and visible from miles around. A temple to Aniteh is built on the summit, and there is a small town in the dry area around the base of the hill, constructed around the headquarters of a religious order rich and widely respected in the region.


    Spoiler: People
    Show

    The people here are Nanda, with the same brightly-coloured skin as their cousins to the east. There is no real central government, with the authority of the setrapa who once ruled in this region long since broken down.

    The Nanda (singular Nend) are a humanoid people of roughly average height and build, and slightly pointed ears which might suggest at a distant fey heritage. They differ noticeably from humans in two respects. Their eyes are much more responsive than those of normal humans. In low light the pupil can expand until it fills almost the whole visible eye, while they seem to suffer no discomfort in bright light at all. Their vision is consequently somewhat superior to that of normal humans in good light, and it is said they can see colours outside the normal spectrum.

    More remarkable at first glance however is their skin, which is almost universally brightly coloured. Almost any colour or colour combination can be found within the Nanda, and the colours have been known to change slightly in response to different environments. This is not purely decorative, however. The coloration is a natural (or supernatural) reaction to light, allowing them to walk in the bright light of the sun all day and suffer no ill effects. In fact sunlight is not merely harmless to them; it is a key element of their existence, for they rely on the light to survive. The light-responsive properties of their skin also provide them with a rudimentary form of secondary vision: even a “blind” Nend can still see to a limited extent.


    Spoiler: Resources
    Show

    The people here long ago learned to cultivate and domesticate useful arthropod species and the region now produces silk. Andanand silk is highly-regarded for its fine weave which can lend it translucent or near-transparent properties, and is very popular with the Nanda both here and further afield.

    The people require stone, for much of the land is soft and any attempt to quarry is usually quickly flooded.


    Spoiler: Religion
    Show

    The Nanda of Andanand follow the pagan Nanda gods almost exclusively. Aniteh is the most visibly worshipped of the Nanda deities and the subject of the most noteworthy temples, but all are followed as appropriate.





    Janganand
    Region 51

    Population: 625,000

    Spoiler: Terrain
    Show
    Known in ancient times upon discovery as Mianrodan, the province now known as Janganand is bounded almost entirely by the curves of the greatest river known to the Nanda people as the Buzdarja. The river provides water for the people, as well as protection, allowing them to flourish within its sweep. Towards the centre there is still an aridity to the region, and this has shaped the social geography of the province.

    There are three main regions within the province: the hilly areas of Janzamin in the north and Nuqrazin in the south, and the Kusk valley in the centre. Although there are some water sources in the Kusk, the river which carved it has long since dried out, leaving it a relatively sterile region which prevents people from settling there in great numbers. Most of the major settlements of the area are therefore along the banks of the Buzdarja, and these centres have historically competed for control of the Kusk valley, operating from their less vulnerable highland bases.

    The greatest city in the region is Jangai, towards the northeastern border, and which was the ancestral home of the Jangan dynasty of Nand kings.


    Spoiler: People
    Show

    The people here are Nanda, with the same brightly-coloured skin as their cousins to the east. With Janganand believed to have been a frontier province and relatively distant from the traditional seats of rulership, the people here have retained an even more militaristic outlook than is usual for their race, with feuding between the nobles and officials of the region the norm rather than the exception.

    In the last generation the setrapan of Jangai has managed to extend his reach across much of the region, conquering the Kusk valley and subduing his most powerful rival in Nuqrai, who now grudgingly accepts Jangaia authority. He maintained what he called a standing army, though really more of a large warband, which opposed attempts to conquer the region.

    The Nanda (singular Nend) are a humanoid people of roughly average height and build, and slightly pointed ears which might suggest at a distant fey heritage. They differ noticeably from humans in two respects. Their eyes are much more responsive than those of normal humans. In low light the pupil can expand until it fills almost the whole visible eye, while they seem to suffer no discomfort in bright light at all. Their vision is consequently somewhat superior to that of normal humans in good light, and it is said they can see colours outside the normal spectrum.

    More remarkable at first glance however is their skin, which is almost universally brightly coloured. Almost any colour or colour combination can be found within the Nanda, and the colours have been known to change slightly in response to different environments. This is not purely decorative, however. The coloration is a natural (or supernatural) reaction to light, allowing them to walk in the bright light of the sun all day and suffer no ill effects. In fact sunlight is not merely harmless to them; it is a key element of their existence, for they rely on the light to survive. The light-responsive properties of their skin also provide them with a rudimentary form of secondary vision: even a “blind” Nend can still see to a limited extent.


    Spoiler: Resources
    Show

    The people are known for their glassworks and glass of all colours is exported from the region.

    There is however something of a shortage of domesticated livestock, despite the number of wild beasts that roam the land.


    Spoiler: Religion
    Show

    The Nanda of Janganand follow the pagan Nanda gods, with minimal penetration from organised religion in the shape of the Doctrine of Nine Candles.





    Havanand
    Region 52

    Population: 816,000

    Spoiler: Terrain
    Show
    Havanand is the most topgraphically diverse of the Nanda provinces, with the interior largely comprised of highland which gently slopes down towards the sea to the north and the shores of the Modar lake in the south. It is also uncharacteristic for the degree of rainfall it receives, which makes it uncommonly green. Large areas of the highlands are forested, and those areas that are not are now occupied by rice fields.

    The Modar Sea (although it is, in fact, a lake) dominates the southern part of the region. This large and relatively placid body of water is a focus for settlement and a useful source of water for much of the population.

    The coast is studded with ruins from cities long since abandoned or destroyed. Various stories are told about these ruins, the people who built them and the reason for their ruination, although it is possible that, more prosaically, they are simply old Nanda cities that failed to sustain their size and fell into decline. There are still a number of ports along the coast, but little more than fishing villages compared to the apparent size of their predecessors: indeed, some of the contemporary settlements are built on or within the ruins of the older, the expanse of ruins surrounding them providing both quarries for new building and a sober reminder of the fragility of the communities' current existence.


    Spoiler: People
    Show

    The people here are Nanda, with the same brightly-coloured skin as their cousins to the east. There is no real central government, with the authority of the setrapa who once ruled in this region long since broken down.

    The parts of the region comfortably habitable by Nanda are relatively small, but the fertility of the lan and availability of food means that the population density in the regions they inhabit is unusually high compared to its neighbours. This has led to a corresponding increase in the size of towns that the region can support, with the city of Farbensa, between the Modar and the sea, being probably the largest settlement in Nanda territory.

    The forests, by contrast, are hardly settled at all, and are avoided by most of the population, as the forest canopy and the consequent inability to see the sun directly makes the Nanda uncomfortable. Rumours tell of large bands of outlaws in the forests, and some say that they are inhabited by the descendants of some ancient cursed people who have a particular hatred for the Nanda. Fear of the forest is therefore inculcated into Nanda children at a young age and transmitted from generation to generation. Nevertheless, the forests shrink year by year as the edges are gradually cut back, either for logging or to clear space for rice fields.

    Although his direct control barely extended beyond his own city and its hinterland, the governor of Farbensa, a famously rich and corpulent Nend named Terit, considered himself ruler of all Havanand and maintained an army to support his claim, titling himself King. During the war to unify the kingdom, Terit showed remarkable tactical insight, initially holding his own against the Grand Army despite being outnumbered. Eventually however he was cornered and defeated in a battle on a clifftop, where, on realising he was defeated, he leapt to his death.

    His daughter Sheydah later married the crown prince Isfandir, the heir to the throne, in an attempt to restore some order to the province.


    Spoiler: Resources
    Show

    Most of the fertile land in the region is given over to production of rice, whether in dry fields in the hills or in flooded paddies near the Modar lake. The people have long since mastered the art of irrigation, so even in an unseasonably dry year the rice fields remain well-watered.

    Thanks to the relatively heavy urbanisation of society here, the people of the region desire glass for construction of large windows, roofs and greenhouses, to maximise their exposure to light while remaining within the security of stone buildings.


    Spoiler: Religion
    Show

    The Nanda of Havanand follow the pagan Nanda gods. Particular veneration is given to Sasha, goddess of fertility, and the patron twins Therzir and Zithir.





    Aranand
    (Formerly Tir Gwydr)
    Region 11

    Population: 483,000

    Spoiler: Terrain
    Show
    This small island off the coast of Sasanand is a relatively rocky and dry blip of land amidst the ocean. Largely covered in sandy beach around its border a small rocky set of hills rises from its center and it is within these that most of the population make their home. This hilly center is known amongst the inhabitants as Dry Rock and serves as a sort of community center for the various tribes that inhabit the region.

    The sand of the beaches is rich and bright and takes well to the furnaces operated by the tribes of men in the southeastern portion of Tir Gwydr for shaping and blowing into glass. The other tribes of Nanda and the small colony of Aeldir in the northern reach produce little in the way of tradable goods, focused more on hunting the limited game which they in turn trade for the man-made glass.


    Spoiler: People
    Show

    The natives of Aranand are an odd mix of the descendants of various shipwrecked races that have over slow amount of time come to inhabit and colonize the island. The two largest groups are the Nand inhabitants of the western coast and the men tribes of the south. A small but recently elevated portion of the inhabitants is the small colony of Aeldir in the northern tip of the small island region.

    The Nanda are perhaps the most widespread, inhabiting the beaches up and down the western coast and organized into small tribal groups led by Setrapan governors and divided largely by color hue with blue skinned Nanda living separately from red skinned, and so on. The Nanda have adapted most successfully to the island life and operate semi-nomadically hunting what food there is to be caught or harvested from coconut trees and cultivating small gardens of small fruits where they can.

    The human inhabitants are the most organized of the three groups and the majority live in a small town-city around which they grow small harvests of what fruits they can grow and practice their glass blowing and craftsmanship for trade with the Nanda and occasionally the Aeldir. It was within the human city along with the Aeldir support that the Matrons of the Fall made their first inroads in establishing themselves on the island.

    The smallest but with recent colonization most important group of inhabitants is the Aeldir colony in the north, known as Caer Coll, and inhabited largely by Spring Aeldir boys believed to have been shipwrecked some decades back during the conflict around the Rose Throne. These Aeldir are quite different from the Spring Boys of the Courtlands, having developed a social structure without the guiding hand of a Spring Girl (from what the Matrons gathered their Girl was lost in the event that shipwrecked them) and instead these Spring Aeldir adopted a system of semi democratic election with leader determined by who could steal the greatest value of items from the Nanda and human inhabitants. For their trickery the Aeldir's colony was the least accepted among the three prior to the arrival of the Matrons although many beyond their foraging radius believed them to be only myth.

    When the Autumn Court took over administration of the region they appointed the current Spring Aeldir as governor of the region while Matrons took positions as lovers and guiding mothers among the human and Nand and set up a tributary system of glass from the human colony back to the Aeldir colony and Tir Amser in exchange for the promise of providing the succulent nurture of the Marigold Rose's nature and more foodstuffs to follow.


    Spoiler: Resources
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    Glass: Minor the men tribes in the south of the island have learned to create beautiful glass vases and other glassware which they have traded with the other tribes on the island for the limited meat and vegetables. With the arrival of the Aeldir and promises of food the Aeldir colony and the Nanda have both expressed an interest in joining the glass trade.

    The locals have a great need for foodstuffs as the small dry island has little in the way of natural vegetation or game.


    Spoiler: Religion
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    The paganism of the natives is just as varied and different as the inhabitants. The Nanda largely worship the Old Gods of the Nanda while the men follow a Minority of the Grand Church of Daen and the Aeldir adhere to a rudimentary understanding of the pervasive beliefs on Tir Amser.
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  24. - Top - End - #54
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    Default Re: Empire! Lands of Arandi

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    Piruzikhet

    Region 5

    Population: 731,000

    Spoiler: Summary
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    Name: Piruzikhet
    No: 5
    Population: 731,000
    Resource: Wine [minor]
    Requires: Domesticated Animals


    Spoiler: Terrain
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    To the outsider, Piruzikhet might appear a pleasant enough land: the weather is warm, with long periods of sunshine and reliable, sufficient rainfall; the soil is black and rich, enabling the easy growing of crops of all kinds, including both grapes in the hills and rice in the valleys; wetlands along the coast provide adequate flood defences and a ready source of meat and fish.

    The locals would disagree, for truly they hate this place and that they are forced to live here. As a foreigner marvels at the ease of growing crops, the natives will complain about the difficulty of suppressing weeds. The abundance of wildlife will be countered with stories of venomous creatures that have claimed the life of friends; the water is considered either foul or dangerous, with people having got stranded or stuck in the mud and drowned.

    There is some kind of reason behind this attitude, for they believe this land – and, by dint of their long habitation of it, themselves – to be cursed. Perhaps it is true that they are cursed, or at least unluckier than most, for travellers here have universally marvelled at the land and not one of them has – as far as anyone knows – choked to death on a frog, or fallen victim to the Strangleweed that the natives insist grows so fast it can overwhelm people in their homes while they sleep, or any of the other countless inventive and horrible ways to die the locals so lament.


    Spoiler: People
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    The inhabitants call themselves the Jojokhetie, although this is often shortened to “Jojone”. They are a wretched and miserable people who maintain a long and bitter history of loss and deprivation, having been driven out of the lands they called home to this one region where they sit and wallow in their dispossession. Those looking closely might see some similarities to both the Kroznat swamp-natives and the humans of Blairhiminn (which the Jojone call Llurikesh) in their culture, language, and possibly even in their appearance, although the latter would be uncharitable.

    Physically, the Jojone are an unprepossessing race: they appear for the most part to be human, but there are traces of what might be something else in their ancestry – or might just be the product of extreme inbreeding. Their skin has a greyish hue; their limbs are long and gangling; their backs are hunched. More peculiarly, their teeth are often supernumerary, and their eyes are black. Polydactyly and – either fully or partially – webbed digits are common. They are also remarkable for their short life expectancy.

    Culturally there is little to be said for the Jojone by any foreign measure. Although they have a written script, the literate community is exceptionally tiny, and there appears to be nothing in the way of literature, with writing being used almost exclusively for record-keeping. They have no apparent interest in or ability with other forms of tangible art, and while they do have a sophisticated oral tradition of poetry and song (which is also how they record their history) their recitations sound grim, unmelodious and dirge-like to most foreign listeners.

    The Jojone have no cities to speak of and tend to reside in rural communities centred around family units – what they call tomis – what foreigners might think of as a clan or tribal arrangement. Within these tomis everything is shared, including partners, although this does not preclude murderous squabbles over food, lovers, or what passes for money (and therefore power). Incest is common, especially as most members of a tomi are related in the first place. Perhaps most disturbingly, the Jojone are cannibals, and consume the bodies of their dead, unless they are too far gone in disease or decomposition, in which case they are burned and the ashes baked into bread. If a member of the tomis dies and the body is not recovered for eating, this is cause for lamentation.


    Spoiler: Resources
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    Despite the agricultural potential of Piruzikhet, its output is meagre. The Jojone farm rice, wheat, barley and other crops, but rather begrudgingly, and there tends to be little in the way of surplus, while instead of maintaining domesticated animals for slaughter they tend to eat frogs and eels that they catch in the wetlands and ditches to provide them with protein when there are none of their own dead to eat.

    The only product of the region worth mentioning, therefore, is its wine. This is made from either rice or grapes (and sometimes, attempts are made to combine the two), depending on where precisely the vintner is from. The natural terroir of the region means the wine is of a relatively high quality, despite the frequent disaffection of those who make it.

    Many believe that if the region had more domesticated animals, the land could be tilled more productively, and put to better use.


    Spoiler: Religion
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    The Jojone have a rather obtuse native belief system with elements of an ancestor cult. They worship the land itself – not Piruzikhet, but their homeland from which they were driven, and make offerings that they, or the gods of that land, will permit them to return. They pray that the curse upon them might be lifted, that their people might prosper once more, and be restored to their rightful place. Of course, they pray for good health and good harvests and the usual day-to-day life matters as anyone does, but their religious attention still treats their current condition as temporary – albeit one that has lasted, according to their own records, centuries.

    It has been postulated that their infamous cannibalism is in fact connected to this, and that they eat their dead not for sustenance or to destroy them but so that the dead do not have to remain in this foreign land and will, ultimately, be returned home along with their people.





    Llurikesh
    (Formerly Blarhiminn)
    Region 43

    Spoiler: Summary
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    Name: Llurikesh
    Number: 43
    Resources: Bronze (Minor)
    Requires: Food

    Spoiler: Terrain
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    Llurikesh is a warm region, although less so than its northern neighbours due to the soft sea breezes coming in from the southern Cradle sea, and is watered by many rivers. Much of it is covered by forest and hills, and near the northern border some of the hills rise into mountains, while in the south a small mountain chain extends into the sea, forming an archipelago.

    Now called the Kila archipelago, this part of the region is particularly rich in tin, an essential component in the manufacture of bronze, for which the region has become famed.

    Although there are a number of towns in the region, the largest – and consequently the effective capital – is Adamiani (formerly Líonarborg), sometimes just called “The City”, by native traders and merchants due to its size. Adamiani is situated in a large bay, which is in turn shielded by the islands of the Kila archipelago, making the city easy to defend from naval attacks.

    Spoiler: People
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    The majority of the people in Llurikesh are human, mostly a dark-skinned people with slightly slanted eyes. These people call themselves the Samotin, although they are also known as the Himinn, which appears to be a name of Whansis origin, and which has been adopted by a number of the human people themselves. For many of the Samotin, however, "Himinn" is not just an alternative name for the people of the region but the name for a specific group of human inhabitants, namely those aligned with the interests of the Whansis, and who wielded a disproportionate influence in the politics of the region. There is, however, no identifiable ethnic difference between Samotin and Himinn, and even major cultural and linguistic differences are often not apparent. Inasmuch as there is a difference, it seems to be one of self-identification and attitude rather than anything more tangible.

    A relatively small population of Whansis – humanoids with snake tails in place of legs – is also found in the region, especially in the mountains and forests, while the Samotin are more concentrated around the coasts, river deltas and lowlands.

    Culture

    Much of the economy in the region still revolves around the production and export of bronze, the copper for which is mined in the mountains and the tin from the coastal hills before being smelted for use or for export. In ancient times the people of the region remained proudly independent, largely thanks to their independent supplies of bronze weaponry, though this supremacy could not last indefinitely and, eventually, waves of invaders succeeded in breaching the natural boundaries of the region and establishing themselves within it, most recently the Whansis, around three hundred years before the start of the Aenic Calendar.

    Even now, however, bronze remains prominent in the cultural life of the region. Its use in weaponry has largely died out, superseded by good foreign steel (though still preferable to the soft pig iron deployed by some raiders), but for ceremonial armour and weapons it is still popular. It is still used for practical purposes in civilian life, where it is fashioned into tools, but perhaps its predominant use is now artistic: it is used to fashion both physical artwork, such as sculpture, and musical instruments such as horns and trumpets.

    The Prevaz claim much of the credit for the artistic bent of the people in the region, but while there may be some truth in that, the region forms part of a larger cultural continuum encompassing much of the southern continental coast, and the island archipelago south of that. Over the centuries, distinct trends have developed which mark Llurikesh art out from its neighbours, while still identifiably being part of the same tradition.

    Despite the apparent similarities to Aneth and other neighbouring regions, Llurikesh nevertheless differs in a number of important ways. The Prevaz explorers who discovered it appear to have made a number of assumptions about the region on the basis of its similarities with Aneth, which closer examination might have exposed.

    In particular, the storied peace between the humans and Whansis was never as secure here as it had been in Aneth. While it ended all-out war between the peoples, localised conflicts persisted for centuries. Many human lords felt that the Whansis had achieved terms too favourable in the peace settlement and sought to reclaim what they saw as their ancestral lands. On the other side, Whansis-friendly humans adopted much of their language and culture – including even a foreign name for themselves, the Himinn, and used their Whansis allies' control of the copper mines to establish themselves as a disproportonately powerful group within the region, attempting to advance the position of the Whansis (who they believed had achieved an unfavourable settlement) and, by extension, themselves.

    These were among the fault lines which the Prevaz exploited to advance their own cause within the region in the mid-to-late 100s, and eventually gain control over it. Following the more recent transfer of power to the League, a number of the Whansis, and indeed those who identify as Himinn, have attempted to flee Llurikesh, a process tacitly encouraged by the League, for fear of re-establishing another Prevaz-aligned fifth column within the region as happened ten years earlier. As yet, though, and although the League has made a point of foregrounding Samotin culture and personnel, no official measures have been taken against the Whansis population.

    Spoiler: History and Government
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    There is little in the way of written history for the region: the ancient native script of the Samotin has long since fallen into disuse and none now can read it, while more recent records, especially from the last ten years, are written almost exclusively from a Whansis or Himinn perspective and are thus somewhat biased.

    The League of Allied Provinces has sponsored an aggressive re-analysis of the history of the region, which, it must be said, is probably no less biased in its way than the previous Whansis-Prevaz histories.

    According to modern orthodoxy, a period of particularly brutal warfare was ended by agreement roughly three hundred years ago. It has been noted that this corresponds with what was believed to be the conquest of Nand by the Nimtor Empire (and the establishment of Krozna colony) and suggestions have been made that this peace in fact represents the collapse of an older “pan-snake” kingdom which spanned not only Llurikesh, but also Nogr and Aneth, under pressure from Nimtoriki invaders. Indeed, Llurikesh might have represented one of the furthest outposts of Nimtoriki power, though they have left relatively little evidence of their presence if so.

    By about 50 of the Aenic calendar, the region had been unified under the rule of an individual known as the meti – the closest the region ever had to a true king. It was this office which the explorers who re-established foreign contact with the region reported as the independent-minded ruler later glossed over in histories of the region. The meti in the year 100 initially welcomed Prevaz diplomats, and extended the hand of friendship, but the Prevaz took advantage of this to infiltrate and ultimately overthrow her rule within only eight years of first contact. The deathblow to the office of the meti was dealt when her two principal military commanders defected and were recognised as Queen-General and King-Admiral of the region. Subsequently the meti disappeared into obscurity.

    Under the Prevaz, the region (known as Blairhiminn, in the Whansis/Himinn style) functioned under essentially military rule. Minor Samotin nobles, fearful of what would come, fled into Nand, which had offered them shelter following its abortive attempt to prevent complete Prevaz annexation of the region. The military was restructured so that the elite “Valkyrja” regiment under the direct control of the “Queen-General” became the sole authorised native land troops in the region. The reason for this was given as the ancient legend of the Two Armies (reprinted below) although it is believed that this belief was previously no obstacle to male troops being deployed, and was a fringe belief held mostly by the Valkyrja themselves.

    Prevaz rule, however, was to last less than ten years. During the War of the Nine Crowns, while landfall in and conquest of the region was prevented, the entire navy of the King-Admiral was destroyed. The Prevaz abandoned all their aboveground regions, leaving them to the mercy of their allies and former enemies, and by agreement with the Nevarri League, Llurikesh was occupied by the League of Allied Provinces.

    The League took over a region in disarray, for not only had the Prevaz overlords withdrawn, but the Queen-General absconded too, taking with her her remaining troops. The King-Admiral, who did not have this luxury thanks to the loss of all his followers during the war, swore fealty to the League, but any hopes he might have had of taking over sole control of the region were quickly dashed: the returning Samotin exiles had not forgotten his role in establishing the “Prevaz yoke” and, while his life was spared, his influence in government was effectively ended. The meti herself had died during the period of Prevaz government, leaving no obvious heir.

    Eventually, a new meti was selected from among the returning Samotin exiles, a bold young woman named Tamara. Her role, however, bore relatively little resemblance to the shaky edifice that had existed prior to the occupation. Along with the returning Samotin came too a phalanx of Nanda bureaucrats, who have taken it upon themselves to remodel the government, and in contrast to the region historically, where little was written down, now paper is everywhere. Politically, the region now operates largely according to the Kroznat model, and this has, thus far, proved reasonably successful. In symbolism of the new era, the government has begun recording settlements and landmarks according to their Samotin names (even where they had been established or discovered by the Himinn or Whansis and always previously known by such names). This extends to the name of the region itself, now known by its old name of Llurikesh.

    Quote Originally Posted by Himinn Legend of the Two Armies
    The region of Blarhiminn has, or had, two different armies: A legion of warrior women called the Valkyrja, led by the Queen-General, and a navy comprised entirely of men called the Unnrberja, led by the King-Admiral. This split was caused by an ancient superstition, the cause of which is only told in vague legends and children’s stories.

    Those stories boil down to the following:

    Men believe a woman on the ship dooms the ship to wander aimlessly on the seas for years. The woman kills of the crew one by one, softly singing to herself until there is nobody left. The seas eventually claims the woman and she becomes a demon of water.

    Women on the other hand believe a man fighting in the army is cursed the moment he steps on the battlefield, mowing down friends and foe alike, painting the earth red in his bloodlust. After that battle, the man will then rise as a demon of blood.

    Legends tell of these demons killing those of the opposite sex without mercy, and even of water and blood demons battling and killing each other, leaving only ruin in their wake.

    As such, the Valkyrja only accept women into their ranks, and the Unnrberja only accepts men.

    Spoiler: Resources
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    Smelted from both the deposits of copper in the central mountains and deposits of tin in the hills of the Kila archipelago, the bronze used in Llurikesh is highly valued by both its populace and the traders that visit Llurikesh.

    Although the region is very fertile, there has been almost no effort made to cultivate the land for agriculture, and so the people must import a great deal of their food.

    Spoiler: Faith
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    As with many regions in the western continent, the largest religion is the Doctrine of Nine Candles, although in recent decades the Grand Church of Daen has gained a foothold in the region, having been introduced by foreign merchants.





    Entar
    Region 34
    Population: 612,000

    Spoiler: Summary
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    Name: Entar (formerly Var Entar)
    Number: 34
    Population: 612,000
    Resource: Rubies (Minor)
    Needs: Food
    Religion: Doctrine of Nine Candles (majority); native paganism (minority)

    Spoiler: Terrain
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    Entar proper comprises a band of territory along the coast, although the term is also generally used to describe the region that falls under its control. The coast is generally fertile, while to the west the arable land quickly falls away, a desert forming an effective population barrier that limits most political control to the eastern settlements, and provides a natural border between Var Entar and the forests of Kharsaan.

    There is only one settlement of any size in the desert, a small city called Bhagash, which provides something of a link between the coast and Kharsaan beyond. It is considered a wild, lawless and dangerous place, however, and, other than the inevitable adventurous merchants, few make the journey.

    There are now three great cities on the coast: Irukk, Ugular, and Kel Demir. Each considers itself the rightful successor of the ancient city of Entar, now long since ruined, although the rivalry between the three is, while occasionally intense, largely friendly, and it is usual for the three to unite in the face of outside threats.

    Spoiler: People
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    The people of this land are humans, of the same ethnic grouping as the Nevarri. The cities of the coast have long maintained trading relationships with the Grey Isles, and with Nevarr further south. As a result of this, while physically, the Entari of the cities generally resemble their Nevarri cousins, it is possible to see slightly more trace of the island populations in their ancestry: they are slightly lighter-skinned, and red eyes are, while not common, nevertheless a feature in their society. The nomads who roam the desert have a less mixed bloodline, and tend to be darker of skin and slightly shorter of stature. The Bhagashi take after the nomads, though there is nevertheless some influence from the coastal population and the lands to the west.

    The language and culture of the Entari is very similar to that of the Nevarri, and they used many of the same titles in their government even before their joining the League. There is, by convention, no Lugal in Entar, following years of war between the three coastal cities in order to claim it for themselves. Instead, when rulings must be made which affect the whole region, the three Ensi meet in council (occasionally, though infrequently, accompanied by the Ensi of Bhagash). In times of emergency, a dictator is sometimes appointed with strictly limited military powers, both in extent and in duration.

    Spoiler: History
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    Recent years have been a time of turmoil for the Entari. As the Nevarri League to the south began to expand, the cities of Entar were soon offered the opportunity to join. While the offer was still being considered, however, the Nine Crowns War broke out, and the region came under attack from a Grey armada seeking to seize the territory rather than let it fall into the hands of the Nevarri.

    Instead, the invasion pushed Entar into the arms of the Nevarri League. The Entari army defeated those Grey troops which managed to make landfall, and the ink was dry on Entar's accession into the League (known then as Var Entar, following its adoption) before the last Grey warship was out of sight.

    It was not long, however, before the Nevarri League itself found itself overstretched and recalled its troops to look to the defences of what it considered its core territories in Nevarr, leaving Entar to fend for itself. When, shortly afterwards, Kroznat warships appeared off the coast once more, demanding Entari submission, the cities found themselves exhausted and with no stomach or revenue with which to mount another campaign. They surrendered and were incorporated into the League of Allied Provinces.

    Spoiler: Religion
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    The Entari have mostly converted to the Doctrine of Nine Candles, with a relatively small pre-existing community taking advantage of Nevarri approval to expand. A majority of people now follow the Doctrine.

    Animistic pagan beliefs are common within the region, and many who follow the Doctrine primarily retain their pagan leanings.

    Spoiler: Resources
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    The only export of the region worth mentioning is a valuable one: rubies, mined in various points across the region and often transported initially to Bhagash, where there is a large jewel market. From there, the stones are moved to the coast for cutting, polishing and eventual sale to consumers, or exporting.

    Although the cities are surrounded by fertile land, a bad harvest can be a disaster. The Entari need to import food in order to make sure their people can be consistently kept from hunger.





    Lerr
    Region 40
    Population: 820,000

    Spoiler: Terrain
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    Lerr is as dry and arid as neighbouring Fiid. Only a few oases mar the perfection of the endless desert. The locals are confined to these spots of green. Silk is cultivated in these areas, with each oasis having its own unique variety of silkworm. The biggest oasis, and de-facto capital of the region, is An-Lerr. A mud-brick citadel stands over the town, with silk farms encased by layers of fortifications.

    Spoiler: People
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    According to the Fiid to the east, the Lerr are of the same stock, remnants of the (possibly apocryphal) great Fiid empire. It is certainly true that the humans look similar, stocky, beardless and black haired. However, their society is somewhat different, similar to the Fiid before they unified. Bands of Lerr hold and fortify the oases against each other, occasionally launching raiding parties across the desert. This has bred a harsh and distrusting people, always wary of a surprise attack. Lerr are organised in loosely familial clans, in complex webs of conflict and alliance with each other. A lone traveller unaffiliated with anyone important may find themselves robbed of all their possessions and turned out into the unforgiving desert. The rulers of An-Lerrr, the biggest and most prosperous oasis, act as a sort of spokeslerr for the region, but it could not be called unified. Once the region has come under Fiid administration, the area has become largely pacified, ruled by Fiid noble governors. A rebellion under dissatisfied nobles was swiftly crushed, and all involved executed.

    Following the withdrawal of the Fiid, the region largely lapsed back into its old ways for a few years, and it was into this climate that the explorer Younus bin Salman, an agent of the South Sea Company, arrived in the area. Somehow he was quickly able to establish a degree of control over the region, and install the South Sea Company as its government. Opinion remains divided on whether Younus is genius or merely an extremely lucky idiot, but he seems to have met with success so far.

    Spoiler: Resources
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    Lerr farm silk, each oasis having their own jealously guarded variety of worm. Lerr need riding animals to cross the endless sands.

    Spoiler: Religion
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    Since the Fiid proselytising, all of the Lerr follow the Doctrine of the Nine Candles. This contrasts with the native sun worship paganism, similar to that held by the semi-mythical Fiid empire. No Lerr follow these old ways now.




    Kapros
    Region 162

    Population: 764,000

    Spoiler: Summary
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    Region: 162
    Population: 764,000
    Resource: Hell Pigs
    Requires: Metals (B)
    Religion: Native paganism (Majority), Doctrine of Nine Candles (Minority)


    Spoiler: Terrain
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    Lying on the western edge of the great forest which defines Laraak, Kapros is still a largely wooded region, but much less densely than the primordial entity to its east. The dangers of the region all lie in its inhabitants – both the people and the local fauna – and not in becoming lost in the endless, trackless woodland. Particularly in the north and west of the region, the trees sometimes give way to large open spaces almost worthy of the term of “plain”, where the Braal graze their animals and tend what crops they grow.

    Sheltered from the civilising influence of the east by the mountains and the forest, Kapros has only occasionally fallen under the sway of a colonising power. This is reflected in the architecture of the land, which shows almost no foreign influence. Given the basic nature of the locals' own tools and building expertise, this means that what settlements there are tend to be small and crude, often little more than heaped stones with wattle roofs, or walls of mud brick or compacted dung. The largest settlement is Stoor, a large temple community roughly in the middle of the region, not remarkable for much besides its size, being big enough to accommodate thousands of Braal if fully occupied. For most of the year only a small portion of the area is occupied, but at the equinoxes clans travel from what seems to be all over the region for a festival there.


    Spoiler: People
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    The people here are known as the Braal, and have some similarities of appearance to the Fiid and Lerr further north, with heavier brow ridges, proportionally longer arms, and broader noses than normal humans. Unlike the Fiid, however, they are somewhat larger on the whole, with seven feet not being a particularly uncommon size. In fact, some say that the Braal never stop growing, and that the only reason they appear to stop at seven feet is that they tend to die before they grow larger. Still, there are rumours of communities deep in Braal territory where truly huge people live.

    Outwardly, they give the appearance of being savages. They do have a language, but it sounds coarse and base to more civilised ears, while such writing systems as they possess seem beyond primitive. While they possess metal tools, they have yet to master the art of forging metals themselves from ore, and so all the metal tools found in the region have either been taken or traded from foreigners or reworked from older items. They do not really possess a recognisable central government, the largest communities instead being tribes or clans that rarely seem to number more than a thousand. Their agriculture is rudimentary, with a great deal of their food still provided by hunting.

    However, it would be a mistake to dismiss them as dumb brutes. Like the Fiid, the Braal are an aggressive and warlike people. In terms of raw strength, they are already formidable warriors, but when organised into regiments they are terrifying. Military observers from Nand have reported back to the king that a formation of Braal spearmen might stand up even to a thezirin charge, while a hit from one of their slingshots or bows (which in any other army might even qualify as siege weapons) could kill a fully armoured Primal in one hit. Clad in patchwork armour (fitted mail historically being an extreme rarity) and armed with axes or mauls, they would also make excellent linebreakers, tearing through shield walls and light fortifications.

    Most of their aggressive energy is expended on each other, but every few generations or so, several tribes unite under one leader, a titular king of sorts. The armies assembled by these kings have been one of the terrors of the west for centuries, all-conquering hordes that take a great deal of blood to repulse. They have a particularly intense rivalry with the Lerr, Fiid and Rasp to the north.


    Spoiler: Resources
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    The most infamous product of the region is the daeodont, more commonly known as the Hell Pig. These creatures bear a superficial resemblance to wild boars, but are much larger, adults being more similar in size to horses or large bulls and usually weighing over a ton. They are ferocious omnivores, the apex predators of the region, hunting in packs and capable of bringing down almost any prey. What they might lack in intelligence compared to dogs or pigs they more than make up for in destructive power.

    To say the Braal have domesticated them would be an overstatement, for they retain a vicious temperament, a vicious stubbornness and and will seize almost any opportunity to turn on their “masters”. Many a Braal swineherd has been devoured after becoming careless around his charges. Nevertheless they are useful, both filling a similar role to pigs in human societies – as multipurpose waste disposal and food supply – and as attack animals. A pack of hell pigs unleashed in battle is a sight best appreciated from a very safe distance.

    Although there may be iron or copper deposits in the region, the Braal have no mines and no ability to work ores. They therefore import large quantities of metal, to save them from having to use stone tools.


    Spoiler: Religion
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    From their time as a governed territory of the ancient western empire, a handful of Braal follow the Doctrine of Nine Candles. That time is long gone, however, and the Doctrine barely relevant to the day-to-day life of most Braal. The remainder follow their own native pagan beliefs.



    Puldine
    Region 195
    Population: 790,000

    Spoiler: Terrain
    Show
    The northern part of Puldine is dominated by the eponymous plain, which gives way in the west to rolling hills along the border, and in the south-east to the large Kovade plateau, the easternmost edge of which forms its border with Secundus.

    Although there are a number of settlements of varying size throughout the region, especially on the plain, there are no large cities. The capital of the region is Spiline, a small city on the plateau. It is situated about a day’s travel away from the Academy, making this area the political heartland of Puldine. Smaller monasteries, shrines and seminaries are spread across the Kovade plateau, some of which have become the centres of their own towns.


    Spoiler: People
    Show
    The people of Puldine are human, with dark hair and skin that is generally fair but browns easily in the sun.

    The structure of society is self-described as aristocratic. The ruling class is made up of those who have attended the Academy, a quasi-religious school which, though theoretically open to all, is dominated by the children of the rich and powerful, especially since those who have attained rank through the Academy are much better-positioned to establish themselves as powerful in their turn. A relatively small proportion of families contribute the majority of Academy alumni.

    Occasionally a “new man” manages to progress through the Academy and attain rank, and views of these individuals ranges from seeing them as paragons of accomplishment to be praised and emulated, or dangerous threats to the established order. New men may be accepted into the aristocracy in their turn, drift into obscurity without establishing a legacy, or become embittered outcasts, even rebels.


    Spoiler: History and Government
    Show

    The government is in the hands of the High Council of Puldine, a small, elite group of Lord Magisters headed by the Lord President. Appointment to the Council (and the office of Lord President) is generally by acclaim or appointment by existing members, often the product of opaque political dealings behind closed doors. Although the Lord President possesses nominally supreme statutory and prerogative power, this is rarely deployed and government tends to operate more on the basis of consensus among High Council members. Much of the business of day-to-day government is actually managed by the Chancellor, a deputy of the Lord President.

    The region has long been torn between its affiliations with north and south and has often been disputed territory between empires based in either locality. During the presidency of Rialtana the Splendid, Puldine joined the Jade Coalition, after which she retired to devote her attentions to the Academy. She was succeeded by Aristina the Just, whose presidency soon came to be dominated by the collapse of the Coalition following the death of the Krolzer. Aristina stepped aside to make way for Merizin the Potent, who retained her as Chancellor of the High Council, and together they negotiated Puldine’s membership of the League of Allied Provinces.


    Spoiler: Resources
    Show

    The wild pigs of Puldine were long ago domesticated and now form the principal export of the region. Most households keep pigs of their own if they have sufficient space available, but the majority of those available for export come from the great swine farms of the plain. Occasionally throughout Puldine’s history, tensions have arisen between the Magisters who dominate Puldine’s government and the swine-farmers who create much of the wealth. This has usually been resolved by admitting the leading swine-farmers to the Academy and thus causing them either to join the Magisters or fall into bankruptcy and irrelevance.

    There are no major forests in Puldine, any that once there were long having been destroyed for farmland, and so the region desires wood for import.


    Spoiler: Religion
    Show
    Aside from a handful of rural folk hanging exclusively onto an old polytheistic paganism, the vast majority of the population follows the Doctrine of Nine Candles.

    The virtues of Insight and Mindfulness are particularly valued, especially at the Academy which forms the centre of Puldine’s religious, academic and political life. Those who complete five years at the Academy satisfactorily are accorded the title of Magister, and such individuals form what broadly corresponds to the knightly class of other lands. Magisters may re-enlist and complete another five years of study at the end of which those deemed to pass are accorded the title of Lord Magister. Lord Magisters form the nobility of Puldine, and only they are eligible to sit on the High Council.


    Spoiler: The Academy
    Show
    The Academy claims a history dating back centuries, although it has been present on its current site for only about 150 years, and it is likely that in fact its purported antiquity includes several older schools which, while the Academy might consider itself their successor, were ultimately separate institutions.

    Compulsory subjects at the Academy are philosophy, divinity, philology, grammar, rhetoric and law. Optional courses are available in, among other minor subjects, mathematics, medicine, history, linguistics, astronomy, astrology, natural history and natural philosophy.

    There are persistent rumours of classes of an occult nature, although these are not publicised and none have ever been able to prove their existence. While occultism is not illegal, some claim that there is an inner circle even within the Lord Magisters devoted to esotericism and which secretly dominates the whole process of government in Puldine.

    At the end of the five years, students must pass written and oral examinations in all relevant subjects to be accorded the title of Magister (or Lord Magister). The examination can be retaken multiple times; however, since students at the Academy must pay for their board as well as their tuition, attendance is already unaffordable for many, and few can pay for additional years of study after failing once. Those who have been admitted into a Chapter but have not succeeded in becoming Magisters (and have not been expelled from the Academy) are permitted to use the title of Page and wear robes signifying that status. Pages are relatively common, and comprise much of the bureaucracy of the region.

    At the start of a student’s third year at the Academy, they are placed into a Chapter. These reflect their interests and character, and also determine the colours of robe they will wear as Magisters according to the Academy’s sumptuary laws. As students spend more time in the Academy they will spend more and more time around other members of their Chapter, and usually find themselves more and more devoted to its principles and associations. This means it is common for members of the same Chapters to enter the same occupations upon leaving the Academy, both because it accords with their experience and training and because there are already established Chapter members within those fields who can provide them with opportunities.

    Each chapter is associated with one of the nine virtues, and has an associated colour and animal symbol.

    Chapter Virtue Animal Colour Common Occupations
    Vandune Kindness Stag Blue Doctors, Priests
    Deline Mindfulness Bear Green Scholars, Doctors
    Daugine Determination Wolf Red Soldiers, Politicians
    Apacine Purity Unicorn White Priests, Artists
    Zemine Charity Ape Pink Politicians, Priests
    Vidune Insight Raven Grey Scholars, Lawyers
    Versune Fulfilment Lion Gold Any
    Dugnine Honour Eagle Silver Soldiers, Lawyers
    Keistine ? Hydra Black Any


    Members of Keistine are devoted to the ninth, personal, virtue. It is by far the smallest chapter but also in many respects the most diverse.

    The Academy is governed by the Chancellor of the Academy (not to be confused with the Chancellor of the High Council), who serves for life. When a Chancellor dies, the serving Lord President takes over the position. However, since Lord Presidents frequently retire, and Chancellors may live for decades after appointment, the officesare frequently held by different individuals, and some who serve as Lord President are never made Chancellor of the Academy.

    Because the Chancellor may be simultaneously serving as Lord President, or may be old and inform, much of the government of the Academy is done by his deputy, the Vice-Chancellor. However, a strong-willed individual who is simultaneously both Lord President and Chancellor can wield a huge amount of power.

    The current Chancellor is Rialtana the Splendid, a Versune alumna in her early fifties who retired as Lord President shortly after Puldine joined the Jade Coalition.
    Last edited by Aedilred; 2016-05-30 at 05:14 PM.
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  25. - Top - End - #55
    Barbarian in the Playground
     
    DimpleLoamsdown's Avatar

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    Default Re: Empire! Lands of Arandi

    JagalataRegion 461B

    Spoiler: Ruler
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    Queen Thada I
    Queen Thada is a six foot tall, super fat Larimp. She weighs five hundred seventy five pounds and always has some remnants of her food on her front. Although she has had many children, only one of them is important, that is Princess Katrola, she is also six feet tall, but she only weighs three hundred pounds. These two are always wearing diamonds in bracelets, necklaces and other large amounts of jewelery involving diamonds. They sit atop two giant thrones made of anything that they can get their hands on to support their increasing weight. Skeletons, Larimps, animals that they did not completely finish eating, rocks, diamonds, feces, and a lot more.
    Diplomacy: 10
    Military: 6
    Curiosity: 10
    Faith: 6
    Luck: 8


    Princess Katrola III
    Princess Katrola is a six foot tall female Larimp with a younger brother, Jelha De, a six year old Larimp (after round 19) whom Katrola has ensured is safe from all harm from the miserably terrible Transfirlian invaders, who have started to take her land. Princess Katrola weighs three hundred pounds and is extremely militaristic and wild. She will do anything within her capabilities to save her people and her mother. Katrola does not where as much jewelry as her mother, but she wears the crown of the Jagalatan Princess.

    Religion: Doctrine of the Nine Candles
    Diplomacy: 6
    Military: 6
    Curiosity: 4
    Faith: 3
    Luck: 10
    Spoiler: Techs
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    • Luskan Trade Language: Maximum Length of a Trade Route is increased to 12
    • Basa: +1 to Secret Actions against players who do not have the tech
    Spoiler: Trade Routes
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    Route # Route Name Regions # Region Names Resources
    42 Bhurmata Vapra
    • 461B
    • 480B
    • 481B
    • 460B
    • 460A
    • 481A
    • Jagalata
    • Paridetana
    • Samudra
    • Sonedi
    • Kabaze
    • Gharabhurade
    • Diamond
    • Tac
    • Albino Shrimp
    • Gold
    • Goats
    • Poison
    Spoiler: Standing Army
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    10000 Larimp soldiers stand waiting to be called into action. While they wait, they endure intense training in Sonedi, or they keep the law in the other regions of Jagalata.

    Standing Army: 5 Units
    Spoiler: Terrain
    Show
    Jagalata’s terrain consists of complex tunnel systems, with residences scattered randomly throughout the region, based on where the Larimps chose to live. Everything is connected back to the Hive Hall, at the center.
    The Circular Hall is several hundreds of meters in diameter, carved out of the rock by Julia, the first great queen of Jagalata. Since then, it has been smoothed out and modified, to fit the recent queens. In the center is the massive throne of skeletons and rotting corpses that the Hive Queen sits on. Next to it is her daughter’s throne, which is made of a smaller, but similar pile.
    From the Hall’s ceiling hang the roots of ancient trees that are no longer existent on the surface. From them, workers hang their lost teeth, so that it inadvertently looks like the surface’s night sky.
    Spoiler: People
    Show
    Larimps are three foot tall Humanoids that have squishy, grey skin that seems to have a brown haze to it. They have almost spherical heads, that are the size of a soccer (or foot) ball, with a few bumps and dents from all of the times that they get hit in the head. They have grape sized eyes, that are pure white with pea sized black pupils, sitting about two centimeters away from either side of their short fat noses, that seem to always be dripping onto their fat wrinkly lips, which are positioned five centimeters below their noses. When you first look at them, you might not notice it, because of the amount of accumulated dirt, sweat and gravel, but their entire faces have shallow wrinkles pretty much everywhere. Parallel to their eyes and nose, but about three centimeters lower on their heads, are the ears of the Larimps. These ears stick out of their heads like six inch cones. They fill up with ear wax so quickly that the Larimps can empty their ears, put a wick down the middle of their ears and after a day, they will have a candle. They have skinny torsos, but they are quite abdominous. The Larimps have skinny arms with fat stubby hands. The Larimps do not have legs, but they have an extra set of arms where their legs should be. Because of this, it is just as common to see a Larimp on his rear set of arms, as though they are legs, as it is to see them walking on all four of their legs/arms. The native language of the Larimps, to the human ear, is seemingly just complex series of kyoodles.

    Society!

    Found Underground Jagalata is only lit by the bioluminescent version of the Larimps that are found here (Their teeth and eyes glow) and by ear candles. As this breed of Larimps gets older, they get brighter. Anyways, the larimps live in a tight tunnel system, with all of the tunnels regrouping at the hive. In the hive, there is their ruler, a giant larimp, who is one of two females in the entire colony permitted to reproduce. She is the biggest and the fattest. All of the Larimps gain her respect by bringing her food. The only other Larimp permitted to reproduce is her first and oldest daughter, who is not quite as large as the current hive queen.

    Every day, the Larimps come to the Hive Queen to feed the Hive Queen, with their food that they found the previous night, or to give her diamonds. If they did not find food or a substantial amount of diamonds, they are eaten by the Hive Queen. If they are not there, they will be found out because the soldiers of the hive queen check who comes in off of their list, based upon the marking on each of their heads.
    Each of the Larimps of this region are given markings on their heads at birth, so that the military and the government can keep track of them. If the soldiers find that you have not come, they will seek you out, and bring you into the Hive hall.
    Spoiler: Resource
    Show
    Throughout Jagalata, you will find [Good] sized veins of Diamonds, created by ancient volcanoes. The Larimps of Jagalata are in need of a steady supply of food, as they have started to run out of naturally occurring underground food sources, so more and more of them are being eaten by the Hive Queen.
    Spoiler: Religion
    Show
    Any religion found in Jagalata was found because a Larimp accidentally dug to the surface, roamed around for a while, discovered a new religion, or a new concept for a religion, and returned to Jagalata, in fear of being eaten by the Hive Queen. They would cover up their entrance to the open air, so that the military or the government would not find it, and it would never be found again.

    Pagan Majority (Doctrine of the First Hive Queen Julia
    Doctrine of the Nine Candles Minority.
    Pagan Minority (Diamondaism)
    Pagan Minority (Doctrine of the Seven Candles)

    SamudraNew Jagalata(481B)

    Spoiler: Terrain
    Show
    The Terrain of Samudra is divided into multiple parts. At the centre of Samudra, there is a large, subterranean sea, known as the Garmapani Ocean, where a volcano used to be. The bottom of the sea is still relatively close to the molten core of Arandi, so the waters are warm and bubbly. The explosions from the eruptions of the volcano have been all but forgotten, and any minerals that were formed have been eroded to the point of just being sparkly sand. This sand is covering beaches across the eastern border of Samudra. Along the western, northern and southern borders of Samudra, there are giant cliffs. The Larimps of Samudra built their houses along the northern, and western cliffs. Their houses are made in Larimp-made caves on the sides of the cliffs. Complex Rope Bridge-Ladder-Stair systems connect all of the Houses to the recreational places above the Cliffs, and to the docks, below the cliffs. Samudrese Fishermen will go out onto the water in boats made from volcanic rock (pumice) boats. These boats only last for a couple of hours before they start to sink, so Fishermen must be quick if they do not want to drown. Some Fishermen will hire a Spotter to tie a very long rope to their boat, so that if they do sink, the Larimp can easily climb back up to the surface. Under the Southern Cliffs, there is the Landmark.

    Landmark
    The Landmark of Samudra is very hard to access. On the Southern side of Samudra, at the drop-off under the cliff, there is a complex labyrinthine. 25 meters below the surface, there is a hidden entrance to the Krisatala Ulajanatini. It is a typical Labyrinthine, but with four stops along the way to the centre and it is under water. Each of the stops have coloured pillars representing bravery, faithfulness, self and/or team perseverance, wisdom and finally, success.
    Spoiler: Detailed Description of the Journey through the Labyrinthine.
    Show
    The distance from the entrance to the first stop is by far the farthest. After that, it is not long before you arrive at the second stop. It is then a shorter distance between the entrance and the first stop, but it is longer than between the first and second stop. The distance between the third and fourth stops is equal to the distance between the first and second stops. It is then almost as long as the distance between the entrance and the first stop, to get to the final stop. Each stop has a pillar that reaches above the water level, for journeyers to set tents up on, and to catch their breath. The First Pillar is made of Rubies, showing that you were brave enough to get that far. The second pillar is made of Topaz, showing that you were faithful enough to go on to the next section. The third pillar is made of Emeralds and shows that you persevered long enough to get to this point. The Fourth Pillar is made of Emeralds and is symbolic in saying that you would not have needed to stay long at the Third Pillar because you would have been wise enough to know that it would be distanced the same from the third one to the fourth one, as it would be from the first to the second. The final stop is a Diamond Pillar, representing success. The Diamond Pillar has a Chandelier hanging above it. Each of the candles have different colours, similar to the colours of certain gems. (Black, Red, Green, Yellow, Yellow-Orange, Blue and White at the centre). To prove that you have completed the Labyrinthe, you must bring a water flask and take a drop of wax from each candle. If you do not put them into a flask of water, the drops will not remain circular and they will meld into a brown ball with the same texture as dirt.
    Spoiler: People
    Show
    The People of Samudra are Larimps, who fled to Samudra many decades ago in order to escape the autocratic dictatorship of Jagalata. Over the years of living in Samudra, they have developed extremely wrinkly hands that let them catch Jinga bare handed, although most of them will catch the Jinga with tightly knit fishing nets. Because of their recent control, at first they were worried, but Queen Thada managed to take them in as peacefully as possible.
    Spoiler: Religion
    Show
    Samudra contains a Sole Religion of The Doctrine of the Nine Candles.
    Spoiler: Resource
    Show
    Samudra contains a [Minor] Resource of Jinga (Albino Shrimp). These shrimp are naturally white, as a result of the lack of sunlight. They are delicious to eat and are a rapidly growing favourite food for the population of Jagalata, who are vacationing to Samudra whenever they can (which is not very often)
    The People of Samudra are in need of Hard Metals to make more durable boats.

    Paridetana 480B

    ‘Twas the seventh month of the year of one thirty seven,
    We had Paridetana packed,
    Full of troops with their war spears and war hats,
    Without a doubt that we’d win.

    The Transfirlians stormed down the cliff side,
    And they left no survivors ‘cause we could not hide,
    And now I am soon to be found where I stay,
    I am likely going to die on this day.


    ~Last words of Kavi the Poet
    Spoiler: Terrain
    Show

    The Terrain of Paridetana is made of giant underground canyons, created by underground streams originating in Samudra. At the bottom of these canyons, there are ancient mines that the prisoners work in. As a part of their punishment, they must spend fourteen hours per day mining. The rest of the day is for resting after the extreme workouts. Recently, the miners have found veins of tac at the bottom of the mines.
    Spoiler: Landmark
    Show

    Circling the largest of the canyons of Paridetana is a giant prison. It is made of the same rock as the canyonside is, giving it the appearance that it is growing out of the canyon. The building is four stories tall, housing hundreds of thousands of prisoners. The prison is heavily guarded, so that the prisoners do not use the collected tac to do anything against each other or the government. Once tac is collected, it is sent to a nearby holding facility. This prison has stone walls, stone bars and no central surveillance systems. Instead, it is even more heavily guarded than a usual prison, so that convicts do not escape. The central courtyard is even more heavily guarded than inside as a result of the tac mines.
    Spoiler: People
    Show

    The People of Paridetana are primarily criminals from other regions of Jagalata, they are muscular Larimps that have been marked on the back of their head with prisoner markings. They are mostly there because they were against slavery, or other views accepted by the government.
    Quote Originally Posted by DimpleLoamsdown View Post
    Larimps are three foot tall Humanoids that have squishy, grey skin that seems to have a brown haze to it. They have almost spherical heads, that are the size of a soccer (or foot) ball, with a few bumps and dents from all of the times that they get hit in the head. They have grape sized eyes, that are pure white with pea sized black pupils, sitting about two centimeters away from either side of their short fat noses, that seem to always be dripping onto their fat wrinkly lips, which are positioned five centimeters below their noses. When you first look at them, you might not notice it, because of the amount of accumulated dirt, sweat and gravel, but their entire faces have shallow wrinkles pretty much everywhere. Parallel to their eyes and nose, but about three centimeters lower on their heads, are the ears of the Larimps. These ears stick out of their heads like six inch cones. They fill up with ear wax so quickly that the Larimps can empty their ears, put a wick down the middle of their ears and after a day, they will have a candle. They have skinny torsos, but they are quite abdominous. The Larimps have skinny arms with fat stubby hands. The Larimps do not have legs, but they have an extra set of arms where their legs should be. Because of this, it is just as common to see a Larimp on his rear set of arms, as though they are legs, as it is to see them walking on all four of their legs/arms. The native language of the Larimps, to the human ear, is seemingly just complex series of kyoodles.
    Spoiler: An example of a Prisoner marking.
    Show
    Spoiler: Religion
    Show

    Paridetana contains a sole religion of the Doctrine of the Nine Candles.
    -Decades after the mass convertion to the Doctrine of the First Hive Queen Julia, Larimps kept coming to Jagalata and nearby regions with rumours about new religions. The government would instantly shut down those ideas, until a few Hive Queens later. Hive Queen Bevafa was not a very religious Hive Queen, so she did not care what her subjects did related to Religion. At that point, the explorer Larimps that were coming back to Jagalata with news about farther off religions, like the Doctrine of the Nine Candles. They showed many civilians the ways of this religion, and many of them preferred it to the Doctrine of the First Hive Queen Julia.
    Spoiler: Resource
    Show

    Paridetana contains a [Good] resource of Tac, an explosive claylike substance, found under the rocks of Paridetana when miners dug past the deepest layers of stone. Tac is collected by hand and brought by guards to the nearby holding facilities.

    The Larimps of Paridetana are in need of Food, to feed all of their prisoners.

    Sonedi Region 460B

    Spoiler: Terrain
    Show
    The terrain of Sonedi consists of giant caves, full of houses and training grounds for soldiers. The region’s caves are divided into giant columns, like a library, except that instead of books, there are large, comfortable houses. Each row holds the families (a relatively new idea in Jagalata) of half of a unit of Jagalatan soldiers (1000 soldiers). The soldiers rarely find themselves staying in their houses, as a result of the small number of soldiers in the Queendom.
    Spoiler: Landmark
    Show

    At the northernmost point of the easternmost column in Sonedi, there is a Giant house belonging to Queen Thada, and her family. In it, there is a throne made of Diamonds. There is a military strategy wing of the building, where Thada and her military advisors discuss potential plans when it comes to the defence of regions, the keeping of the law and the military offence against other nations. Another wing of the building is a set of rooms for Queen Thada’s family, as well as all of her advisors. Note that Thada and Princess Katrola have a house attached to their hive hall as well.
    Spoiler: People
    Show
    The people of Sonedi are muscular Larimp soldiers, their families, and soldiers to be.
    Quote Originally Posted by DimpleLoamsdown
    Larimps are three foot tall Humanoids that have squishy, grey skin that seems to have a brown haze to it. They have almost spherical heads, that are the size of a soccer (or foot) ball, with a few bumps and dents from all of the times that they get hit in the head. They have grape sized eyes, that are pure white with pea sized black pupils, sitting about two centimeters away from either side of their short fat noses, that seem to always be dripping onto their fat wrinkly lips, which are positioned five centimeters below their noses. When you first look at them, you might not notice it, because of the amount of accumulated dirt, sweat and gravel, but their entire faces have shallow wrinkles pretty much everywhere. Parallel to their eyes and nose, but about three centimeters lower on their heads, are the ears of the Larimps. These ears stick out of their heads like six inch cones. They fill up with ear wax so quickly that the Larimps can empty their ears, put a wick down the middle of their ears and after a day, they will have a candle. They have skinny torsos, but they are quite abdominous. The Larimps have skinny arms with fat stubby hands. The Larimps do not have legs, but they have an extra set of arms where their legs should be. Because of this, it is just as common to see a Larimp on his rear set of arms, as though they are legs, as it is to see them walking on all four of their legs/arms. The native language of the Larimps, to the human ear, is seemingly just complex series of kyoodles.
    Spoiler: Religion
    Show
    Sonedi contains a sole amount of the DoNC (Doctrine of Nine Candles)
    -Decades after the mass convertion to the Doctrine of the First Hive Queen Julia, Larimps kept coming to Jagalata and nearby regions with rumours about new religions. The government would instantly shut down those ideas, until a few Hive Queens later. Hive Queen Bevafa was not a very religious Hive Queen, so she did not care what her subjects did related to Religion. At that point, the explorer Larimps that were coming back to Jagalata with news about farther off religions, like the Doctrine of the Nine Candles. They showed many civilians the ways of this religion, and many of them preferred it to the Doctrine of the First Hive Queen Julia.
    Spoiler: Resource
    Show

    Sonedi has a lot of gold veins, splattered throughout the regions. As more columns are carved out of the region, more gold is easily mined, although, while there are no columns being constructed, there are also plenty of gold mines to the north of Sonedi. The Larimps of Sonedi are in need of food, to feed their hard working soldiers.
    [Good] Gold

    Kabaze 460A

    Spoiler: Terrain
    Show

    The Terrain of Kabaze is full of mountains. The mountainsides are the home of farmers and the spaces between them are the homes of everyone else. The upper mountains are completely clear and the middle mountains have been clear cutted to expand the Goat Farms.
    Spoiler: Landmark
    Show

    On a mountain at the center of Kabaze, there is a giant statue of a goat. This statue is a symbol of respect towards what was the greatest goat farm. It was burnt down from natural causes, everyone and everything living on that farm or around it was killed. As a memorial to them, the great goat was erected. It stands 20ft tall and is made completely from the bones of goats. The great goat stands on a platform made of stone, with the names of the farmers killed during the accident engraved around it.
    Spoiler: People
    Show

    The people of Kabaze are Larimps, who enjoy farming goats. Their skin is slightly darker/tanned than the skin of a subterranean Larimp, caused by the large amounts of sunlight received on the mountain tops.
    Quote Originally Posted by DimpleLoamsdown View Post
    Larimps are three foot tall Humanoids that have squishy, grey skin that seems to have a brown haze to it. They have almost spherical heads, that are the size of a soccer (or foot) ball, with a few bumps and dents from all of the times that they get hit in the head. They have grape sized eyes, that are pure white with pea sized black pupils, sitting about two centimeters away from either side of their short fat noses, that seem to always be dripping onto their fat wrinkly lips, which are positioned five centimeters below their noses. When you first look at them, you might not notice it, because of the amount of accumulated dirt, sweat and gravel, but their entire faces have shallow wrinkles pretty much everywhere. Parallel to their eyes and nose, but about three centimeters lower on their heads, are the ears of the Larimps. These ears stick out of their heads like six inch cones. They fill up with ear wax so quickly that the Larimps can empty their ears, put a wick down the middle of their ears and after a day, they will have a candle. They have skinny torsos, but they are quite abdominous. The Larimps have skinny arms with fat stubby hands. The Larimps do not have legs, but they have an extra set of arms where their legs should be. Because of this, it is just as common to see a Larimp on his rear set of arms, as though they are legs, as it is to see them walking on all four of their legs/arms. The native language of the Larimps, to the human ear, is seemingly just complex series of kyoodles.
    Spoiler: Religion
    Show

    Kabaze contains a sole religion of the Doctrine of the Nine Candles.
    -Decades after the mass convertion to the Doctrine of the First Hive Queen Julia, Larimps kept coming to Jagalata and nearby regions with rumours about new religions. The government would instantly shut down those ideas, until a few Hive Queens later. Hive Queen Bevafa was not a very religious Hive Queen, so she did not care what her subjects did related to Religion. At that point, the explorer Larimps that were coming back to Jagalata with news about farther off religions, like the Doctrine of the Nine Candles. They showed many civilians the ways of this religion, and many of them preferred it to the Doctrine of the First Hive Queen Julia.
    Spoiler: Resource
    Show

    The Larimps of Kabaze are primarily [Good] goat farmers. They would each own a portion of a mountain, where they would keep their farms. Goats produce milk, meat, fur and skin etc.
    [Good] Goats

    The Larimps of Kabaze are in need of stone, to make walls in order to contain each of the farmer’s own Goats, in a non-flammable way.

    Gharubharade 481A

    Spoiler: Terrain
    Show

    The Terrain of Gharubharade is covered with mountains. The people of Gharubharade are all living on the top of the mountains, away from the poisonous trees at the bottoms of the mountains. Only soldiers and government workers are permitted to leave the cities on the tops of the mountains, which are connected by long rope bridges.
    Spoiler: Landmark
    Show

    Around the bottom of the tallest mountain in Gharbhuarade, is a giant poison management facility. Half of the Buildings are poison storage containers. The Facilities are at top security, so that the people of Gharubharade do not get themselves killed while trying to steal poison from the government. The other buildings include Poison Boiler rooms, to make the poison more lethal per millilitre; examination rooms, to make sure that the poison is not flawed; a large medicenter, for if someone is poisoned; Barracks, for the guards not on duty to sleep in, and finally, a ladder that accesses the top of the mountain.
    Spoiler: People
    Show

    The Larimps of Gharubharade are ordinary Larimps, but with more tanned skin as a result of the sunlight above ground.
    Quote Originally Posted by DimpleLoamsdown View Post
    Larimps are three foot tall Humanoids that have squishy, grey skin that seems to have a brown haze to it. They have almost spherical heads, that are the size of a soccer (or foot) ball, with a few bumps and dents from all of the times that they get hit in the head. They have grape sized eyes, that are pure white with pea sized black pupils, sitting about two centimeters away from either side of their short fat noses, that seem to always be dripping onto their fat wrinkly lips, which are positioned five centimeters below their noses. When you first look at them, you might not notice it, because of the amount of accumulated dirt, sweat and gravel, but their entire faces have shallow wrinkles pretty much everywhere. Parallel to their eyes and nose, but about three centimeters lower on their heads, are the ears of the Larimps. These ears stick out of their heads like six inch cones. They fill up with ear wax so quickly that the Larimps can empty their ears, put a wick down the middle of their ears and after a day, they will have a candle. They have skinny torsos, but they are quite abdominous. The Larimps have skinny arms with fat stubby hands. The Larimps do not have legs, but they have an extra set of arms where their legs should be. Because of this, it is just as common to see a Larimp on his rear set of arms, as though they are legs, as it is to see them walking on all four of their legs/arms. The native language of the Larimps, to the human ear, is seemingly just complex series of kyoodles.
    Spoiler: Religion
    Show

    Gharubharade contains a sole religion of the Doctrine of the Nine Candles.
    -Decades after the mass convertion to the Doctrine of the First Hive Queen Julia, Larimps kept coming to Jagalata and nearby regions with rumours about new religions. The government would instantly shut down those ideas, until a few Hive Queens later. Hive Queen Bevafa was not a very religious Hive Queen, so she did not care what her subjects did related to Religion. At that point, the explorer Larimps that were coming back to Jagalata with news about farther off religions, like the Doctrine of the Nine Candles. They showed many civilians the ways of this religion, and many of them preferred it to the Doctrine of the First Hive Queen Julia.
    Spoiler: Resource
    Show

    The Trees of Gharubharade leak poison sap during the spring, which can be boiled to create a syrup. The poison syrup is completely clear and tasteless. The poison is able to be put into food if an assassin wishes. The victim will not notice what is happening to them until their skin begins to wither and becomes brittle. As a result of this, the Government has taken complete control of the industry so that the people do not overuse the poisons to kill other people.
    [Minor] Poison

    The Larimps of Gharubharade are in need of stone, to make walls to keep their ever growing population out of the poison forests.
    Last edited by DimpleLoamsdown; 2016-08-29 at 06:42 PM.

  26. - Top - End - #56
    Troll in the Playground
     
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    Default Re: Empire! Lands of Arandi

    NPC Regions

    Great Melrakki-Ey Unity








    Spoiler: Ruling Family of Ruling Tribe
    Show

    The 'Aii Family, of Tribe Refr
    • Chief/Leader - Zin'Aii Refr
    • Chief's Wife - Anna'Aii Refr
    • Heir/Son (Deceased) - Zen'Aii Refr
    • First Daughter (Deceased) - Aun'Aii Refr
    • Second Daughter - Ann'Aii "Annie" Refr- Married to Nim Fryst (now Nim'Aii Fryst), whom took the surname 'Aii, but kept his tribe's name of Fryst.






    Melrakki-ey
    Region 240
    Population - 1,050,000
    Warriors - 1,000
    Naval Units - 2

    Spoiler: Terrain
    Show

    Melrakki-ey is a region on a large island that is located in the tropical zone, just north of the equator. The region, though seemingly standard for a tropical area along the coast, has a large inland jungle. The jungle is full of thick, tall, gray (ash) colored trees with olive colored leaves. To any outsider, the wood will look dead or petrified, but in reality, it is the island's most precious resource. (See resource spoiler.)

    The region is filled with rolling hills, which, closer to the coast, makes for strategical defense points around the island.

    There is a small peninsula along the southern tip of the island. The peninsula creates a large bay for the region, this bay could eventually provide a natural harbor for seafaring vessels. The bay is also a major landmark for the natives. It, along with the surrounding area, is known as Magi, with the peninsula being named Kjoptr.

    Due to its ideal location, the region is in the upper end of the warm spectrum year-round. At night, the warm breeze from the ocean keeps the temperature along the coast within a comfortable temperature range. Though, farther inland, where the jungle lies, and the hills have broken up the coastal winds, the temperature at night can dip to more chilly temperatures.

    Melrakki-ey has an average animal population, with the various species ranging from turtles, reptiles, crab, and horses (still a mystery how they got to the island) on the coast, to panthers, primates, larger reptiles, and tropical birds in the jungles. What is not average, however, is the difference in color the jungle animals have, compared to normal jungle animals. They appear to have developed color schemes which aid in their camouflage with the gray trees of the jungle. The panther, for example, has a light gray coat of fur, as opposed to the standard black coat one would expect to find.


    Spoiler: Meet the Natives
    Show

    The natives of Melrakki-ey, appropriately named Melrakki, are bipedal, humanoid, foxes. They stand five to six feet tall, standard human height, but with a much more lithe frame than a human. Due to the plentiful sunlight the region has to offer, the natives have fur colors ranging from white to light tan. However, the ruling tribe seems to have a stronger affinity to the island's jungles, and much like the animals there, they have light gray, almost silver colored, fur.

    The Melrakki have 'tribes' instead of 'families.' This is due to their history: The Melrakki were once barbaric, blood-thirsty tribes, set forth to kill off the other tribes. This all ended when the Refr tribe managed to, mostly peacefully, unite all of the tribes together and create the island nation of Melrakki-ey. Many generations have passed since the days of bloodshed have ended, and the tribes now co-exist in large townships along the coast, though the capital is located on a hill in the jungle, and has a good view of Magi. Most of the towns/cities have the name of the main tribe that once resided there. The largest city, Refr, being the capital.


    Spoiler: Resources
    Show

    (Good) Jarnvior - Meaning "Ironwood," Jarnvior is the island's most precious resource. The gray (ash) colored trees of the jungle provide this fantastically strong wood, which shares many of the same strengths as iron, but with the work-ability of wood. Though it is not yet known by the natives (Needs to be researched), when a specific process is applied, the Jarnvior can become as strong as steel.

    (Bad) Non-Wood Fuel Sources - Melrakki-ey has a sparse amount of non-wood fuel sources, such as coal, oil, etc. Though there is plenty of wood on the island, it is pretty much completely Jarnvior, which does not burn nearly as easily as normal wood. In most cases, more energy is put into getting Jarnvior to burn, than the energy the burning Jarnvior provides, thus being counter-productive. Add that with the practicality and value of the Jarnvior, and it becomes nearly criminal to use it as fuel.


    Spoiler: Religion
    Show

    Shamanism Minority - Though there is no established 'major religion' in Melrakki-ey, the different tribes all seem to practice their own version of shamanism in order to commune with spirits of their ancestors and the spirits of the jungle. The Refr tribe, being deemed as having a closer affinity to the jungle, have some of the region's more devoted shamans.



    Vestan Melrakki-ey
    Region 239
    Population - 605,000

    Spoiler: Terrain
    Show

    Vestan Melrakki-ey is the western region of the large island known commonly as Melrakki-ey, though "Melrakki-ey" is mostly used when discussing the eastern region of the large island. The island is located in the tropical zone, just north of the equator. It shares the same, seemingly standard tropical area along the coast, however, instead of a large jungle inland, it has a vast mountain, known as Rooinn, meaning "Redden". When the sun's light hits just right, at noon, the mountain appears to glimmer a reddish glow, thus the name. Those glimmering stones are the region's most abundant resource, Rubies.

    To keep from removing the cherished glimmer from the mountain, the tribes have created deep mines into the mountain, where they harvest rubies from within.


    Spoiler: The Natives
    Show

    The natives of Vestan Melrakki-ey can also be classified as Melrakki. They are bipedal, humanoid, foxes. Though they stand roughly half an inch taller, on average, than the Melrakki on the eastern region of the island. Due to the plentiful sunlight the region has to offer, the natives here also have fur colors ranging from white to light tan. Though, it is rare to spot a Vestan Melrakki inhabitant that hasn't had a ruby of some sort pierced, or otherwise fused, into their ears, hands, or forehead.

    Much like their neighboring counterparts, the Vestan Melrakki-ey inhabitants have large groups of families within various tribes, and they have steered away from violent acts due to their fascination for creating arts containing rubies instead.


    Spoiler: Resources
    Show

    (Good) Rubies - Found on, and deep within, the mountain known as Rooinn, the natives of Vestan Melrakki-ey have an abundance of high quality rubies of various shapes and sizes.

    (Bad) Precious Metals - "All these rubies and nothing to set them in!?" Melrakki of Vestan Melrakki-ey have recently learned of precious metals and how well they look with rubies set in them. As such, they now crave precious metals for their crafting with rubies.


    Spoiler: Religion
    Show

    Shamanism Minority - Though it seems to be phasing out in the younger generation, the older tribal members still practice shamanistic rituals for the Rooinn mountain.



    Svartr Melrakki-ey
    Region 238 - Svartr Melrakki-ey
    Population - 645,000
    Warriors - 1000 (1 land unit)


    Spoiler: Terrain
    Show

    Svartr Melrakki-ey is a small island region, along the coast to the north of the larger island known commonly as Melrakki-ey, and completes the Melrakki island chain. Svartr Melrakki-ey has a thin coastline, with beautiful white sand, which lies between the sea and the vast tropical rain forest that covers the small island.

    A key landmark for travelers, and passers-by, is known as Mikill Skera or "The Great Scar," which is a large ravine that seemingly cuts the small island into two halves. It stretches from the northern most point of the island and appears to point directly toward the ruby mountain of Vestan Melrakki-ey. No trees grow within 50 meters of the ravine, and smooth, black, glass-like rocks lead from the surface to the bottom of the 'scar.' Locals have nicknamed it "Screaming Death," because there is no way to grip the smooth rocks along the ravine. If someone is to fall into it, they simply scream the whole way down to their assured death.


    Spoiler: The Natives
    Show

    The natives of Svartr Melrakki-ey can also be classified as Melrakki. They are bipedal, humanoid, foxes. They are, on average, shorter and more muscular than their counterparts on the larger Melrakki island. However, their main differentiating feature is that their fur colors range from dark gray to jet black, with the majority of their population being among the darker end of that spectrum. It is also not uncommon to find them wearing some form of nautical themed clothing, as fishing is a major part of the island's culture, due to the unusually large quantity of fish available along the coast.

    Unlike their neighboring counterparts, the Svartr Melrakki-ey tribes were much larger than the various smaller tribes of the larger island. Many wars and disputes over territory, as well as some very unsettling stories about the use of Mikill Skera to completely discard entire tribes, ended with only three major tribes being left on the small island; the tribes Fryst, Dreyri, and Atall. After the severity of the diminished population began to set in, and the sighting of boats from other lands traveling through their waters, the three remaining tribes decided to co-exist as best they could, for their own benefit. They now live in decent sized fishing communities along different areas of their coastline.

    The Fryst tribe politically worked their way to be the "head" tribe of the small island. Now, with the marriage of their leader's son and the Melrakki-ey leader's daughter, they have gained some more power in a larger, more powerful string of regions.


    Spoiler: Resources
    Show

    (Good) Fish - The unusually high population of fish along the coastal areas of Svartr Melrakki-ey makes this a highly trade-able commodity.

    (Bad) Practical Use Animals (Cattle/Mule/Ox/etc.) - Due to the island's location, along with the many tribal wars that took place on the island, there is a significant lack of practical use animals. This makes hauling large quantities of materials very difficult anywhere other than the coast, where it can be transported via boat along coastal waters.


    Spoiler: Religion
    Show

    Shamanism Majority - Witch Doctors and other types of "healers" were widely needed and used during the region's tribal wars. Through that era, Shamanistic views became widely popular. It is believed (locally) that in the early stages of the tribal wars, powerful shaman leaders of the Atall tribe summoned forth a fierce spirit beast which clawed through the island, instantly decimating two tribes, and creating Mikill Skera, "The Great Scar."



    Region 241 - Uldrakka
    Total Population - 712,000
    • Satyr - 545,000
    • Wood Elf - 143,000
    • Melrakki - 24,000




    Spoiler: Terrain
    Show

    Along the northern and northeastern areas of Uldrakka the land is lush and green, with a large and very dense forest, known as De'Trodth, in the central north area. Along the western area and heading south from there, the region grows increasingly arid, with the most arid location being the far south of the region.

    On the eastern side of Uldrakka, there is a piece of land that juts out into the gulf, and nearly touches its neighboring region to the east. It is known by the locals as Final Hope Pass. It was once a land bridge that connected the two regions together, and legend tells that it was utilized by the Satyr to cross from there to here in order to escape the needless wars that the humans brought to that region during a time of great divide among those peoples. That was many generations ago, and the natural link between the two lands has since been severed by geological phenomenon.


    Spoiler: The Natives
    Show

    Satyr - The Satyr came to Uldrakka many generations ago when clashing clans of humans made their way into the towns they once called home. The Satyr are bipedal humanoids with a lower half that resembles a goat (legs, hoofs, tail), and an upper body that resembles a human, with the exception of goat style horns. Their fur colors are predominantly reddish brown, with variances toward gray and light brown/dark yellow. In most cases, their hair matches their fur coloring. They stand around 5' 4" to 5' 10" on average, and in general are physically stronger than an average human. The Satyr live in large communities/townships, mostly in the more habitable areas of the region, where they settle down and work together in order to make the most of the land via farming, animal husbandry, and maintaining irrigation canals. The few groups that managed to brave the arid regions found decent quantities of coal, and created mining towns to gather the resource.

    Wood Elf - Within the dense forest of De'Trodth live tall humanoids with pointy ears and noses; lanky arms, torsos, and legs; fair, long, dark brown to golden colored hair; usually light colored skin; and have an affinity to the trees around them. They stand around 6' 8" to 7' 2" tall, and wear specialized clothing that helps them blend in with their surroundings. The wood elves have only one major city known to the outside world, named Syl'Naas, which spans between several large trees, connecting those trees together with their special ingenuity. They do not tend to accept outsiders being in their forest, however, they have no ill will toward others. Instead of being hostile toward outsiders, the wood elves use various scare methods to simply frighten any curious explorers out of their forest. Though, they do enjoy communicating with others, when those people are not encroaching upon their forest, and there are even a couple of towns along the edge, though still outside of De'Trodth, where some of the wood elves and Satyr can be found living together. These towns act as small trading posts between the wood elves and what they consider the outside world.

    Melrakki - It seems that at some point in the distant past, some tribes from Melrakki-ey made their way to this land and created new homes inland from the coast. The small community thrives with large areas of farmland and an adaptation of other cultures from the Satyr of the land.


    Spoiler: Resources
    Show

    (Minor) Coal - Mined by the Satyr in small towns within the arid areas of Uldrakka, this long-burning fuel commodity is very trade-worthy. Though, not many have braved the elements just to mine this resource, so the amount which can currently be traded is minimal.

    (Bad) Gemstones (Sapphire/Emerald/Ruby/Garnet/Etc.) - Even though they are the second smallest population of the region, the wood elves tend to be more needy with what they need to gather via trade, which tends to dominate the trade needs of Uldrakka. At some point they became infatuated with the nice look of gemstones, and they now use them as symbols of status. Unfortunately for them, not many quality gemstones are found in the region, even with the coal mines out in the arid lands, so the only way to get them now is through trade.


    Spoiler: Religion
    Show

    The Goat Man (majority) - The Satyr have ancient texts that tell of the great Goat Man that laid many women across the land, which bore the original Satyrs. Their texts speak of bettering not only self, but the communities in which they live, as to live longer and more bountiful lives. These teachings are one of the main reasons the Satyr are so resilient and inventive.

    Tur'Rum, The Spirit of the Forest (minority) - The wood elves of Del'Trodth believe that the trees of their forest were planted and maintained by Tur'Rum, the spirit of the forest. Their beliefs state that Tur'Rum sacrificed himself to breathe life into the threes and keep them alive as other areas of Uldrakka became more desolate and arid. They have been told, and believe, Tur'Rum is now a spirit that helps keep guard of the forest, giving the wood elves intuition to find and fight fires that may start up, and to help keep outsiders out of the forest, since most others would see those trees as high quality building materials.

    Shamanism (minority) - The Melrakki brought with them their affinity to the spirits of their ancestors. Using shamanistic healers and doctors to help in their efforts to keep up relations with their dead relatives.



    Region 245 - Holshin
    Total Population - 823,000
    • Human - 620,000
    • Satyr - 203,000




    Spoiler: Terrain
    Show

    Holshin, for the most part, is a large area of plains lands that reside between two forested ranges of rolling hills to the east and west of the region. The plains allow for large fields of crops to be grown, while the hills provide cover from most storms that move through the region. However, the plains were once witness to massive clan wars from the humans that moved into that area of the region when they decided to move out of the hills. Those fields even saw some very bloody clashes between the humans and Satyr back in the day, which causes most of the Satyr to vacate the places they once called home, and head to the neighboring region to the west, before the land-bridge collapsed and severed that known connection between the two lands.

    Between Holshin and its neighboring region to the west is a large body of water known as The Bubbling Gulf. Though, the gulf only seems to bubble along the coast of Holshin. The inhabitants of the region (Skillful Satyr) have found that the bubbling is caused by Sulfur, which they have found a way to harvest for trade.


    Spoiler: The Natives
    Show

    Humans (Race: Glenn'Kh'lor) - The Glenn'Kh'lor are a race of humans that stand on average 5'8" to 6'2" tall. They have tanned skin, red hair, which is usually grown long, and yellow eyes. They are fairly short tempered (not very bright) and in many situations favor a display of violence, or a threat of such, instead of keeping cooler heads when faced with situations they do not approve of. Though the Glenn'Kh'lor are still barbarians as far as most other civilizations are concerned, they manage to thrive in small farming townships, realizing that constantly wandering was getting them nowhere. But, ask any Satyr from that land, and they'll quickly remind you that those towns and farmlands used to be their own.

    Satyr - These Satyr have lived in Holshin for as long as their history can date back to. The Satyr are bipedal humanoids with a lower half that resembles a goat (legs, hoofs, tail), and an upper body that resembles a human, with the exception of goat style horns. Their fur colors are predominantly reddish brown, with variances toward gray and light brown/dark yellow. In most cases, their hair matches their fur coloring. They stand around 5' 4" to 5' 10" on average, and in general are physically stronger than an average human. The Satyr live in decent sized communities in the forested hills, where the Glenn'Kh'lor once lived before taking over their homelands in the plains. The Satyr are resilient creatures and very resourceful. They managed to mine down to the sulfur that gives The Bubbling Gulf its name, and through that mine, manage to bring up enough of the resource to be able to trade off some of it.


    Spoiler: Resources
    Show

    (Minor) Sulfur - The Satyr were always curious about what made The Bubbling Gulf bubble so much along the cliff-side coast, and once they were driven from the areas they once called home, they decided to figure out just what that substance was. After many failed attempts, some techniques were created to properly mine the yellow compound, which would later be identified as Sulfur. The mines produce enough to trade.

    (Bad) Cotton - Neither the Satyr nor the Glenn'Kh'lor, in Holshin, have access to cotton for easily breathable clothing. They use hides and leathers, which do not breathe well, and are unpleasant in the warm climate of the region.


    Spoiler: Religion
    Show

    Old Gods (minority) - The Glenn'Kh'lor believe in what are generally called the "Old Gods," which are basically tales of glorified heroes from different times in their history. They were great warriors of their times, and now live victorious in the battlefields of the unknown beyond, to be forever paraded by bards and have their every request met without question.

    The Goat Man (minority) - The Satyr have ancient texts that tell of the great Goat Man that laid many women across the land, which bore the original Satyrs. Their texts speak of bettering not only self, but the communities in which they live, as to live longer and more bountiful lives. These teachings are one of the main reasons the Satyr are so resilient and inventive.



    Tagra
    Grave of Lost Empires
    Region 247

    Population: 677,000
    Standing army: 3,000

    Spoiler: Terrain
    Show
    Tagra is a desert land, most of the region a vast wilderness whose centre has been scraped dry by aeons of wind. Near the coast the soil is more productive, but as increasingly intensive efforts have been made to cultivate it, the land is failing, and each year the desert creeps closer to the walls of the cities. The only exception is a narrow strip of land along the Apelpis river which extends some distance into the mainland and whose settlements provide bases for the locals to extend their control and maintain some semblance of a border along their northern frontier.

    The larger towns and cities are the principal landmarks of the region, their number including the corsair port of Egralor and the empty towers of Adrayon along the coast; the walled fortress of Sirenian near the headwaters of the Apelpis; the covered souks of Klephtis, and the peeling grandeur of Old Tagror. The cities exist in a state of perpetual rivalry and mutual dependence, submitting to the authority of the emir in Tagror only under sufferance and fear of the consequences of open war, their people living their lives among the crumbling splendour of ages past which each of the beys seeks to restore but none can muster the power to achieve.


    Spoiler: People
    Show
    The inhabitants of this region call themselves the Tagraphage. In years past they carved out a mighty empire, their cities raised high by the labour of slaves and gleaming with the wealth of conquest. The key to their success was the Sunstones, a rare and valuable gemstone mined in the desert and apparently unique to the region. The magi of the Tagraphage unlocked the arcane power of the Sunstones, and with these tools at their disposal they sailed across the known world, raiding, conquering, and subjugating.

    As with all empires, it could not last, and its fall was terrible. The fleets of the Tagraphage burned in fires so hot they say the waters themselves were aflame, and the heavens scorched. Each city was assaulted and taken, each sack more brutal than the last. Some cities tore themselves apart, leaders of slave uprisings casting down their masters only to be overthrown in turn, successive rulers finding themselves impaled upon city walls alongside the enemies they had conquered. Only when the power of the Tagraphage was utterly broken did an uneasy peace descend.

    The Tagraphage themselves are all but human, dark-skinned, and a little heavier of jaw and wider of forehead than most, but enough that the differences would not raise eyebrows. Indeed, they might be considered a handsome race, on the whole. There is, however, something cruel about their faces and about their mouths in particular, for looking closely would reveal the sharpness of their teeth. They are carnivores by preference, and it is said they will happily feast on the flesh of their foes. While cannibalism was undoubtedly a feature of the desperate days of the civil war, it is not known whether this practice is continued, and the Tagraphage themselves are happy to allow their fearsome reputation to persist.

    They are, by nature, an aggressive people, formed into loose tribes each headed by a bey - some of whom control whole cities, others only portions of the population within one, and some who live outside the cities altogether, making their living as bandits, outlaws and raiders. While the great fleets of the Tagraphage might be a thing of the past, and their ability to conduct raids on far-flung settlements much diminished, they retain a fierce piratical streak, patrolling the waters off their coast and all too eager to seize the cargo - and crew - of any unwary vessels.


    Spoiler: Resources
    Show
    The most significant export of the region is its Sunstones. These gems are of near-legendary power, capable, it is said, of harnessing the power of the Sun itself. A navigator who has mastered the use of a Sunstone will never be lost; a warrior who possesses one can unleash fiery conflagrations upon his foes capable of destroying not just men, but ships, buildings, even entire towns. But, for better or worse, the Sunstones were one of the casualties of the civil war, dozens, even hundreds of them drowned, destroyed or lost, and the magi who wielded them long since extinct. Now the Sunstones are rare, each one worth a fortune, even the rumours of a fresh one enough to energise treasure-hunters and lords alike.

    The increasingly poor land of Tagra means the people must import large quantities of meat or fish to satisfy their hunger.


    Spoiler: Religion
    Show
    The Tagraphage hold to their own ancient primitive gods, entities of blood and terror. Rumours persist of human sacrifice, with young children being slaughtered and “passed through the fire” to meet their divine patrons. As with the stories of cannibalism, if queried, the Tagraphage will merely smile to themselves and offer no concrete answer.
    Last edited by QuintonBeck; 2016-04-09 at 04:09 PM.

    Spoiler
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    Amazing Avatar by Qwernt! Thank you!

    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

  27. - Top - End - #57
    Bugbear in the Playground
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    Default Re: Empire! Lands of Arandi

    Avonlea
    Region 134

    Spoiler: Summary
    Show
    Region: 134, Avonlea
    Population: 680,000 Humans
    Recource: Ships [Great]
    Required Resource: Metal
    Religion: Daen Majority.

    Spoiler: Government and Society
    Show
    The society of Avonlea is strictly matriarchal, governed over by a High Queen, Succession is not by lineage but by appointment. Early in a High Queen's reign, her successor is chosen by the Prophetess Council from the available girls aged two to eight. the chosen child is then taken to be raised in the castle by the royal Governess, tutored by priestesses, and taught martial skills such as tracking and swordplay by skilled but elderly tacticians. Along with her martial skills, a High Queen candidate is expected to learn writing and recitation, music and song composition and diplomatic skills such as negotiation and debate. It is considered the highest honor for your daughter to be chosen as a Queen successor, and the child's mother is guaranteed to never want for anything again, all needs provided by the state in recognition of her sacrifice.

    The male inhabitants of Avonlea are considered lower status than their female counterparts. They are put to use in agriculture, but are not allowed to take part in the military. Monogamy is not a valued virtue, as marriage is not banned, but highly discouraged and very rare. A woman is free to choose whom she wishes to lie with. The men live in a large communal bunkhouse like building that is located within the capital city, but separate from the central location of the women's quarters. Despite this separation, the men are not ill treated and live comfortable lives aside from the hard work of working the land. It is not uncommon for a High Queen to maintain a harem of her favorite men, who are pampered and enjoy a life of leisure.

    Physically, the inhabitants of Avonlea are fair skinned and haired. They are of average height for humans, and enjoy the good health of those who do manual labour and martial exercises regularly. The women, when not in military gear or on guard duty, delight in wearing feminine and airy gowns in pale pastel colours and often decorate their hair in intricate braids around their heads. The men are usually dressed in simple leather pants and boots suitable for the hard physical labour in which they are usually employed.

    Spoiler: Terrain
    Show
    The land of Avonlea largely consists of verdant green woods that end in sudden hills off of the rugged coastline. Before the port was built on the coast, many ships were lost when the turbulent waves sent ships crashing to their doom on the rocky shore. these losses earned the area the nickname, "Wraith Harbor" and is rumoured to be haunted by the sailors and immigrants who lost their lives to the sea. The capitol city is situated on the plateau above the beach port and is known as Keya's Rest, named for the first High Queen who led her people south after the prophecy. The agricultural lands radiate east from the capitol, and includes various livestock shepherds as well as farmers. Goats, sheep, cows, potatoes, cabbages and carrots are among the resources produced. Further east than the farmland are the mountains known as the Sentinel Range, as they appear to watch over the farmers and shepherds as they work the land.

    Spoiler: Religion and the Prophetess Council
    Show
    The religious education of the people of Avonlea is overseen by the Prophetess Council. This Council of six women is revered and their word is taken as law, unquestioningly. Each Prophetess is responsible for naming her successor, who much like the future High Queen, is chosen at an early age and serves the Council as acolytes. Their mothers are invited to become Governesses or Priestesses and often aid in the tutoring of the Queen and Nobles. Once a Prophetesses passes away, custom dictates that her successor be divested of her eyesight, as it is believed to awaken her third eye and enable closer communion with the Goddess. The beliefs of their religion is largely in tune with the Grand Church of Daen, however they view the belief of the "All-Father" as an ignorant heresy of the truth, that the creator is in fact a woman, which can be seen in nature as females are the creators and renewers of life.

    It is said that many years ago, before anyone's current memory, there was a Prophetess Council that predicted the end of civilization,
    "The ground will shake and the waters run red with blood and tears,
    when brother is against brother and the men take up arms,
    run from these lands that know only sorrow and fear,
    Only by women will the future stay near."

    The meaning of this declaration was meditated on for many years before it was decreed that they were to journey south. This announcement split the populace in half some refusing to heed the seer's words and stayed behind. Those that chose to follow the Council settled in what now is Avonlea, the men vowing to never take up arms again, and have not within memory.

    Spoiler: Resource
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    The plentiful lumber of Avonlea is utilized to it's full advantage, including the production of valuable sea-worthy vessels used in trade and travel, these fine ships are made by select men, trained as children alongside master shipbuilders to learn their craft over decades. They are chosen for their nimble fingers and dedication to details. The citizens of Avonlea require metal, as there is little to be found in the woods and beaches the citizens call home.


    Coventry
    Region 81

    Spoiler: Summary
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    Region: 81, Coventry
    Population: 783,000 Humans
    Recource: Tobacco [Good]
    Required Resource: wood
    Religion: Daen Majority.

    Spoiler: Government and Society
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    Coventry is ruled by petty Queen, Elisa Redtree, who took the title of Grand Duchess after Coventry was incorporated into the Queendom of Avonlea. Like Avonlea, Coventry's government is a matriarchal monarchy, but unlike Avonlea, it's succession is matrilineal, with rule of the realm falling to the oldest female born to her successor, as she inherits the lands and titles of her mother. Because of these succession laws, there are rigorous mental and physical trials that a man must pass before he is invited to join the queen's harem, since his issue may rule the realm someday, though due to the nature of keeping a harem, one can not be certain of a child's particular patronage.

    The populace of Coventry hail from the same northern stock as their Avonlean cousins, being predominantly of fair skin and hair. The women of the realm maintain the military, faith and governance of the region, with the men employed in manual labour, such as building and farming the large tobacco plantations that dominate the interior landscape. Marriage is as uncommon in Coventry as it is in Avonlea, however it is not unusual outside of the city proper to find partners teaming up to run a lucrative plantation together, where they live and raise children in a more traditional setting.

    Spoiler: Terrain
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    The inland terrain of Coventry is green and fertile, watered by many rivers fed from tributaries that run down from the glaciers of the Sentinel mountain range that divides the region from Avonlea on it's western border. The Frosted River is the largest and is named for the many whitewater rapids that run down the river's length as it makes it's way from the high elevation of the Sentinels down to the lowland plains below, and finally out to sea. It's this fertile inland that is the home to the many farms and larger plantations of the wealthy tobacco barons. Coventry's eastern coast is rocky, though the sea is calm and docile, ideal for the many fishing boast that harvest the sea to supply much of the region's meat source. The region's county seat, Redtree Hall, is named after the land's ancestral rulers, and is located in the northwest corner, defended by the Sentinels at it's back.

    Spoiler: Religion
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    The people of Coventry worship the same female-centric version of Daen as those in Avonlea.
    From Her birthwaters flowed the rivers and oceans
    Her children spread across the lands
    The women, born in Her image perpetuating life
    Her burden to carry the torch of creation
    As the torch needs a spark to burn
    So has She given us men, to ignite the life within us.

    Lacking a proper Prophetess Council, Coventry's religious education falls to the many Priestesses of Daen who study as acolyte's in temples for many years before attaining Priestesshood.

    Spoiler: Resource
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    The realm's major export is tobacco, grown on large plantations owned and operated by wealthy tobacco barons, which may be male or female. Owning a plantation is one of the few ways for men of the region to attain wealth and noble status. The tobacco coalition enjoys a powerful voice in the county seat, with a position on the Grand Duchess's Council. The region requires wood with which to build ships to export the tobacco, as much of the area's natural woodland has been clear cut to make room for the ever-expanding plantations.


    Evemoor
    Region 76

    Spoiler: Summary
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    Region: 76, Evemoor
    Population: 943,000 Humans
    Recource: Mistwater Wine [Minor]
    Required Resource: fabric
    Religion: New Order of Daen Majority.

    Spoiler: Government and Society
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    Evemoor is ruled by petty Queen, Niniane Winterbrooke, who took the title of Grand Duchess after Evemoor was incorporated into the Queendom of Avonlea. Like Avonlea, Evemoor's government is a matriarchal monarchy, and similar to Avonlea's powerful Prophetess Council, it's succession is determined by the realm's Conclave of Priestesses, and the prospective new queen is often chosen from the children of their Priestesses and Acolytes. Being chosen as an Acolyte is seen as an honour and it requires a lifelong commitment to the clergy and an austere, though not uncomfortable lifestyle of dedication and worship. As for the Acolytes of the Mother Daen, it is seen as their duty to create life, and a man may apply for the position in the Acolyte's harem, though there is a long wait list for these positions.

    The populace of Evemoor hail from the same northern stock as their Avonlean cousins, being predominantly of fair skin and hair. The women of the realm maintain the military, faith and governance of the region, with the men employed in manual labour, such as planting and tending the many vineyards that dot the moor. Marriage is unheard of in Evemoor, the women choosing her suitors at her whim, though the men are free to refuse an offer as they wish. The citizens of Evemoor attire themselves in dress appropriate for the varying coastal climate in long garments of lightweight fabrics, usually cut just above the ankle to avoid dragging in mud. The Priestesses and Acolytes are easy to spot in their hooded robes coloured to designate their various specialties, blue for healing, green for fertility, purple for mysticism, etc.

    Spoiler: Terrain
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    The inland terrain of Evemoor is wet and marshy, large pools of dark but clean water can be found throughout the region. The largest of these pools, known as the Mistwater, is watered from an underground spring source and is used to irrigate the wine vineyards for the heady wine that is used for ceremonial purposes as well as for trade. The largest of the region's many temples dedicated to the Mother Daen, The House of Her Holy Waters, is located near the Mistwater, and many rituals are performed on it's shores throughout the year. The major trade axis of the region, and the location of the county seat of governance, Winter's Fort, was built on the southern coast and takes advantage of the calm shallow bay known colloquially as Sunset Bay, famously for it's clear view of the sunset. Due to the marshy nature of much of the interior, homes and buildings, and roadways are built above ground level to avoid flooding and sinkage requiring most structures to be built with multiple levels to ensure adequate storage space.

    Spoiler: Religion
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    The people of Evemoor worship the New Order of Daen that sees Daen as the All-Mother of Creation. The Conclave of Priestesses consented to unify under Avonlea only after the capital's recent success in swaying the Abbot of Daen to their gynocentric view. On the whole, the clergy compels it's adherents to bear children in honour of the Mother, owing to the region's large population. Many annual festivals are held throughout the year, with a full moon ritual being held monthly at the Mistwater, the large, round full moon being seen as the symbol of the Mother, or pregnant woman, the bearer of man's spark of life. The festival is celebrated with candles, Mistwater wine and offerings of food for fertility. It is considered good luck for a child to be conceived during the Full Moon rituals.

    Spoiler: Resource
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    The realm's major export is Mistwater Wine, a fermented spirit known for it's strength and valued for it's esoteric properties. Some clergy are said to hallucinate under the wine's influence. The many vineyards are tended by much the region's male population and each harvest is blessed by a Priestess of Daen.

    The region requires fabric, as it is not suitable land for herd animals or silkworms.



    Bellarion
    Region 80

    Spoiler: Summary
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    Region: 80, Bellarion
    Population: 641,000 Humans
    Recource: Bellarion Silver [Minor]
    Required Resource: food
    Religion: Daen Majority.

    Spoiler: Government and Society
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    Bellarion is ruled by petty Queen, Astola Backhall, who took the title of Grand Duchess after Bellarion was incorporated into the Queendom of Avonlea. Like Avonlea, Bellarion's government is a matriarchal monarchy, though it is a Matrilineal succession. Contrary to Avonlea, and the other realms in the Queendom, men enjoy a similar rank to women and though they are not welcome in the military or to sit on the Black Throne, marriage is tolerated, even amongst nobility, and men may also rise to the Queen's Council and in rank in the clergy. Grand Duchess Blackhall does not keep a harem, as marrying for love and monogamy is the standard in Bellarion. Bellarion's insist they keep to the old ways, whereas the rest of the Queendom has perverted the words of the Prophecy to their own purposes. It was this difference of opinion and practice that eventually caused a skirmish to break out upon Avonlea's attempt to incorporate the region, an attempt that was ultimately successful.

    The populace of Bellarion hail from the same northern stock as their Avonlean cousins, being predominantly of fair skin and blonde hair. The women of the realm maintain the military and governance of the region, with the men being welcome to employ their services in the clergy, as well as agriculture, mining and trade. Marriage is the norm in Bellarion, and the populace is largely free to marry whom they wish and though divorce is not encouraged, it is tolerated in extreme cases. The citizens of Bellarion attire themselves in dress appropriate for their station, nobility of both sexes dressing quite formally in brocaded and embroidered jewel-toned fabrics, while the peasantry dress more practically in rough spun fabrics and leather suitable for hard labor. Long hair is popular amongst men and women of the realm. Braids are popular for rich and poor alike, and they are worn in many styles, including wrapped around the head as a crown, or in a thick plait down the back.

    Spoiler: Terrain
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    The inland terrain of Bellarion is consisted largely of rocky foothills, home to the many silver mining caves where the population reaps the wealth of the Sentinel mountain range that divides the region from Coventry on it's eastern border. Life in the mining camps is difficult, but it is a respected profession, Bellarion Silver being famed among the realm for it's pureness and malleability. The largest of these mining camps, located in the part of the foothills known as the Silfur Hills, is home to hundreds of miners and their families, along with smiths and craftsmen, who all profit from the large silver industry. The largest port city, Folkestone, lies on the south east border of Evemoor, and is the region's main hub of travel and export. The region's county seat, Blackhall, is named after the land's ancestral rulers, and is located in the central north, defended by the Sentinels at it's back.

    Spoiler: Religion
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    The people of Bellarion worship the New Order of Daen that sees Daen as the All-Mother of Creation. The men of the realm are welcome to join the clergy, as they say it is not for them to decide who may worship the Mother or spread Her word. Although promiscuity is discouraged, with focus being on loving, lifetime partnerships, the population is still encouraged to procreate copiously, in honour of the Mother's creative forces. Therefore large families with many children are common, though it should be noted that it's perhaps this lack of tolerated promiscuity that has led to a rather smaller population than the other realms of the Queendom.

    Spoiler: Resource
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    The realm's major export is Bellarion Silver, mined from the foothills of the Sentinel Mountain Range. It is used in coin minting, smithing, jewelery and utensils, and of course for trade. The region prides itself for it's mineral purity, though this is a subjective view.

    The region requires food, as it lacks arable land for crops.



    Ramshorn
    Region 82

    Spoiler: Summary
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    Region: 82, Ramshorn
    Population: 831,000 Humans
    Recource: Witch's Weave [Good]
    Required Resource: Booze
    Religion: Daen Majority.

    Spoiler: Government and Society
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    Ramshorn is ruled by petty Queen, Aderine Highmore, who took the title of Grand Duchess after Ramshorn was incorporated into the Queendom of Avonlea. Like Avonlea, Ramshorn's government is a matriarchal monarchy, but unlike Avonlea, it's succession is matrilineal, with rule of the realm falling to the oldest female born to her successor, as she inherits the lands and titles of her mother. Because of these succession laws, there are rigorous mental and physical trials that a man must pass before he is invited to join the Duchess's harem, since his issue may rule the realm someday, though due to the nature of keeping a harem, one can not be certain of a child's particular patronage.

    The populace of Ramshorn hail from the same northern stock as their Avonlean cousins, being predominantly of fair skin and hair. The women of the realm maintain the military, faith and governance of the region, with the men employed in manual labour, such as building and fishing, raising crops and shepherding in the region's fertile interior. Marriage is as uncommon in Ramshorn as it is in Avonlea, with men and women being free to couple as they please, so long as the intended is likewise amenable. Residents of Ramshorn are a jovial lot, and known for their musical talents, with both men and women choosing to join the Bard's College as a respected profession choice.

    Spoiler: Terrain
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    Ramshorn is a long thin swath of land that reaches from the Sentinels in the west, to the Dawnsea in the east. Ramshorn is named after the region's ancient founder, Perine Ramshorn, who's gender is hotly debated among historians. Among the remains of Perine Ramshorn was found their namesake horn, which is displayed at the Bard's College in Highcastle. The region's most populace city, and government seat is Highcastle on the sea. The inland terrain of Ramshorn is green and fertile, dotted with farms and the modest holdings of sheep and cattle shepherds. Nestled in the foothills of the Sentinels in a large temple dedicated to the study and worship of the Mother, at Eastcliffe. It is the priestesses here who are responsible for the production of the region's main export, the medicine bags colloquially known as Witch's Weave.

    Spoiler: Religion
    Show
    The people of Ramshorn worship the New Order of Daen that sees Daen as the All-Mother of Creation. The Conclave of Priestesses at Eastcliffe consented to unify under Avonlea only due to the capital's success in swaying the Abbot of Daen to their gynocentric view. On the whole, the clergy compels it's adherents to bear children in honour of the Mother, owing to the region's large population. Many annual festivals are held throughout the year, with a sun festival being held annually at Temple at Eastcliffe, to give honour and thanks to the sun and the region's men who are seen as the spark of life. A great bonfire is burned for 9 consecutive days to represent the nine months of pregnancy, with dancing, songs and drinking, it is the most revelous festival of the year.

    Spoiler: Resource
    Show
    The priestesses of Ramshorn construct medicine bags colloquially known as Witch's Weave. The medicine bags are made of soft leather, and it's contents can vary by intent, though they can always be said to contain herbs and essential oils, such as sage, lavendar and sweetgrass, minerals such as quartz and moonstone and other tokens such as shells or feathers. Each bag is constructed with purpose and individually blessed by a Priestess of the Mother. Ramshorn currently exports weaves used for luck, fertility and good health. You may wear them hung around your neck or keep it in a pocket.

    Ramshorn requires liquor or alcohol, as they do not have their own vineyards, breweries or distilleries and have many taverns in which to employ their bards.


    Penrith
    Region 79

    Spoiler: Summary
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    Region: 79, Penrith
    Population: 812,000 Humans
    Recource: Velvet Aspis [Good]
    Required Resource: Metal
    Religion: Daen Majority.

    Spoiler: Government and Society
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    Penrith is ruled by petty Queen, Orcala Amberpond, who took the title of Grand Duchess after Penrith was incorporated into the Queendom of Avonlea. Like Avonlea, Penrith's government is a matriarchal monarchy, and also like Avonlea, it's succession is decided by a council of clergy consisting of religious leaders. The male inhabitants of Penrith are considered lower status than their female counterparts. They are put to use in agriculture, but are not allowed to take part in the military. Monogamy is not a valued virtue, as marriage is not banned, but highly discouraged and very rare.

    Physically, the inhabitants of Penrith are fair skinned and haired. They are of average height for humans, and enjoy the good health of those who do manual labour and martial exercises regularly. The women, when not in military gear or on guard duty, delight in wearing feminine and airy gowns in pale pastel colours and often decorate their hair in intricate braids around their heads. The men are usually dressed in simple leather pants and boots suitable for the hard physical labour in which they are usually employed.

    Spoiler: Terrain
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    A coastal region, Penrith’s climate is mild, with rainy winters and hot, dry summers moderated by the cold ocean currents of the Dawnsea at it’s eastern border. Inland is largely forested with diverse woodlands that include drought tolerant trees such as the cypress and shrubs such as yarrow and lavender bushes. These woodlands continue to the coast, granting the long swath of green coast it’s nickname, The Emerald Coast. On the coast is where you will find the county seat, the citadel of Guardstone, home to the Grand Duchess Amberpond and her court.

    In the southwest corner of the region lies Astolon, a Temple dedicated to the Mother situated in the middle of a great circular cypress grove who’s silvery trunks are treated regularly with a secret solution made from phosphorescent fungi harvested from woodland caves. This causes the trees surrounding Astolon to glow with an ethereal white light that can be seen from quite a distance through the dark woods.

    Spoiler: Religion
    Show
    The people of Penrith worship the New Order of Daen that sees Daen as the All-Mother of Creation. On the whole, the clergy compels it's adherents to bear children in honour of the Mother, owing to the region's large population. Many annual festivals are held throughout the year, including the festival of lights held annually at Astolon in the late winter to celebrate the impending return of the warm season. The holiday is a festival of the hearth and home, and a celebration of the lengthening days and the early signs of spring. Celebrations often involve hearthfires, special foods, divination or watching for omens, candles or a bonfire if the weather permits.

    Spoiler: Resource
    Show
    The Velvet Aspis is a diminutive species of winged reptile, owing it’s name to the soft feather-like hairs that lightly cover the tops of their wings in a fine down. Members of the dragon family, Their bodies are covered in scales that vary in color, often shading to darker on the belly. They have an elegant, short body with a thin tail. Intelligent, They are capable of flight and are often kept and utilized as messengers. Aspis breeding is a prestigious occupation, employing both sexes equally in one of the few ways the men of the region may acquire a high social status.

    The residents of Penrith require metal for coin and weapons.


    Inorog
    Region 78

    Spoiler: Summary
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    Region: Inorog, 78
    Population: 679,000 Humans
    Resource: Unicorns [Good]
    Required Resource: Apples
    Religion: Paganism Old Gods (minority)

    Spoiler: Government and Society
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    Largely a military based group, the humans of Inorog has created peaceful homes for themselves. Maintaining order is a strong part of their culture, and Inorog’s primary city, Cetate reflects this. The people that live there like their houses in neat rows. They like them to have a uniform appearance, and there is a certain amount of peace that comes with the equality that most of this provides. The closer to the center of Cetate, the larger the homes. This provides encouragement to those within Inorog to better themselves. Order is maintained by the Legions, with one Legion remaining at home at all times. The remaining four Legions are sent to various parts of Inorog, to deal with disputes and police the region.

    The First of Firsts has maintained that five legions are enough for Inorog proper, and only in times of war – something not seen in decades – will more people be drafted. Each male of sixteen within Inorog must apply to the Legion, regardless of station. They may not be accepted; five thousand men in times of peace are slow to replace, but application to the Legion is mandatory to be counted as able to speak with a Second regarding matters of state.

    The Legions are made up of one thousand men. They are led by a First.

    Ten cohorts make a legion. Each cohort is led by a Second.

    Four squadrons make a cohort. Each squadron is led by a Third.

    Regular soldiers are called ‘Fourths’. In the traditional solider humor, they have taken this to mean that they go ‘wherever they are sent fourth.’

    When not in the legions, people may choose to do as they please, so long as they maintain Order and abide by the laws of the Senate. Some are farmers. Some are merchants. Some are sailors and fishers. But most? Most people take care of the Unicorns.

    Spoiler: History
    Show
    The Principality of Inorog was founded on principles of honor and brotherhood. The people of Inorog have old legends of times long past when they fought as various clans, none able to come out on top of the other, and just more and more death. The entire region would have been wiped out, if not for The Unaging Child. A young boy, no more than twelve, washed ashore on to the beaches of the Inorog clan, with their mighty equines. He gave his name as 'Sir Aeldir', and, after a year spent learning to speak, he approached the chief of the Inorog, to whom he made an offer: allow him to lead the Inorog clan, and he would unify the land.

    The chief laughed in his face. A young boy? An outsider? Even one whom had strangely pointed ears? Chief? What was there not to laugh at? The boy frowned, and made another offer: he would be chief, he would unite the region, and each man who followed him would become the Firsts of his army. In exchange, when the clans were united, and the wars were over, the boy would step aside, and allow the Inorog clan to rule. For he would be their strength, but not their king.

    The chief laughed again, telling the young Sir Aeldir that if he could show he was stronger than the chief of Inorog, he had a deal. After all, the chief thought, it was only a young boy!

    And then, so the story goes, the boy walked over and picked up the chief in one hand, and his horse in the other. He would have juggled the two of them, some say, if the chief had not agreed on the spot to follow Sir Aeldir.

    The boy was as good as his word. Every man that followed him from within the Inorog clan became the finest fighter - the First of Many - and he first organized them into five squadrons of twenty-five fighters, and then after a victory over three clans and gathering more to his cause, into cohorts of one hundred men each. As time went on, Sir Aeldir did not grow from a boy to a man, and they called him the Unaging Child of the Inorog. Clan after clan fell before his cohorts, and soon, he had one thousand men following him: each cohort led by a First, each squad led by a Second, all answering to the call of: the Inorog Legion.

    The history goes that Sir Aeldir continued to lead the Legion, but the chief (now an old man, his great strength gone from him) put his son in charge of the Inorog. His son, Wilheim, became the First of Firsts, and went on to learn of tactics and leadership from the Unaging Child. It was Wilheim who led the battles from then on, with Sir Aeldir giving advice as needed, but mostly, the boy was a terror upon the battlefield itself. With his great strength rivaling that of many men his size, the story goes that he slew dissenters without remorse and an eerie calm, as though he saw them as less than worthy; as less than human. Many tried to test their mettle against him, but the Unaging Child cut them all down, right off their mounts. The equines he spared. He seemed to like them.

    And the Legion needed every one they could get.

    Their cavalry charges are legendary, with the glint of their bronze spear - precious even then - making the original Inorog Legion shine in the sunlight. Clan after clan fell before them, and soon, just fifty years after he made the promise, the Unaging Child had united all of the region under the Inorog. All of his Firsts, led by Wilheim (still strong, but his hair beginning to grey), became the new government, and they ruled with honor and good will. Their camaraderie was the inspiration to the land, and to this day, 'Brother' is said only among true friends. Even boy siblings do not say it to each other, unless they consider one another an unwavering friend.

    As for the Unaging Child? He was true to his word. He let the Firsts lead the land, and he was their strength. When there was evil within the land, he went out seeking to purge it. When there were people in need of aid, he would not hesitate to help. He became a being of legend. A symbol of hope and prosperity. Wilheim became the land's First of Firsts, but it was Sir Aeldir whom was the people's leader. And then, one day, to the son of the son of the son of Wilheim, the Unaging Child said that he was bored, and would move on, to seek new adventure. Inorog was a country all it's own now, with the First of Firsts advised by a stable council of Firsts, and backed by the Legions they commanded. There were no evils left here, and no dangers to slay. Wilheim IV said, "Brother, you will do as you will do. Thank you. For everything."

    The Legions and the Firsts still rule. While the First of Firsts is now Gramm Lider, the Wilheim family is still strong, and some speculate that First Erik Wilheim will be voted as the new First of Firsts when old Lider passes. Imagine their surprise, however, when not one, but several Aeldir arrived on their shore. Boys and Girls both. The Senate of Firsts, like the old chief of Inorog, laughed at them at first. Gramm Lider, however, listened to their stories, and listened to their history. The Unaging Child, Sir Aeldir, must have been like them. Not children at all. But Aeldir. An entire race of them. Four large Courts.

    There was much deliberation, and more Aeldir - older ones - came. They were skilled in ways of diplomacy in ways that impressed upon the First of Firsts that they were dangerous; able to use words like he used to be able to wield a spear. He spoke with First Erik Wilheim, and allowed the boy to make the decision: Do we rebuff the Aeldir, or accept them? First Erik showed his wisdom, consulting many other Firsts, before deciding that these Aeldir were just as much a part of history as his progenitor. They would be given the chance to prove it. And so, the Aeldir made them an offer: join the Rose Demesne, and be introduced to the rest of the world. In exchange, the Senate of Firsts would be allowed to reconvene at the end of year 125 and make their case, should they no longer wish to follow the Rose Courts.

    After all: the world was bigger than just Inorog.

    Spoiler: Terrain
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    The land of Inorog is a mixture of pleasant plains and dotted with forests, with long stretches of beaches to the north. To the west, the land receives regular rains, likely from nearby Fan'Grove. This gives western Inorog many different lakes and rivers, as well as plenty of excellent farmlands for feeding the people of the region. The further south you go, the more dense the trees get, lush and green. In between it all is the capital, Cetate, seat of the Senate, and jewel of Inorog. Surrounding Cetate are the low rolling hills of the Plains of the Unicorns, the animals much beloved and cared for by the people.

    Spoiler: Religion
    Show
    The Unaging Child brought with him several gods, which he called the Old Gods. The details of these Old Golds are sparse, but some within Inorog still try to follow what they believe is the religion of the being that unified their people, and gave them hope and strength.

    Spoiler: Resource
    Show
    Unicorns – Beautiful equines creatures that have been bred and taught to act as mounts, and in their later years, serve as beasts of burden. They help till the soil for farming, and a well-cared for mount can charge down an enemy even without the rider having a spear. They are horses in nearly every visible way; abilities and physicality. Everything matches, except for two notable things. Every single one has pure white hair with blue eyes, and unlike horses, the great big single twisted bone horns right in the middle of their heads give them their names: Unicorns. However, it's not the outside that counts, but the inside. Unicorns are quite smart, and can understand more than just basic commands. Their horns have been known to light up dark places, sooth savage beasts, and some say, may even have healing properties... though the latter has yet to be proven.

    Unicorns really can't be bought or sold, but they are very agreeable creatures and choose to work with people they like. People raise them and then take them to market so that the unicorns can select who they want to work with. Once they choose a person or family to bond with, they stay with that family for life. They think nothing of menial labor like pulling a plow- they only have strong affection for that farmer's family. Similarly with war-mounts- it is their devotion to their rider that makes them fearless. In a real way, they are the living archetype of honor and brotherhood the land is so famous for.
    Required Resource: Apples – While the people of Inorog have plenty to eat, the Unicorns of the land love Apples. As those within the region love to spoil their favorite beasts, they greatly want fruits of all types to give to their Unicorns; but Apples are especially delectable.


    Marmarin
    Region 243

    Spoiler: Summary
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    Region: Marmarin, 243
    Population: 678,000 Humans
    Resource: Aquamarines [Minor]
    Required Resource: Food.
    Religion: Paganism Sea Goddess Worship (Majority)

    Spoiler: Government and Society
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    The humans of Marmarin seem to hail from the same stock as their Inorog neighbours. Tall and broad shouldered, Marmarins are a fair people, though not as uniformly towheaded as the Avonlean peoples. They are most often dark haired, with a fair complexion and green or hazel eyes. Likewise martially minded as their Inorog neighbours, Marmarins pride themselves on organization and discipline, which shows through even in their non-military sectors. Both men and women are welcome to join in and rise in the military ranks, though the title of First has traditionally been passed down through the male generations. The current First is Gabriel Dalca, who has two sons, his heir, Alin, and his younger son Anawin.

    Many of the region’s civilians are employed in the large jewel trade of the plentiful aquamarines that are found in Marmarin. Like any mining occupation, unearthing the valuable gems requires hard work under difficult conditions. The mines of Marmarin are overseen by the state, in order to ensure a suitable standard of safety and minimum compensation for the miners that are the backbone of the region’s economy. The state also provides such basic needs to all citizens such as healthcare and provisions of food, shelter and necessities to those in need. In exchange, the government taxes all commercial sales of aquamarine. These taxes, though necessary to fund public programs, are unpopular and have resulted in the creation of a black market.

    Spoiler: Terrain
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    Marmarin is a thick stretch of land beset to the north and south by sea. The northern coast lies upon the Sea of Coin and is sheltered by a shallow bay bordering a high granite plateau. Turcoaz Bay is the location for the biggest port city of the region. Port Moneda is also home to the largest market and is a hotbed of multicultural culture and commerce. The Cetatean de Piata, or just The Piata to the locals, is renowned throughout the area for it’s fine gemstone jewelry, whether bought through official Piata vendors or the black market, known as the Negrata.

    The southern coast lies upon the Dawnsea and hosts the bulk of the region’s mining operations. Many caves have been found that had been worn into the granite cliffs by the sea and lead deep underground where the gemstone deposits can be easily found and mined out with some effort. The southern climate is a bit more harsh than the north, as it lacks the shelter of Turcoaz Bay and is subject to the harsh maritime winds and storms. The one harbour in the south, Port Furtuna, is known to be a seedy area, rife with brothels, taverns and is thought to be the headquarters location for The Negrata.

    Spoiler: Religion
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    Marmarins worship the sea goddess, Valapa. Valapa presides over rivers, irrigation, and farming. She also is the creator of all elements of marine life and protects sailors and fishermen on their voyages. She can take the form of any sea creature and possesses a magical trident that can call storms, tidal waves and whirlpools. Marmarins often make offerings of liquor and sweets which Valapa is said to enjoy in order to court her favour for a long journey upon her sea.

    Spoiler: Resource
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    The beautiful aquamarine gems of Marmarin have a clear sea-blue color that varies from light blue to deep turquoise. Aquamarine is an exceptionally hard gemstone and has an outstanding vitreous (glass-like) luster. The sailors of Marmarin often wear aquamarine gemstones to keep them safe on voyages and prevent seasickness.


    Marmarins require food to supplement the scant farmland space.
    Last edited by Mary_Sue; 2016-09-09 at 04:15 PM.
    Quote Originally Posted by TheDarkDM View Post
    God, get it together Mary.
    Thank you to AsteriskAmp for the lovely avatar!

  28. - Top - End - #58
    Bugbear in the Playground
    Join Date
    Oct 2015
    Location
    Ocean Side
    Gender
    Female

    Default Re: Empire! Lands of Arandi

    Somerset
    Region 450

    Spoiler: Summary
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    Region: 450, Somerset
    Population: 716,000 Swanmays
    Resource: Wood [Good]
    Required Resource: Cloth
    Religion: Undefined paganism.

    Spoiler: Government and Society
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    The nature of the Swanmay is dual, in their human form they are of a slight and a delicate build man and woman both. Slightly shorter than your average human, Swanmays may vary in colouring in two ways, with most of the population having very pale skin with hair ranging from platinum to white. These Swanmays possess dark brown eyes that may oft times appear black. More rarely, some Swanmays are born with the rich dark skin of the ebon wood of their region forests. These Swanmays possess hair of black and eyes of a startling red, both types sporting long feathery eyelashes framing their contrasting eyes. Two pale Swanmays may produce an ebon swan, though the pairing of two ebon swans will always produce a third. Swanmays produce a live birth and nurse their babes, appearing completely mammalian in their human form.

    Upon the full moon, Swanmays transform into the birds of their namesake, fully capable of flight. In swan form, Swanmays resemble swans. Having no control over their transformations, Swanmays tend to gather in great groups called bevys near the onset of the full moon. Their transformations take place each night of the full moon, taking place usually 2-3 nights in a month. They tend to stick in groups for protection during this time, as they are vulnerable to predation in this form. Both males and females generally eschew clothing within their isolated communities, though light clothing has begun to be more common with the region’s incorporation into the Great Queendom of Avonlea. Fidelity and marriage are scared to the Swanmays, with married couples expected to marry for life.

    A timid people, long the recipients of predation and subjugation by those who would seek to keep them as oddities or pets, the Swanmays welcomed their Avonlean conquerors reticently, though put up no resistance upon the region’s incorporation shortly after contact was made by Avonlean explorers. Lacking a central government or organized ruling body, an ebon Swanmay who has styled herself Princess Celeste has been chosen from among her peers to represent the Swanmay’s interests at court. Despite the Avonlean’s benevolent intentions towards the Swanmays, trust comes slowly to them though have learned to communicate in the Luskan Trade Tongue and it is becoming more widely known throughout the region, though they still speak and sing in their native tongue when not attended by outsiders.

    Spoiler: Terrain
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    The ebony trees of the Whispering Woods, called such by the natives for the soft leaf rustle that can often be heard surrounding the small, quiet communities of the Swanmays. This rustling is caused by the gentle, though near-constant maritime winds that sweep through the region from the southern coastline. The region’s population is largely concentrated on the coast, with the interior being the great forest from which the inhabitants harvest the dark ebony hardwoods of which their structures are built almost exclusively. Loathing to keep animals for slaughter, the population mainly feeds itself through sowing and fishing. Each small settlement usually has a large communal grain field and an orchard with individual families growing their own vegetables. Every member of a community is expected to contribute their fair share, the threat of being alone during the vulnerable time of transformation is usually enough for all but the most lazy to comply. The largest community settlement is Cisney, though not a proper urban city, still affords it’s residents a measure of comfort and protection.

    Spoiler: Religion
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    The Swanmays have no properly organized religion, worshipping the moon as the Goddess Lunalia who brings from them their true form as a blessing each month.

    Spoiler: Resource
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    Somerset’s greatest resource is the black ebony hardwood of their great forest. Strong and beautiful, they have found their lumber highly prized, and as such have pressed more lumberjacks into employ to meet the growing demand of the newfound foreigners.

    The Swanmays require fabric for clothing, having realized it unusual to be nude in polite society.


    Skyholme
    Region 451

    Spoiler: Summary
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    Region: Skyholme, 451
    Population: 782,000 Swanmays
    Resource: Cotton [Minor]
    Required Resource: Wood.
    Religion: Undefined paganistic Moon Goddess worship.

    Spoiler: Government and Society
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    Like their neighbours to the south, the inhabitants of Skyholme are Swanmays. The nature of the Swanmay is dual, in their human form they are of a slight and a delicate build man and woman both. Slightly shorter than your average human, Swanmays may vary in colouring in two ways, with most of the population having very pale skin with hair ranging from platinum to white. These Swanmays possess dark brown eyes that may oft times appear black. More rarely, some Swanmays are born with the rich dark skin of the ebon wood of their region forests. These Swanmays possess hair of black and eyes of a startling red, both types sporting long feathery eyelashes framing their contrasting eyes. Two pale Swanmays may produce an ebon swan, though the pairing of two ebon swans will always produce a third. Swanmays produce a live birth and nurse their babes, appearing completely mammalian in their human form.

    Upon the full moon, Swanmays transform into the birds of their namesake, fully capable of flight. In swan form, Swanmays resemble swans. Having no control over their transformations, Swanmays tend to gather in great groups called bevys near the onset of the full moon. Their transformations take place each night of the full moon, taking place usually 2-3 nights in a month. They tend to stick in groups for protection during this time, as they are vulnerable to predation in this form. Fidelity and marriage are scared to the Swanmays, with married couples expected to marry for life. The regional ruler in Skyholme is Princess Jesenia, a white haired Swanmay who was granted the title after annexation by Avonlea in keeping with their peers in Somerset.

    Unlike their Somerset counterparts, the Swanmays of Skyholme dress in airy cotton garments often dyed bright colours, though they prefer to go about barefoot and shoes are generally eschewed within the region. Unlike the Swanmays of Somerset, the Swanmays of Skyholme are less timid and more readily accepting of strangers and other races. Likely due to a lack of predation on them by people overland. A coastal people, the natives of Skyholme have developed a strong sea faring tradition and naval skills in order to protect themselves from the pirates and looters that have plagued them throughout history.

    Spoiler: Terrain
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    Much of the Skyholme populace is concentrated upon the northern coastline, colloquially known as The White Coast, or La Costa Blanca by the locals. The White Coast is named for it’s beautiful white sand beaches, and also for the myriad cotton plantations which are strewn about the region. Many small fishing villages can be found all up and down the coast, though there are only two proper harbours in the region, both equally modest and rustic in comparison to some of the more developed countries. Port Modesto is the northern harbour, and borders Ramshorn in the west. Port Rustico is the southern harbour and is home to the Skyholme naval grounds and shipyard. The residents of Skyholme enjoy a comfortable climate that is moderate year round, though they are prone to storms in the late fall which makes fishing and travel difficult during those times. Like their counterparts in Somerset, the populace of Skyholme do not keep livestock for slaughter, with most of their protein requirements coming from the plentiful bounty of The Dawnsea. Every citizen is expected to do his or her part for the community or run the risk of vulnerability during their time of transformation.

    Spoiler: Religion
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    Like those in Somerset, The Swanmays of Skyholme have no properly organized religion, they worship the moon as the Goddess Lunalia who brings from them their true form as a blessing each month. Their homes are often decorated with icons and pictures of the full moon.

    Spoiler: Resource
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    Skyholme's greatest resource is the plentiful cotton that grows in abundance within many large plantations throughout the region. The cotton is picked and woven into threads and fabrics for use in textiles for clothes and utility.

    Skyholme requires wood for use in building better housing and for the shipbuilders in Port Rustica.


    Swansea
    Region 452


    Spoiler: Summary
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    Region: Swansea, 452
    Population: 795,000 Swanmays
    Resource: Dairy Cows [Good]
    Required Resource: Hard Metals.
    Religion: Undefined paganistic Moon Goddess worship.

    Spoiler: Government and Society
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    Like their neighbours to the north, the inhabitants of Swansea are Swanmays. The nature of the Swanmay is dual, in their human form they are of a slight and a delicate build man and woman both. Slightly shorter than your average human, Swanmays may vary in colouring in two ways, with most of the population having very pale skin with hair ranging from platinum to white. These Swanmays possess dark brown eyes that may oft times appear black. More rarely, some Swanmays are born with the rich dark skin of the ebon wood of their region forests. These Swanmays possess hair of black and eyes of a startling red, both types sporting long feathery eyelashes framing their contrasting eyes. Two pale Swanmays may produce an ebon swan, though the pairing of two ebon swans will always produce a third. Swanmays produce a live birth and nurse their babes, appearing completely mammalian in their human form.

    Upon the full moon, Swanmays transform into the birds of their namesake, fully capable of flight. In swan form, Swanmays resemble swans. Having no control over their transformations, Swanmays tend to gather in great groups called bevys near the onset of the full moon. Their transformations take place each night of the full moon, taking place usually 2-3 nights in a month. They tend to stick in groups for protection during this time, as they are vulnerable to predation in this form. Fidelity and marriage are scared to the Swanmays, with married couples expected to marry for life. Like the Swanmays of Somerset, the Swans of Swansea are generally timid and not martially inclined. Upon the region’s discovery by Avonlea, the inhabitants were in the midst of being beset by raiders from the unknown lands to the south, and by all reports, the Swanmay settlements of the region have been periodically sacked and rebuilt throughout its history.

    Spoiler: Terrain
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    Swansea’s beautiful terrain coupled with its docile inhabitants has long made it a target for pirates and profiteers who seek to make their fortunes in the capture and sale of the exotic. The border of the civilised lands of Swansea is divided in the west by a large river. Called the Rio Sagrado, its source is an underground spring which pools in a natural grotto in the north woods. The water of this pool is sacred and is believed to have healing properties. Its exact location is a heavily guarded secret, guarded closely only by appointed initiates of their Moon Goddess. The majority of the region’s inhabitants dwell in modest settlements built from the natural hardwoods that make up the northern hardwood forest, colloquially known as the Sombra Woods. All of the coastal settlements along the white sand coast show various signs of having been rebuilt or even the black marks of pillaging fires are visible in some places still. The largest of these Port Settlements is called Dela Joya, and is the trade and transport hub of the region. Since the region's incorporation into Avonlea, it is also the regional seat of government, ruled under the regent Princess Vada, a pale Swan.

    Spoiler: Religion
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    Like the Swanmays in Somerset and Skyholme, The Swanmays of Swansea have no properly organized religion, they worship the moon as the Goddess Lunalia who brings from them their true form as a blessing each month. Their homes are often decorated with icons and pictures of the full moon.

    Spoiler: Resource
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    Like all Swanmays, the Swanmays of Swansea loathe to keep animals for slaughter and subsist chiefly on fruits, vegetables and protein from the sea. However, the Swanmays of this region tend and keep large dairy cows from which they produce high quality dairy products such as milk, cheese and butter.

    The inhabitants of Swansea require hard metals for tools and weapons.


    Radleigh
    Region 449


    Spoiler: Summary
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    Region 449, Radleigh
    Population: 739,000
    Resource: Ivory Agaricus [Good]
    Required Resource: Luxuries.
    Religion: Pirate Code of Honour

    Spoiler: Government and Society
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    Average humans with subpar morals. The people of Radleigh consider themselves pirates and hold little of value that does not further their cause for piracy and pillage. Long have they harried the neighboring Swanmay regions, though the Swans of Skyholme had oft given them battle unlike their brethren in Somerset and Swansea. The pirates of Radleigh had periodically raided Swansea to collect docile slaves or to put the women to work in the port brothels, as they found that human/Swan pairings did not result in inconvenient pregnancies. The biggest and most infamous of these brothels being Shag-by-the-Sea in Edgewater. Those that were found to be men, were put to work as chained swabbies or eaten once the next full moon arose and they transformed back into swans. United under the mighty banner of Captain Johan Fiddick of the Redwayve, Scourge of the Darling Sea, the pirates of Radleigh had agreed to a truce and moratorium on hunting Swanmays in exchange for a promise of luxurious trade goods and a series of strategic diplomatic marriages from Avonlea.

    Spoiler: Terrain
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    Radleigh borders the Dawnsea on its east, and the Darling Sea on its western shore. Edgewater, the region’s major Dawnsea port is largely built from the red sandstone after which the area was named. Edgewater is infamous for being a harbour for pirates and cast out members of polite society. Edgewater’s most distinguishable landmark is the Saltspear, a limestone lookout tower built from the unusually white stone of the Saltcliffes. The tower affords the watchmen an unobstructed view for leagues in every direction. Notoriously, this tower has been used to gauge when the Swanmays in neighboring Swansea have taken flight, and used to coordinate their raids accordingly.

    On Radleigh’s eastern shore, New Seaguard is the prominent port on the Darling Sea. Once built entirely of wood, Seaguard was burned to the ground in a retributive act by an affronted neighbor. It was then rebuilt entirely of red sandstone, as its sister city, Edgewater was. New Seaguard is located on the small inland sea known to the locals as the Darling Sea, both for its diminutive size and as a reflection on its importance to the pirates way of life, as most of their raids and sacks are conducted upon the regions surrounding the Darling Sea.

    Spoiler: Religion
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    Lacking a proper religion, the pirates employ a Code of Honour to keep their crew and mates in line.

    1. Every free crew member shall have an equal measure of plunder from the raids he attends.
    2. Don't steal from your crew members.
    3. No gambling on board.
    4. Keep your body and weapons ready for battle at all times.
    5. Don't fight with your crew members, settle your disputes on land.
    6. He that shall desert the ship or his quarters in the time of battle shall be punished by death or marooning.
    7. No women on board.

    Spoiler: Resource
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    The narrow swath of coastal deciduous forest that separates Edgewater from New Seaguard is also a natural foraging grounds for edible flora and fauna to supplement the pirates diet of fish and seaweed. The Ivory Agaricus mushrooms are the most widely found edible plant within the region. Found and foraged with little effort, the tasty mushrooms are easily the pirates most exportable item, that their avaricious hearts are willing to part with.

    The Pirates of Radleigh require luxury goods such as liquor and jewels to satisfy their greed and lust for plunder.



    Ruheon
    Region 447


    Spoiler: Summary
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    Region 447, Ruheon
    Population: 893,000 Fire Aetherlings
    Resource: Monks [Good]
    Required Resource: Food.
    Religion: Fire God Worship

    Spoiler: Government and Society
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    Human in appearance, the Aetherlings of Ruheon have medium golden tanned skin and are generally redheaded in many shades from copper to auburn. Fire Aetherlings have a high tolerance for heat and flame, and though they appear to have ordinary mortal skin, it is said that they can not be burned by fire or heat, and never sunburn. Passionate in both love and anger, they give the impression of a bold and intensely curious people. Fire Aetherling society places a great emphasis on respect and honour, especially toward the nobility and elders. Younger generations are expected to care for their elder family members until they pass, and often form large family units with several generations living under the same roof.

    They are also well known for their long tradition of gender equality. There are hardly any occupational boundaries for women. They have full access to higher education and are equal before the law. Women can also become magistrates, and participate in the armed forces if they choose. Marriages are common in Ruheon and are often conducted during the several day long celebrations during the Summer, which the Fire Aetherlings revere above all other seasons. Ruheon is ruled by the Council of Flame. Currently four members of equal standing, one being a monk of the Fire Sages. The other three represent the different concerns within the realm, the nobility, the merchants, and the poor. Upon incorporation into the Great Queendom of Avonlea, the three non-clergy council members styled themselves as Lord Endymion, Lord Gideon, and Lady Carissa, respectively.

    Spoiler: Terrain
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    The terrain of Ruheon is a lush and wild semievergreen forest that enjoys a moderate to warm climate year round. There are few places where the forest has been tamed, and those areas are along the coasts of the Dawnsea and the inland Darling Sea. Ancient ruins lie deep within the woods where no men dwell. These crumbling stone temples are inscribed with indecipherable runes and presumed haunted, though scholars have suggested they come from a time when all of the elemental Aetherlings were united as one people.

    The cities of Ruheon are built from quarried and hewn stone, their predilection for public and often large bonfires rendered wood impractical for their dwellings. Open air rooms and gardens are common in even the most modest dwellings, as access to natural sunlight is seen as a right whenever it is available. The largest of these stone cities is Onias on the coast. Built of the same slate and granite as the ancient ruins were long ago, it is most famous for its reaching spires and the canals that run through the neighbourhoods of the noble houses.

    Spoiler: Resource
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    The greatest resource of the Fire Aetherlings are their wise Fire Sage Monks who are more than happy to travel to nearby lands and lend the people their guidance and wisdom in return for housing and respect. It is considered a great honour to be chosen for these missions, and they are not one of religion, but to learn and grow themselves in aiding a foreign peoples.

    The citizens of Ruheon require a supplemental food source, as cleared and fertile agricultural lands are a rarity within the region.

    Spoiler: Religion
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    While the Fire Aetherlings accept that their are other gods, the one they choose to revere and worship above all others is Amir, God of Fire. Amir’s worship involves the idolization of fire and light. Most of the worship practices of the Sun God involve fire, and many take place at dawn or high noon when the sun is at its zenith. The Fire Sage Temple honours Amir with a large ever-burning flame at its center. It is common for practitioners to come and burn offerings in prayer when seeking the Sun God’s favour.




    Aeyon
    Region 448

    Spoiler: Summary
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    Region 448, Aeyon
    Population: 847,000 Forest Aetherlings
    Resource: Ashberry Blossoms [Great]
    Required Resource: Luxuries
    Religion: Nature Goddess Worship

    Spoiler: Government and Society
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    Humanoid in size and build, the Forest Aetherlings of Aeyon are set apart from humans by their unusually colored skin that ranges from pale green to a dark nut brown. They are usually brunette, regardless of skin color. Forest Aetherlings have almond shaped and amber coloured eyes and very slightly pointed ears. They prefer airy garments, man and woman alike and prefer to go barefoot on order to stay in touch with the ground whenever possible. They often ornament themselves with the natural detritus of the woods. Leaves, flowers, antlers and colorful rocks all make their way onto the Forest Aetherling’s clothing and into their hair.

    Forest Aetherlings enjoy a deep connection with their natural surroundings. They are proud and strong people, and adhere to a philosophy of peaceful coexistence and cooperation. The Forest Aetherlings have a thriving economy built on agriculture. They almost universally thrive when tasked with tending the soil or maintaining the land in some way. Vegetarians, they eschew all meat and animal products except for honey and do not use leather or tallow in their day to day lives. They are generally against killing except in self defense and strive to live peaceful lives free of conflict. Their agrarian existence does not afford them the comforts and luxuries of more urbane realms, though they find contentment in their work and peaceful co-existence with their natural surroundings.

    Spoiler: Terrain
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    A wide swath of woods between the Dawnsea and The Darling Sea, at first glance the terrain of Aeyon would appear wholly wild, though pockets of civilization can be found throughout the region. The largest of these farming towns can be found near the region’s narrow center. Ehari is the region capital, built on top of an ancient ruin, the new construction can be easily discerned from the old. Patchwork buildings of old stone and new hardwood make up the bulk of the buildings and cultivated gardens and parks are common within even the most modest neighbourhoods. Much of the original rune writing of the ruins has been covered by the newer wooden additions and forgotten by the Aetherlings.

    Large farms and plantations fan out from Ehari on its eastern and western borders. Wide hardpack dirt roads big enough for a wheeled cart run through the capital and woods, as farmers often travel to other cities to barter and sell their crops and wares. The westernmost outpost of civilization in Aeyon is Port Oria, a rustic but bustling market hamlet on The Dawnsea. The easternmost bastion of civilization is found at the Temple at Ohme and inhabited by those who would dedicate themselves to the study and worship of their nature goddess, Kinva. The temple at Ohme is unique in that it has been meticulously fashioned over centuries from living trees by dedicated clergy folk and acolytes.

    Spoiler: Resource
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    The most popular and profitable resource to come from Aeyon are the lovely yellow Ashberry Blossoms that bloom upon the evergreen berry bushes that are tended to on berry farms or collected in the wild. It is said that if a Forest Aetherling adorns themselves with an Ashberry Blossom, that it will stay fresh and fragrant indefinitely. Foreigners do not enjoy this kinship with the blossoms and so they are dried into a floral and mild tea powder by those that import this resource.

    Resource Requirement:
    After incorporation into the Queendom of Avonlea, the Forest Aetherlings have become aware and curious of the various luxuries that have suddenly become available to them and wish to explore them and their uses more closely.

    Spoiler: Religion
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    Forest Aetherlings revere their benevolent nature goddess Kinva above all others. Nature forms an important focus of their reverence, Forest Aetherlings sense Nature as divine or sacred. Every part of nature is sensed as part of the great web of life, with no one creature or aspect of it having supremacy over any other, and they see themselves as just one part of the wider family of life.

    Although they love Nature, and draw inspiration and spiritual nourishment from it, they also believe that the world we see is not the only one that exists. A cornerstone of their belief is in the existence of the Underworld, a realm or realms which exist beyond the reach of the physical senses, but which are nevertheless real. Forest Aetherlings believe that the soul undergoes a process of successive reincarnations, sometimes in a variety of forms that might include trees and even rocks as well as animals.






    The Lands of Fantastigoria


    Fan'Grove
    Region 77

    Spoiler: Summary
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    Region: 77, Fan’Grove
    Population: 652,000 humans.
    Resource: Apples [Good]
    Required Resource: Metal
    Religion: Folk magic paganism (majority) Church of Daen (Minority)

    Spoiler: Terrain
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    The climate of Fan’Grove is mild, the warm summers moderated by the temperate ocean currents in the region’s north. The region capital, Marae, is a coastal city and serves as the region’s main trade hub. Hosting a large multi-national market, The Piata della Multimae, or Market of Plenty in the trade dialect, the region is influenced by many outside cultures. The moderate climate and plentiful rainfall in the region interior is ideal for the production of apples, which the region is known for. Dozens of large apple orchards spread throughout the region, in true Fantastigorian nature, the most perfect apples are prized and sent to the nobility to be enjoyed whole or in tarts and pies. The lesser fruit are sold at market or are eaten by peasants in less perfect, though no less delicious tarts.

    Spoiler: People
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    Before the dissolution of Fantastigoria's ancient great kingdom in the last age of wonders, Fan'Grove, along with Fan’Gourmet, was set aside by some long forgotten Maestro as a place to refine the art of agriculture to its highest pinnacle of beauty. Even after over a century of separation, the people of the regions have never abandoned that preoccupation.
    Besides a fixation on artful perfection, the region’s inhabitants share Fantastigoria's preoccupation with wearing masks, though perhaps not as strongly. Masks are often worn causally, functioning more as hats or often leaving the nose and mouth bare. The masks of the region’s elite are often passed down through generations. These masks frequently carry the names and identities of their original wearers.

    Spoiler: Resource
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    Fan’Grove is well-known for it’s abundant apple production, harvesting many varietals such as the Airlile Red, the Alkmene Beauty, the Autumn Gold, the tart Green Guss, the Sweetling, the Bess Pool and the highly prized Pink Lady.

    Fan’Grove requires metals for agricultural tools and weapons.

    Spoiler: Faith
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    The average resident of Fan’Grove is easily bored by sermons, calls to devotional prayer, and donation requests, as such, folk magic paganism still has a tight hold on the region. Fortunetelling is one of the country's biggest industries. Professional witches and soothsayers alike compete for retail space with the vendors at the Market. They also are regular practitioners of rituals and blood magic, often practicing in groups, or covens, directing their energy towards a unified goal.



    Fan'Gourmet
    Region 75

    Spoiler: Summary
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    Region: 75 Fan'Gourmet
    Population: 714,000 Humans
    Resource: Sugar [Good]
    Required Resource: Metal
    Religion: Majority Nine Candles, Minority Daen

    Spoiler: Terrain
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    Spoiler: Images
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    Spoiler
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    Inside a ring of dense dark old growth forest is perhaps the largest stretch of intensively cultivated land in the world. Virtually nothing remains untamed in the bounds of Fan'Gourmet. Uncounted fruit tree breeds populate garden parks divided from one another by vast stretches of berry hedges.

    Nearly every artificial structure is festooned with vines, window gardens, and hanging potted plants. The vast majority of houses are cozy wood and brick cottages. Some visitors will remark that the peek of tall windmills and glass hot houses are never far from sight anywhere you travel within the region's boarders.

    There are very few dense urban centers, and even those are marked with a significant presence of greenery. Rather then fountains, it's popular to decorate and surround statues of local heroes with well maintained plants relevant to the remembered person's legacy. Nearly every private home's yard is also a functioning garden.

    The potent smell of flowers and spice is nearly inescapable, so much so that some areas can leave an unprepared foreigner gagging. The other major quality of the region that detracts from the all too idealistic scenery is the frighteningly common presence of thick swarms of honey bees. The bees are remarkably tame, but panicking in their midst can be potentially deadly, or at minimum an invitation to a living hell of venom swollen agony.

    It perhaps goes without saying that the shelves and cupboards of every house and general store are clogged with jelly preserves, dried fruit, and honey concoctions.


    Spoiler: People
    Show
    Before the dissolution of Fantastigoria's ancient great kingdom in the last age of wonders, Fan'Gourmet was set aside by some long forgotten Maestro as a place to refine the art of agriculture to its highest pinnacle of beauty. Even after over a century of separation, the people of the region have never abandoned that preoccupation.

    Nearly every facet of daily life and the apprenticeship of the young revolves around cultivating delicious sweets and spices. An eternal competition rages between households and clans to produce the “best” fruits and honeys by a dozen criteria of greatness.

    One farm boast the biggest product, another stakes their pride on the strength of their product's flavor, another still garners praise for their preservation methods. Hundreds of methods of pest and parasite eradication are tried and tested every year. Those that don't farm or garden themselves occupy their time and skills facilitating those that do.

    To the frustration of many out-of-towners, even local media, such as books and plays, all in some way heavily feature the act of cultivating sugary things. What's more, though they're fond of sharing the sublime product of their local art, they're strongly hesitant to let much of it leave their boarders, neurotic that it won't be treated with proper care or appreciation.

    Besides a fixation on artful perfection, the Fan'Gourmetese share Fantastigoria's preoccupation with wearing masks, though perhaps not as strongly. Masks are often worn causally, with elongated fasteners, functioning more as hats or heavy collars carved into face shapes.

    The governor of the region always carries the mask and identity of "La Duksae Libra".

    Spoiler: Resource
    Show
    Syrup, honey, jams, jellies, raw processed sweetener, nearly all things sugar rich is the mainstay of the region's production. Though ironically, their fixation on producing (and allowing others to sample) only their very best currently limits what they're willing to export.

    There are precious few mines to speak of, as few are willing to dig up perfectly good farmland to search for potential mineral riches, regardless of the sometimes desperate need there of.

    Spoiler: Religion
    Show

    Religion: Majority Nine Candles, Minority Church of Daen
    Numerology and Astrology, focusing on the maintenance of carefully researched calendars, are the center of local spirituality. Like in Fantastigoria, witches and fortunetellers generally replace the roles normally held by priests and nuns in other parts of the world.
    Last edited by Mary_Sue; 2016-09-09 at 05:29 PM.
    Quote Originally Posted by TheDarkDM View Post
    God, get it together Mary.
    Thank you to AsteriskAmp for the lovely avatar!

  29. - Top - End - #59
    Ogre in the Playground
     
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    Default Re: Empire! Lands of Arandi

    Rose Court (Spring Courtlands, pt. 2)
    pt. 1 found here

    Dra-ulkka
    Region 242
    Spoiler: Summary
    Show
    Population: 682,000 Satyrs
    Resource: Diamonds [Minor] (P)
    Required Resource: Mounts (H)
    Religion: The Goat Man (minority)


    Spoiler: History & Government
    Show
    The Satyrs of Dra'ulkaa are ruled by two separate bodies, led by 'The Musician' and 'The Gamesman'. The Musician is the premier player of pipes within the realm, and the Gamesman is the Satyr proven to be the most crafty and skilled, at both games and politics. One might consider the Musician as the cultural head of state, and the Gamesman as the political head. Both, however, are equally important to Dra'ulkka.


    Spoiler: Terrain
    Show
    After fleeing from the east, and crossing the Ulkaa Strait, the Satyrs settled in the thin stretch of land that was Dra'ulkaa. Here, they found the shores of the region full of rocky outcroppings, but further in were pleasing green plains and small dotted forests. There were natural caves and caverns along the coastal shores, and many Satyrs were quite pleased to find sparkling diamonds within the caves and nearby sea.

    Soon, the Satyrs had settled in, and made communities for themselves. Their chosen housing expanded upon the dotted forests, and many townships grew from these trees.

    Landmarks:
    Ulkaa Strait - to the east, the Strait is a small stretch of the ocean that still allows those of Dra-ulkaa to see the western edge of Uldrakka. On the Dra-ulkaa side, the strait is perilous and difficult to pass, as many sharp rocks jut out from the sea, and several small whirlpools make it dangerous.

    Musician's Forest - within the center of Dra-ulkaa, you can find the cultural hub of the region. The Musician lives here, and the trees echo with the cacophony of sounds from simple pipes being played everywhere.

    Gamesman's Grove - to the west of the Musician's Forest, a day's travel by foot, lies the grove of the Gamesman. Here, Satyrs play and invent games, and also conduct the diplomatic necessities of the region. The grove is spotted with tall trees, but is mostly a flat grassy plain, surrounded by stone buildings; it is the only major community in the region to sport stone over wood for housing.


    Spoiler: People
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    Total: 682,000 Satyrs

    The Satyr came to Uldrakka many generations ago when clashing clans of humans made their way into the towns they once called home; many of them continued on to Dra-ulkaa. The Satyr are bipedal humanoids with a lower half that resembles a goat (legs, hoofs, tail), and an upper body that resembles a human, with the exception of goat style horns. Their fur colors within this region are predominantly light brown and dark yellow, with variances toward gray, and speckled white. In most cases, their hair matches their fur coloring. They stand around 5' 4" to 5' 10" on average, and in general are physically stronger than an average human. The Satyr in Dra-ulkaa live in large communities/townships, where they settle down and work together to farm and mine. When not doing either, the people of Dra-ulkaa make up games.

    Dra-ulkaa Satyrs love their games. The most popular is 'Crescendo', a game played with dice while music is played in the background. The 'Performer' is on the opposite team to the 'Listeners', and must play music in such a way as to trick the Listeners into thinking the song is coming to a rising Crescendo. The dice are rolled by the Listeners when they feel the song has reached it's strongest point. If they are right, the points on the dice are worth more. If the Performer can play music that reveals the real Crescendo after the Listeners have rolled, the points are worth less. It's a sport that has many within the region finally attuned to music.

    There are other Satyrs whom just... invent games all the time. Sometimes they don't work. Sometimes they do. The current trend is towards what people are calling 'mounted sports', but there are not enough mounts for everyone to play. Many people think it is a waning fad, though they are excited by the idea.


    Spoiler: Resources
    Show
    Diamonds (Minor) - Mined carefully from the caves that dot the ocean shores, these sparkling white gemstones are precious within the region.

    Mounts – Dra-ulkka Satyrs love games, and there are several Satyrs whom have invented what they call 'mounted sports', but not enough mounts exist for everyone to play. The people are clamoring to try these new games, but need mounts to do so.


    Spoiler: Religion
    Show
    The Goat Man (minority) - The Satyr have ancient texts that tell of the great Goat Man that laid many women across the land, which bore the original Satyrs. Their texts speak of bettering not only self, but the communities in which they live, as to live longer and more bountiful lives. These teachings are one of the main reasons the Satyr are so resilient and inventive.



    Phoenix Isles
    Region 458
    (NOTE: A Part of the Primus Imperium at the Moment)
    Spoiler: Summary
    Show
    Population: ?????? Humans
    Resource: Temple Healers [Minor] (GT)
    Required Resource: Food Crops (K)
    Religion: Doctrine of Nine Candles (Majority)


    Spoiler: History & Government
    Show
    Many centuries ago – or so the story goes – there was a legendary bird by the name of ‘Phoenix’. It was renowned not for it’s wings of fire, or enormous size, but instead for it’s kindness. It is said that it would fly between the islands, seeking the sick, and with one gaze, cure their illness.

    In an effort to woo the bird to roost upon one island or another, each island competed to build a temple to Phoenix. And from the building of these temples, a more solidified form of civilization rose. Though each island was not normally starved for food, harsh weather and lack of rain was causing famine. The temples changed all this. People who began to live within the temples began to organize and ration food, until the weather improved. Whether this is just myth, or is actual history, is hard to say.

    What is for sure, however, is that the Temples of the Phoenix, as they are called, embody the principles of the legendary bird: kindness and humility. It is thought by some that ‘Kan’ was another name for Phoenix, but many dismiss this idea… yet at the same time, they embrace the thought that the first Qount Martelo was a reincarnation of the legendary bird. He was, so some of the stories say, at an all time low in his life and ‘reborn’ as someone far kinder and humble.


    Spoiler: Terrain
    Show
    Three islands of roughly similar size make up the Phoenix Isles. To the north is Perch. To the west is Roost. To the east is Nesting.

    Landmarks:
    Perch – The northern island, it is comprised of a singular large sloping hill, with a sheer cliff face of some hundreds of feet at it’s tallest point. The people here have worked hard to create flat land for themselves and their homes, and where they are unable to dig into the ground, they have used the thick trees on the island to create scaffolding and braces. Perch is a humble place. The Temple here is as high up the hill as possible.

    Roost – To the west is Roost Isle. What once may have been one of the world’s largest volcano’s is now just a hollow shell. The people here have made a home inside of the basin, and get fresh water from the streams that trickle down the sides of the walls. There is a network of caves within the shell of the once great volcano, and the people of Roost have mapped out all of them to find places to store food, find shelter, and even make their way from inside the basin to the outside. The Temple here is as close to the center of the basin as possible.

    Nesting - To the east is Nesting Island, which is shaped like some great crescent moon and where there are many rolling hills and flat plains. The Temple here is on the southern point of the island, overlooking the ocean, and is arguably the largest temple of the three. When the Isles must meet to discuss matters, the Temple Leaders of Perch and Roost travel to Nesting.


    Spoiler: People
    Show
    While each island governs itself, moving from one island to the other, you would find very few differences in the people. The humans of the Phoenix Isles are hard workers, and have dealt with hardship by taking it in stride. Their motto is: ‘The Phoenix will rise again.’ By and large, the people of the Isles are a resilient sort, and on average are short of height and wiry of build. The island sun provides a deeper tan to their skin that most humans get, but their temperament is anything but hot. When not working, Phoenix Islanders can be characterized by their laid back attitudes, and love of good parties. Their clothing reflects this, often being as visually loud as possible, with the common dress being a white toga with sewed on patches of bright orange flower patterns.


    Spoiler: Resources
    Show
    Temple Healers (Good) – Humble monks and members of the Doctrine of Nine Candles see it as their duty to travel the lands and provide comfort and succor. The Temples of the Phoenix Isles approve of this, and provide the training and knowledge for the Temple Healers to succeed. Some even have claim to knowledge beyond their ken, claiming to be blessed by Phoenix; reports of a glowing orange touch in specific places on a member of the sick seems to soothe and heal. Many people of the Isles flock to the Temples to try and see if they can learn this strange skill, but only a very rare few are able. Those that can receive the Mark of Phoenix, with the legendary bird soaring around the soon to be healed heart.

    Food Crops – While fish and fruit is plentiful on the Isles, being able to grow food can be difficult. To have fresh wheat for bread, or other vegetables, would be ideal for the Isles.


    Spoiler: Religion
    Show
    Doctrine of the Nine Candles (Majority) - The Phoenix Isles have taken to following the Doctrine of the Nine Candles, but more specifically, as many believe that the original Qount Martelo to be a reincarnation of the Phoenix, they are happy to call themselves Followers of Kan. There is some disagreement as to the truth of the original Martelo’s lineage, but many of the Isles saw his red skin as a form of being marked by the legendary bird; a way to show the fire without being burned. The Doctrine allows for private beliefs to exist, so while within the Temples there are often matters of debate, it is for each person to decide what they believe.





    Papax, Land of Law
    ‘The Principality of Papax’
    Region 509
    Spoiler: Summary
    Show
    Population: ?????? Humans
    Resource: Steel [Minor] (B)
    Required Resource: Gemstones (K)
    Religion: None


    Spoiler: History & Government
    Show
    Though Papax now pays homage to the Rose Courts, they once were a part of the now dead Republic of Pavos. As part of the Republic, the Principality of Papax was the forge and strong arm. Here, the land was – and to some degree still is – run by a singular Judge. His (or her) word was always law, and could only be overturned by the Quont or whomever ruled the Republic. The Judge of the early days created the system of the Arbiters, where local towns were run by a single representative of the will of the Judge. The Arbiters were given not only power to uphold the law, but also to kill anyone deemed a lawbreaker. To be an Arbiter was to be feared. Arbiters were trained as soldiers, law keepers, and executioners all in one. They were given steel swords and armor upon passing the grueling exams and physical stresses to be made into Arbiters, and swearing oaths to uphold the law (whims) of the Judge.

    When the last Quont Martelo was in charge of the Republic, the Judge was Gortonzo; a larger fatter man many would never meet. He was only concerned for being paid in pretty things… and many of his Arbiters shared that sentiment, and still do. Though Judge Gortonzo was skeptical about Martelo’s reasoning to try and ‘stop the demons’ of the Followers of Kan, it was absolutely true the islands had a ripe supply of beautiful pearls. Greed, more than duty, spurred Gortonzo to rush to create more Arbiters, specifically for helping with the war effort.

    These days, however, Gortonzo is dead. Slain, at the hands of Ranger Quillan for being fat and ugly, along with attempting to resist the will of the Rose Courts. Many other Arbiters fell in trying to defend him, but everyone tells the tale that Quillan single handedly took them down one by one as the Judge screamed in terror, and was helpless to move; the rumor was his girth had gotten him stuck upon his throne. A common problem, usually solved by calling for servant women to bring butter from the kitchens and slather it upon the Judge and then pull upon him until he was free. It was a process that – disgustingly – the Judge seemed to enjoy, and the more servant women forced to touch his skin, the happier he was. Ranger Quillan was no serving woman, and it was his Coldblood blade that not only cut off the Gortonzo’s screams, but also pried the fat man off the throne that would now need a new Judge. The truth of these tales is up for debate, but the irrefutable truth is that Ranger Quillan led the armed forces of the Aeldir into Papax, and he was there when Gortonzo died. He likely, though, was not the only one.

    A new Judge has been found, with the approval of the Autumn Matrons. A simple woman, Judge Forzena is of a rare breed in Papax: an Arbiter who dislikes killing as a form of punishment. She has made it her goal to retrain the Arbiters into a force for peace, not terror, and has a hard road ahead of her. Especially as many Arbiters are still quite greedy…


    Spoiler: Terrain
    Show
    Papax is a land of rocky hills, rough beaches, and even a harsh desert to the northeast. It is a hard land, though perfect for raising goats and other cattle. While there is not enough of these to be sent away in trade to other lands, Papax is full of shepherds tending to their own flocks to see to the needs of their villages. Those whom do not raise animals for food and comforts often make their way through the rocky hills deep into the cave networks of the south, where the Judge’s Mines provide the iron and steel that were the backbone of the Republic of Pavos’s armed forces.

    Landmarks:
    Paxap Desert – To the northeast of the region is a grueling desert, made of cracked earth and difficult to pass gorges and canyons. The sun burns with an intensity that few dare to try and enter the desert, though some whom wish to run from the Arbiters’ cruelties have little choice.

    Shepherds’ Plains – The majority of the region is caked with hills and rough patches of grass. Here, shepherds struggle to maintain their flocks and feed their villages. Some try to grow food with a little success, and because of these combined efforts, the people survive.

    Judge’s Mines – To the southwest, the City of the Judge sits, just a few hours ride from the shore. Here, the Judge rules over the former Principality, and is able to check in on the network of deep caves that make up the Judge’s Mines. Miners enter empty handed, and exit daily with iron that is forged within the City into Steel.


    Spoiler: People
    Show
    The humans of Papax are a mixture of cruel, greed, and put upon. They have hard lives, in a hard to live in place, but instead of wanting for food, many within the region just want things that glitter, glisten, and shine. Their greed leads to thefts, which leads to an Arbiter finding out about the theft, which used to lead to death and the ‘seizure of evidence’ (a fancy way to say that the Arbiter stole what was stolen). These days, though, Judge Forzena has made it clear: arrest, detain, and return any evidence that is not absolutely necessary. Alas, many Arbiters still feel it is absolutely necessary that they remain rich. Still, the Judge is trying; and the people are beginning to become optimistic about the changes. Arbiters whom break the Judge’s ‘New Laws’ find themselves detained by other Arbiters, and are reportedly brought before the Judge herself. None return to their villages, and a more… amiable Arbiter soon moves in.

    To combat the heat, the people of Papax often dress in light clothing that covers as much of their body as possible. Many often even cover their mouths, to keep the dust of the Paxap Desert from - as they say - stealing their souls. Though the Papaxians come in all different heights and skin tones, with only just enough food to feed themselves, it is rare to see a human in Papax whom is overweight; muscular, yes, but fat, no. Another reason that Judge Gortonzo was so... repulsive to many. These days, 'hope' is a glimmer in the eyes of many in Papax, and some are finding it difficult to understand the feeling.


    Spoiler: Resources
    Show
    Steel (Minor) – Papax has a large network of mines to the south and skilled forges within the City of the Judge. Swords, armor, and other tools made from the hard metal Steel are common exports of Papax.

    Gemstones – While it is something of a struggle to feed everyone in the region, Papax does seem to manage… and the greed of the people outweighs their need for food. Hearing of gems and pearls that exist in other places in the world, Papax wants these things. After all, if you have sparkly stuff, you can buy whatever else you need. Judge Forzena, it is rumored, does not approve, but is trying to gather as many gems as possible to pay for all the changes she needs to make after… well… Gortonzo.


    Spoiler: Religion
    Show
    None. The people of Papax believe in the laws of the land, and have little time for gods, when the gods seem to have so little time for them.



    Fluxos, Home of Heroes
    ‘The Principality of Fluxos’
    Region 487
    Spoiler: Summary
    Show
    Population: ?????? Humans
    Resource: Wheat [Good] (K)
    Required Resource: Beasts of Burden (J)
    Religion: Doctrine of Nine Candles (minor)


    Spoiler: History & Government
    Show
    The region is governed by the ‘Council of Heroes’, whom are descendants of the great and handsome Sofiirus, the hero of Fluxos. His tale is best told by singers and storytellers as:

    The Ballad of Sofiirus
    Mighty Fluxos was a land of wonder
    Strong, proud, glorious people lived within
    Till the demon came and struck with famine
    Fluxos and it’s people: torn asunder

    Long green snake body had Demon Thek’oz
    Black of heart, blind from not having any eyes
    A mile could the demon see dying skies
    It’s laughter evoked good men’s greatest flaws

    With sword, with axe, with spear
    With anger, with guile, with cheer
    One by one, good men tried
    One by one, good men died

    With naught to eat and the demon alive
    Terror gripped the land and people cried: save us!
    In this dire time, grew humble Sofiirus
    The young man who’d become hero arrived

    Sofiirus was the kindest of pure souls
    And had the handsomest of form and face
    Weak seeming body, he was strong of pace
    Speed with feet and spear, he travelled the knolls

    One through eight, good girls showed
    One through eight, sunny road
    Sofiirus was their love
    Joined his travels, stars above

    Eight companions now had our hero’s heart
    Fluxos still in demon’s grasp; still no food
    Sofiirus would see this end; so he rued
    The fall of Thek’oz was now at it’s start

    Once Sofiirus and girls crossed Thek’oz’s path
    They did not die; neither did the demon
    They were left wounded, our hero screaming
    His pure soul consumed by terrible wrath

    One by one, they seemed numb
    One by eight, named him ‘Dumb.’
    Sofiirus hopeless; reeled
    The girls despair now feeled

    Still, from his side they did not stray; not once
    His great anger mollified by their care
    Each girl played part in loving hero fair
    Teased and mocked him, their brave dashing dunce

    Sofiirus had done what none had before
    He had lived through demon’s wounding slashes
    Soul pure again, he rose from the ashes
    And set out to kill dread Thek’oz once more

    One by one, people heard
    One by one, terror cured
    Hope rekindled, joy spread
    Crying: demon soon dead

    Yet again Thek’oz and Sofiirus fought
    The great snake did not win nor did it die
    Yet it was pushed back, screaming out “Fie fie!”
    It cursed the land once more, bringing on drought

    No food, no rain, demon hidden from all
    Sofiirus searched high and low for his foe
    No signs of Thek’oz, people died of woe
    Sure now that once great Fluxos would soon fall

    One by one, people wept
    One by eight, each girl kept
    Their love’s quest was their own
    Even as discord was sown

    Yet as chaos reigned and made Fluxos wild
    Sofiirus saved a kid with pointed ears
    A Boy who professed living many years
    A boon now owed by The Unaging Child

    Gifting eight girls with magic golden bows
    The Unaging Child taught them to shoot far
    O’er a mile each girl could fire as par
    And the sharp eared Boy made them great arrows

    One by eight, each gained skill
    One by eight, each grew will
    Will of one shared great goal
    That Thek’oz cries last toll

    Found at last was the demon by the Boy
    Though the Unaging Child would no more aid
    He was insistent that his debt? Repaid!
    One and eight would see to their own last ploy

    With slow movement and nary any sound
    Drew back their bows, did the eight; arrows flew
    The dread demon dodged some, but most struck true
    Pinned now was once feared Thek’oz, to the ground

    One by eight, bows loosed pain
    One by one, towns… saw rain
    Sofiirus charged with spear
    Thek’oz thrashed; it’s end near

    A pure soul’s cry of joy, and spear so fast
    The blind black hearted snake was ran full through
    Off it’s head came, and in the air it flew
    Death to the demon had come at last

    The famine, though, did not come to an end
    So each girl buried their gold bows at their feet
    And watched as the land grew Fluxos’ Wheat
    Their large family, now to they would tend

    One by one, people came
    One and eight, grew their fame
    Mighty Fluxos would thrive
    Sofiirus was alive


    Spoiler: Terrain
    Show
    Fluxos is a land of grassy knolls and flat farmlands. Of all the former regions of the once powerful Republic of Pavos, the Principality of Fluxos was the most important; it was their wheat and food that kept everyone in Pavos fed and healthy.

    Landmarks:
    Sofiirus Farmlands – Within the center of the region is the largest farm constructed in all of the once former-Republic, containing exactly eight different 200 acre lots, each tended to by a member of the families that make up the Council of Heroes. While not the only farm in the region, the closer one’s lands are to the Sofiirus Farmlands, the higher one’s status.

    Boy’s Cave – While only a very small cave in a low rocky outcropping near a northern beach, many believe this was once the home of the sharp-eared boy whom helped the Hero Sofiirus defeat the evil demon Thek’os. As such, the place is treated as sacred, and while there are farms nearby, the closest building is actually a guard barracks, constructed by Pavos as part of the deal to integrate Fluxos into the former Republic. Both the Cave and the barracks still stand.

    Demon’s Beach – To the southwest, the otherwise quiet beaches suddenly go from being a sandy brown and gold to being a spoiled and soiled sparkling black. The dark shore has been the deepest black for as far back as anyone can remember, but legend has it this is the place that Thek’oz first slithered upon the land.

    Thek’oz Mountain – A single mountain to the southeast, this is rumored to be the spot of the demon’s final battle with Sofiirus; it also serves as a border into uncharted land, and some whisper that more demons live beyond.


    Spoiler: People
    Show
    The humans of Fluxos are (on the surface) actually quite kind hearted. The Sofiirus families – those that are on the Council of Heroes – treat their people well, and everyone gets along, trying to strain for ‘pure souls’ so that they might be closer to their once great hero. Men whom are deemed mighty and fair of face often have more than one wife, but this is where the surface of the region’s kindness begins to break down.

    Not everyone has a mighty frame, a pure soul, and fair face; so while outwardly courteous and kind, the people of Fluxos can be envious and petty. A man with more than one wife is seen as someone to be respected; but there are always some who find ways to revile and dishonor such a man. During the time of the Republic, kidnappings were common. Wives and children would disappear from within a man’s own house, while the man was out farming, and they would never be seen again. The Council of Heroes conducted many private investigations to determine what the cause was, but searches would always lead southeast, into uncharted and unsafe lands. And while the Council were fair and treated people well, no one of the Sofiirus families desired to see what is beyond Thek’oz Mountain.

    Fluxos people dress in loose clothing fit for farming, and despite any tragedies that may befall them, are hard workers. Emotionally, some describe them as numb; even with the loss of their families, the men would continue working. This is because the men of the region see it as their duty to provide food not just for themselves, but for as many people as possible.

    Yet all in the region greatly fear demons. The former Republic of Pavos whispered of Demons to the west, across the ocean, and the hard working farmers worked all the harder; anything they could do to keep the armies fed and demons away from Fluxos.


    Spoiler: Resources
    Show
    Wheat (Good) – Fluxos produces a large quantity of Wheat, and has the secrets of using it to make excellent bread.

    Beasts of Burden – Though Wheat is in plenty, and the people of Fluxos are hard workers, having some kind of beast that could aid them in gathering food would greatly increase the quality of life for the farmers.


    Spoiler: Religion
    Show
    The people of Fluxos do everything they can to achieve a pure soul, and be closer to their region’s hero, Sofiirus. As such, the Doctrine of Nine Candles has taken a small hold on Fluxos, many trying to live up to as many Virtues as possible.




    Furvas, Realm of Builders
    ‘The Principality of Furvas’
    Region 507
    Spoiler: Summary
    Show
    Population: ?????? Humans
    Resource: Glass [Good] (S)
    Required Resource: Lumber (C)
    Religion: Agnostic (major)


    Spoiler: History & Government
    Show
    Furvas is a land of builders, architects, and alchemists. Many people whom live here revel in the discovery of something new, and those that do not, well they experience the joy of seeing a project to it’s completion. The governance of the region falls upon the Master Builder and his four Foremen. Established long ago, each Foremen deals with a different area of creation: Design, Construction, Experimentation, and Administration. The latter is at times both the most and least desired position in the region, as the Foreman of Administration keeps track of the resources that go into all projects, yet they themselves no longer create or build. Worse (to many who take the position), it is nigh upon impossible to be selected as the next Master Builder.

    The Master Builder is chosen from among one of the four Foremen, when the previous Master Builder retires or passes away. As such, there is a rivalry that builds up among the Foremen; ideally it is friendly, but persons of that particular level of power – especially those reliant upon the other and taking blame when someone else does wrong – generally do not get along.

    The Foreman of Design is tasked with ensuring that everything that can be created is documented and simple enough that someone with little to no skill can still review the design and see it made. The Foreman of Design and his designers get to pull from existing methods of building to make whatever they wish to fit the needs of the people; but they do not get to actually build it, nor can they create something new.

    The Foreman of Construction is often the least intelligent of the four, but usually has the most people working under his purview. It is on his direction that things get built, though they must follow the blueprints created by Design and Experimentation, and cannot go over the allotted budge from Administration.

    The Foreman of Experimentation and his workers are often seen as having the ‘cushiest’ jobs. Nothing they make has to actually function, and they get to experiment and prototype all kinds of different things. Many alchemists work for the Foreman of Experimentation, and it is from these people that the much adored Glass of the region is created.

    And then there is the Master Builder himself; his will can change the direction of any project. Keeping it or scrapping it, adding additional funding or manpower, even reducing the timeline or increasing the amount of time left are all within the Master Builder’s power. Most Master Builders though see to the day-to-day of running the various towns and villages that make up Furvas; deciding who needs help increasing the size of their homes, and (during the time of the Republic) who will head out to assist other regions with creation of their projects. Within Furvas, the Master Builder is king, and answers to no one.

    …which was a problem during the time of the Republic of Pavos. Most men whom assume the position of Master Builder are reasonable people, who like logic, experimentation, and where possible, following pre-existing guidelines. However, by some reason that even today no one can explain, a rare case of a Foremen of Administration taking the Master Builder’s seat came at just the right time for Quont Martelo of the Republic. Foremen Harvatio became Master Builder Harvatio, and while the man had an excellent head for numbers, he was socially inept, and was in a word: cowardly.

    Tales of demons and terrible horrors to the southwest of Furvas was more than enough for Harvatio to order that all design, construction, experimentation and yes – even administration – were to be to focused upon the needs of Pavos. Harvatio often hid within his office, going through numbers and drafting orders that funding be increased and more ships be made, even when the Foremen of Administration and Construction both insisted that there were no more resources available to do either. Builders were overworked, and underpaid, and had the Rose Demesne not come in to deal with the problem (entirely uncontested, as the region of Pavos had a more cowardly leader than Harvatio), their likely would have been a revolt.

    As it was, the Aeldir installed a Matron of Autumn to work alongside Harvatio; but the Matron quickly saw how useless he was, and suggested to the Master Builder that perhaps he should retire, and take up gambling in Dra’ulkaa. It was games made entirely of numbers, and Harvatio would be well cared for. The Master Builder jumped upon the chance, and to this day, the now aging man can be found far to the north in the Gamesman’s Grove, winning more than he loses, with money that is not his own, and no concerns or fears to speak of. A new Master Builder was named: Master Builder Fluuvius, former Foreman of Construction, and everyone in Furvas seems to be getting along much better. While not the brightest candle in the room, Fluuvius understands people and immediately ordered a week-long celebration (with no work) upon taking office.

    Every year since, on the same week of the year, just after Summer Solstice, there is a week-long break where all projects are put on hold. This has made Master Builder Fluuvius one of the most popular Master Builders in a very long while… and it helps that the Matron of Autumn is there to guide him with the more difficult political decisions.


    Spoiler: Terrain
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    A place of flat plains and sandy beaches, Furvas has very few forests, but plenty of excellently designed and crafted buildings and monuments. The people are nigh-upon obsessed with creation of new, better, architecture, and while there are most small towns throughout the region, there is more than one large city that each get bigger every year.

    Landmarks:
    Builder’s Beach – The largest city in the land, Builder’s Beach is just off the coast, and has Designer’s River running straight through it. On the northern bank of the river, the Master Builder’s House is a large, alabaster building, made with ancient stone carving techniques that have been lost through the ages. Nearby can be found the main, three story buildings for the Foremen of Design and Administration. The Foreman of Construction has a large manufacturing warehouse on the southern bank of the river, and the Foreman of Experimentation has an almost as large building full of various laboratories on a small island just off the coast… as far away from civilization as possible. Not that anything has been set on fire or caused problems in at least a few months.

    The Sprawl – A large grassy plain in the center of the region, the Sprawl is where Designer’s River starts, coming up from a natural underground spring into Designer’s Lake. Here is the second largest city – also dubbed The Sprawl or Sprawl City – and because of the extra room, the city is constantly growing outwards. The Master Builder has a second home in the center of the Sprawl, near the Lake edge, and travels upriver several times a year to see to the needs of the people. When not in residence, the Master Builder’s Aide sees to the general purpose day-to-day of the city. Often, the Aide is a retired Foreman or Master Builder, who doesn’t want the responsibilities they used to have, but still wants to remain active.


    Spoiler: People
    Show
    Furvas has a curious mix of humans whom like to tinker and build. They enjoy the feeling of making something new or seeing a project go from start to finish; then starting on the next one. Construction crews are common in the region, and most people wear leather clothing not for the comfort, but for the added protection it offers. Alchemists, smithies, apothecaries, and artists are also quite common; the latter mostly dealing with the drafting and drawing of buildings. If it’s something to do with your hands, you can find someone doing it in Furvas.

    Lazy people are few and far between, and sometimes seen as only slightly better than criminals… but not very often. If someone lives within squalor or splendor, the people of Furvas are of the inclination to believe that they worked hard to get where they are, and treat these such people with respect.

    The concept of a son inheriting such things are completely foreign concepts to Furvasians; a boy is reared until the age of fifteen, at which point (if their father is good at what they do) they are given over to learn from a master tradesmen, and must see to their own rewards. Girls have till the age of eighteen before they are required to find jobs, usually tending to men in bathhouses or taverns, or learning from seamstresses how to sew leather clothing; even after coming of age, girls are expected to remain with their fathers and mothers until a boy comes to ask their mother for their hand in marriage. If their mother agrees, the daughter and the boy will wed, and the new wife will be expected to run their household, using whatever skills she possesses or can be taught by other wives.


    Spoiler: Resources
    Show
    Glass (Good) – Alchemists in Furvas long ago discovered the secrets of turning sand into glass, and these days, there is enough glasswork that merchants are able to sell and trade the pretty see-through material.

    Lumber – While there are a few forests that dot the region, Furvas is constantly in need of additional lumber to continue their construction projects.


    Spoiler: Religion
    Show
    Believing in logic and reason above all else, the people of Furvas are primarily Agnostic (major), and seem skeptical of others so-called ‘gods’ and ‘religions’.
    Last edited by Gengy; 2016-07-13 at 05:42 PM.
    Spoiler
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got me a Real Job™ (yay!). Still busy (boo!).
    ~avatar by myself

  30. - Top - End - #60
    Bugbear in the Playground
     
    Durmatagno's Avatar

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    Default Re: Empire! Lands of Arandi

    Spoiler: Ruler: Round 15
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    Diplomacy 5
    Military 3
    Curiosity 2
    Faith 2
    Luck 1

    Queen Qwill Ormdottir currently rules Ironwood, having finally united the city-states under her banner. Aged 180, she has held the throne for eighty years, and for the last twenty has been waging war against the various city-states that dotted the region, finally uniting it into one kingdom. Standing 6'4" and weighing 160 lbs, she has the build of a warrior. Her hair is a dark leafy green, and her eyes are piercing blue. Her skin is silver-white, and she wears a tunic, and trousers made out of soft cotton when to herself, and a regal, dark green dress with silver cuffs when in any formal meeting. On her head rests a polished silver crown inlaid with garnets, and one large piece of labradorite. When in battle, she wears chain, wields a well cared for axe, and a polished shield with the marks of many battles.

    Qwill is currently widowed, her husband dying in the first battle of the unification war, but her young daughter, now twenty years old and nearing adulthood, is set to succeed her.
    Spoiler: Ruler; Queen Qwill: Round 16
    Show

    Diplomacy 6 (+1 Last Round)
    Military 4 (+1 Last Round)
    Curiosity 4 (+2 Last round)
    Faith 3 (+1 Last Round)
    Luck 2 (Active Round 15)



    Ironwood
    Region 428
    Population: 855,000 Infrasophi
    Military Units: 2;2000


    Spoiler: Images
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    Spoiler: Terrain
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    The land of Ironwood, at first glance, seems wild and untamed, as if no civilization exists, but if you look carefully, through the forests of evergreens in the north, past the small dots of plains in the center, and into the mixed broadleaf-evergreen forests of the south, there are subtle paths. There are no boulders on these paths, nor branches, nor any undergrowth that would hamper. They are subtle, and hard to spot for many unfamiliar with forests, but once found you will find many of these winding paths. Some are barely large enough for a single human, others seem as though they can accommodate an entire cavalry regiment, and then everything in between. The north is dominated by evergreen forests, covering the hills. To the east are the Pearl Mountains (Named for their pearl-like peaks) are mostly covered in the vast forest, providing a natural barrier to the east. As you go further west, the terrain flattens, and the forests grow even denser. At the heart of the country is a sudden break, three plains with no forest, dominated instead by grasses and shrubs of every kind. At the very center is the largest of the three, the Silver Plain, which holds the capital hall of Ironwood, Silver Rest. The two smaller plans are known as the Copper Plain, and the Iron Plain. On the southern fringes are the ruins of a long dead civilization of a people whose name is lost to time, all that is known as that they towered over many other races. To the west is the ancient red tower. Made of a red stone not native to the region, and with no openings, it has never been breached, and stands as high as some mountains. Some in Ironwood believe that it is the remnant of the same race that once inhabited the east. Finally, to the north-west, at the heart of the Copper Plain, is the Crystal Lake. This great lake has a bed that sparkles like crystal, and any rocks submerged in it's water will appear to be a crystal themselves, but as soon as they are removed, they appear as normal. Even in the water, they feel as they should, and water removed from the lake does not exhibit this property. Due to this baffling nature, many of the greatest minds of Ironwood gather in Greywall to study the water, and see if they can gleam anything of it.


    Spoiler: People
    Show
    The Infrasophi appear at a distance to be human, but once you get close, any allusions to their humanity disappear. Their skin is the color of bark (And runs through the range of most barks, whether grey, brown, black, white, or a combination thereof) but at the touch is incredibly soft, and clear of almost any marks. Scars fade rapidly, moles and freckles are a rarity, and even acne rarely plagues the Infrasophi. The hair of the Infrasophi tends to be thick, and soft, and while the most common colors match to those of humans, except that red replaces brown as the most common, it also has leafy greens, and on rare occasions, flowery colors. Their eyes are feline in nature, including their pupils, but range once again through the human range of colors, though a amber color is dominant over the brown of humans. Their clothing is simple, made of furs, leather, and woven wool. Bright colors aren't common, and their clothes are practical in nature. However, ever Infrasophi carries with them a braided amulet, what the amulet ends with varies from Infrasophi to Infrasophi, but the braids tell and honor the names of the last ten ancestors the Infrasophi has. They stand at an average height of six foot regardless of sex, and weigh on average about 140 pounds (182.88 cm, 63.5 kg). Living an average of three hundred years, Infrasophi have a long, if divided history in Ironwood. They also have the odd quirk, among mammalian species, to be able to change their sex at will over the course of several months, though in this time they require far more calories to rush their body through it's physical changes. Their culture is a hard one, combat is venerated, especially in defense, and the people find a simple pleasure in the woods and farms. Their buildings are primarily wood, usually with a thin stone outer or inner layer to reduce the chance of total destruction by fire. The Infrasophi have five fingered hands that end in short, but sharp claws designed for ripping open their prey, or cutting their fruit. Infrasophi have slightly angled faces, as if a birdlike species had it's face rounded by human features.


    Spoiler: Resources
    Show
    Ironwood had vast quantities of Steel that it creates both to arm, tool, and armor it's people, and to export to potential buyers anytime they show up. However, due to the hard lives they lead, the people want a Beast of Burden to lessen the workload upon them, and the moose/caribou that live in Ironwood are wild, and hard to tame even by the standards of their species, and massive forests don't suit horses well.


    Spoiler: Faith
    Show
    The Infrasophi practice a form of ancestor worship. The second week of the second month of every year is dedicated to celebrating the deceased, and all Infrasophi carry a braided amulet honoring the ten most recent ancestors that have died. While the customs vary from area to area, losing or destroying this amulet is tantamount to heresy in an organized religion, and at the very least the guilty party has to appease the memory they insulted by crafting by hand, and gathering all the supplies without help, and remaking the amulet to the satisfaction of the local leader. At the worst, they are exiled, and branded by a facial tattoo so all will know their crime.


    Spoiler: History
    Show
    The history of Ironwood is...murkey, to say the least. The Infrasophi have lived in Ironwood for at least ten thousand years, and pushed out native humans, and possible a race of giants when they moved into the area. From where, no one knows, only that it's supposedly somewhere to the west. They don't even know what they are, some human relative, a descendant or cousin of fey, or something else entirely, and it's widely debated by what institutions the kingdom has. The earliest agreed on piece of Infrasophi history is the Great Southern War. Eight thousand years ago, a particularly aggressive tribe of humans pushed up from the south, clad in bronze, and in tight formations that baffled the Infrasophi who were still mostly relying upon copper. They pushed ever north, and set fire to the massive forest of the region. It was said to burn for five years before it died, leaving three massive plains where the Infrasophi would discover tin, allowing them to craft their own bronze, and adapt their ranged doctrine to this new age. While events after this are murky at times, it is known that the war lasted for thirty years, and resulted in the Infrasophi dominating the region, and driving out all remaining humans.

    From there, it's much the same as what most humans would find. Intercity warfare stopped by the occasional raid, but no one could establish dominance. The regions horses had died out in the war, and the rest of the animals suited to be mounts were to wild, they couldn't tame them despite trying for many, many years. Infantry has dominated their forces, and they have a proud tradition still to this day of excellent archers, and brutal axe warriors. However, one thing is true for each of the five city states that once dominated the region (And the minor cities they all absorbed over time) an abnormal hair color (Blues, purples, and greens, namely) is seen as a sign of noble blood, and thus, many of them are ruled by noble classes of these hair colors.

    Eighty years ago, a woman inherited the crown from her father that would forever change the face of Ironwood. Qwill began reviitlizing her city, relaying it's roads, and expanding it, slowly taking it from the weakest of the cities, to the strongest. Finally believing she was ready, and with her husband at her side, she opened warfare on her nearest neighbor, and while in the first battle he lost his life, she would crush the enemy, and a mere two years later absorb the city of the Northern Forest, known as Greenwater. Returning home to get these new claims integrated into her system, she discovered she was pregnant. An heir, and a last memory of her departed lover. Over the next eighteen years she would absorb city after city, finally entering battle with the strongest city, the city of Ironwood in the Iron Plain. This war would last ten years, and the effects haven't even had time to fade as she has declared herself high queen of all Ironwood, and turned her eyes to neighboring lands.
    Last edited by Durmatagno; 2016-05-01 at 01:02 PM.
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