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  1. - Top - End - #31
    Ogre in the Playground
     
    zabbarot's Avatar

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    Jan 2013

    Default Re: Empire3! Lands of Celessa

    Thule
    Region 65

    Fisc Ósdottir of House Ord, Steward of the Crown of Thule
    Diplomacy: 5
    Military: 2
    Economy: 2
    Intrigue: 2
    Faith: 2

    Current Ruler and the House of Ord
    Spoiler
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    fluff incoming


    History and Government
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    Thule is a nation that desperately clings to its past. Long ago it was a powerful nation. It's military was feared. It's culture was envied. Thanks to its relatively remote location it was spared the worst of the plagues and survived for centuries as a shining jewel in the darkness.

    Then came the great cataclysm. The earth shook and rended, ash filled the sky, and Thule sank beneath the waves. Only three small islands remained, fractured pieces of the once mighty island nation. Four noble houses survived the cataclysm. Three survived the fighting that ensued.

    House Ord, as Reeve to the Palace and direct stewards of the crown, claimed rights of succession, but the other three surviving houses rejected their claim. Due to ancient law all the Houses must unite to crown the king. House Ord was strong. It had been their duty to defend the crown and most of their forces had survived the collapse. However most their lands had not. The remainder of the island was what was left of Suthscir and belonged to House Blostma. They forged a pact and fought off the remaining two Houses for well over a year. The fighting came to a standstill until in the dead of winter House Blostma attempted to destroy House Ord and press a claim for themselves. They lost and their lands were seized. The remaining Two Houses, on the brink of starvation after spending the growing season at war, called for a moot and an agreement was made. House Ord would rule as 'Stewards of the Crown', never as kings, House Blostma was stripped of rank and it's lands absorbed into the remainder of House Ord's lands. For this privilege House Ord was required to provide grain yearly to both each of the other isles.

    Now House Ord rules Thule as kings in all but name and holds the central isle. House Bera and House Brimgeist each control their respective isles as Earls.


    Terrain
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    The three main isles are notable for the high, rocky cliffs that mark their northern shores. These mark where Greater Thule broke away and sank into the sea. In general the southern shores are more hospitable and home to fishing villages and ports. Sigescir, the largest, northernmost island, is comprised largely of idyllic rolling hills and valleys. It is fertile farmland and due to the Steward's Compromise provides grain to the entire kingdom. The center isle, Amelscir, is known for it's single dormant volcano and more importantly the lake that has formed in it's caldera, Amelmere, named for a holy vessel. Locals claim the pure water was blessed by the Exalted and that Ananda was baptized in it. Westenscir, the second largest island, had once been the south side of a vast ancient forest. Now most the forest is gone beneath the waves, but Westenscir still provides the vast majority of lumber in Thule.

    A single tower stands on a high cliff on the northwest shore of Sigescir. This tower is the last remaining piece of the ancient castle that had been the center of power in Thule. Now it stands as memorial to the lost line of kings. At low tide parts of the ancient castle can be seen beneath the waves. A new castle has been built south of it and serves as the seat of House Ord. The city that sprang up around it serves as both the capitol of Sigescir and Thule.

    Many small rocky islands dot the horizon if you look south from Thule's shores. These they call the Holmesweardas, or the sea-guardians. They can be quite treacherous to navigate and managed to halt more than one invasion in Thule's long history.


    People
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    The people of Thule are primarily human. They are fair skinned and average just under six feet in height. Brunette, blonde, and red hair are all fairly common. They tend to be broad shouldered and stocky compared to main-landers, perhaps a trait from generations wielding either sword or oar. The women are known for their beauty, but this is also due to their long history of raiding the mainland. It used to be common for raiders to kidnap the most beautiful women in a village when they struck. Raiding has become far less common since the collapse of Greater Thule however.

    Goblins are welcome in Thule, if not trusted. As long as they can make themselves useful they're left to their own devices. Most of the larger port towns have a goblin 'district' which is usually one or two buildings that have been rebuilt entirely on the inside in goblin scale to house hundreds.


    Resources
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    Produces: Fish [Great]
    While Thule has access to most basic needs it has no interest in trading them away. The collapse of Greater Thule left most with a true understanding of scarcity. Food, lumber, metals, and more are managed carefully and guarded closely. What Thule does have to trade in abundance are fish. Men of Thule are built to pull an oar, or so they say, but now instead of bringing sword and shield they bring harpoon and gaff. They set to conquer the great beasts of the sea with the same fervor they had raided their southern neighbors with.

    Any man can fish. The men of Thule hunt, and their greatest prey are the massive whales of the northern seas. These mighty beast are known for their gaping maws and strength to overturn ships, but they can be slain like any animal. In Thule they are used for meat, oil, leather, and even the ivory of their teeth.

    Trade Posts and Control

    Region number Resource Minor Good Great
    65 Whale ÞUL O O

    Needs: Lumber

    The loss of Greater Thule means Thule must rely largely on imports to maintain the fleets of ships it needs in order to operate.


    Religion
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    Thule primarily follows the Shishiyan Church. It was converted away from it's ancient pagan religions during the time of Anand, and what few reminders remained mostly sunk into the sea. The cataclysm left Thule with a peculiar view of the divine however. Most feel that they are owed something and so can be surprisingly demanding in their prayers. Small heretical sects have also popped up from time to time but the church has done a good job of suppressing them.

    Thule has not had an actual Achar since the cataclysm however, which has not helped to soften their view on the church. Sigetemple was constructed in the new capital some years after in hopes of attracting a new Achar, but so far the Church has not seen fit to send one.

    Religious Centers
    Amelmere - Shishiyan
    Sigetemple - Shishiyan
    Aberhythe Temple - Shishiyan
    Last edited by zabbarot; 2017-01-11 at 01:53 PM.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  2. - Top - End - #32
    Dwarf in the Playground
     
    RangerGuy

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    Default Re: Empire3! Lands of Celessa


    The Kingdom of Euqeen

    Ruler: King Gelgas

    Diplomacy:2
    Military:3
    Economy:2
    Intrigue:4
    Faith:2


    Region 43: The Forever Isle
    Government and History
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    The Forever Isle has a monarchy that dates back for as long as anyone can remember, the first God King was King Euqeen who is said to have removed all evils from the land and restored peace to the world. The people of the forever isle have an unwavering faith in the King, no-one dares disobey him regardless of how bad of a king he may be. One King Prating was an infamous bard who specialised in singing the resonant frequencies of different objects. The tails say he could splinter wood with his magnificent voice. Another King Brody was determined as ever that farming was inhumane and that plants were consciously trying to make friends. All through the years these reagents have remained in power. The people have unwavering faith in the bloodline and should it ever be broken, the kingdom would likely fall.

    The mainland is controlled directly by the monarch with the lesser isles being controlled primarily by greater dukes and such. These islands are very independent, like vassals, although they must still obey the Ruling Monarch’s wishes.

    The stories vary too wildly to come to any solid conclusions, however humans and fale have lived here since before the invention of boats. The people of this island have been content for as long as the royal family has existed, and before the arrival of foreigners there was a golden era filled with art, music and great advancements in technology, the era ended when explorers came attempting to take advantage of the inhabitants of the island . The Island people rebelled and threw the foreigners over cliffs into the sea. Some people yearn for the island to be completely closed once more, while others believe the exposure was necessary for the advancement of the isle. As a result of this slightly less than half of the island population has a very conservative view that outsiders should be kept out and that islanders should never leave. The island is currently in a state of compromise between these two viewpoints, immigration of any form is banned although citizens may leave as long as they return to renew their citizenship within 6 years. The protection of the island culture is a top priority among nearly all citizens. Any outside religion, art or music is banned from the isle. Outside goods however are welcome since it would simply be too hard to live without outside goods.

    Although the laws are strict, exceptions can be made by the God King Asamanjas, at any time. Special immigration papers are given only by the King.

    Terrain
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    From the sea, the forever isle appears to be a large plateau, with tall grey cliffs on either side worn away by years of fierce assault by the sea. There are two north side beaches and one south side beach, each with a city about equally as large, the beaches are the only way to walk onto the island, and scaling the cliffs is difficult since not only are there often high winds but there are many hidden rocks surrounding them that are invisible at high tide. Each beach has a port and the capitol, Lepdon is on the south side port where the fishing is best, and the water is warmest. The fish on the south side aren’t particularly big although they are numerous. Giant schools of fish can be seen from the land swimming through the ocean as one body. On the plateau the land is generally very fertile, and most of the island is dominated by crops, and mixed forests. The main food staple of the island is the potato. The island has a full four seasons, and as a result of it’s island status the temperatures don’t drop very far below freezing or rise very far above freezing. Rain and snow are common throughout most of the year and extreme winds aren’t uncommon, in fact most days there is a light drizzle over the islands.The people have built bunkers inside the island to protect themselves from the extreme weather. The smaller islands have mostly the same terrain except significantly lower in altitude with beaches all around. These islands are often used as trading posts for the island.

    The Forever Island has a peculiar Crab that lives here. It’s identifiable by it’s blue shell and ability to reach all over it’s shell with it’s long pincers. This crab is known as the Ralentando crab. The Ralentando Crab contains a poison in it’s shell that takes affect instantly and slows ones entire body down. People affected by this poison appear to move in slow motion until it wears off. From the perspective of someone affected by the poison the entire world moves very quickly. The poison is never lethal, although when concentrated it can be used to slow someones consciousness and nervous system so much that the brain is able to be destroyed without the user feeling any pain at all. To concentrate the poison to this degree one must boil the poison until it has lost all water. Many litres of the poison or hundreds of crabs are required to create enough of an effective poison, and to obtain it is very expensive so only the upper class can afford it.

    People
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    The people who live on the Forever isle and it’s surrounding islands are called the fale. The fale are almost the exact same as humans except their body shape is consistently tall and thick(relative to humans). There are short, tall, big and small people but they are never skinny. They also have incredibly peculier ears. Their ears appear to be holes in the side of their heads with a thin film of skin over them that they can retract at will. While swimming theses people can retract their skin to allow them to hear effectively underwater. Their skin is very smooth except for their hands which are rough and wrinkled. They have hair only on their heads the rest of their bodies are hairless, their head hair tends to be very short like that of an infant(human). Their hair is mostly brown with some other varieties. The oldest known fale was 57 years old, the fale cannot live as long as most humans however they tend to be less susceptible to disease, and injury.

    In addition to the fale there are also many humans. The male humans tend to have long raven black hair with decorations such as braids, or pony tails. While it is expected of the females to wear their hair down they are by no means forced to. The humans mostly have olive skin.

    The Half-human people of the Forever isle appear to be smaller hairy fale. They distinguish themselves as the mishrit peoples.

    Goblins occasionally sneak onto the isle and are killed on sight as illegal immigrants.


    Religion
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    The people of the forever isle worship their king as the reincarnation of the god Asamanjas. Outside religion is strictly forbidden by pain of death. People from across the island worship Asamanjas in many different ways, even those who do not actively worship the God King know of who or what Asamanjas refers to.

    The Stone table of Lepdon is a stone slab with a curved bottom that balances on a hill.

    Equeen’s cave is a cave that is rumoured to have been dug by King Euqeen with his bare hands. It is incredibly spacious for a cave, with many tunnels and hidden passage ways.

    The Music House of Prating is a giant church with white marble walls where hymns are sung.


    Religious Sites:

    Stone Table of Lepdon: Unorganised Asamanjism
    Euqeen’s Cave: Unorganised Asamanjism
    The Music House of Prating: Unorganised Asamanjism

    Trade
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    The Forever Island has a peculiar Crab that lives here. It’s identifiable by it’s blue shell and ability to reach all over it’s shell with it’s long pincers. This crab is known as the Ralentando crab. The Ralentando Crab contains a poison in it’s shell that takes affect instantly and slows ones entire body down. People affected by this poison appear to move in slow motion until it wears off. From the perspective of someone affected by the poison the entire world moves very quickly. The poison is never lethal, although when concentrated it can be used to slow someones conciousness and nervous system so much that the brain is able to be destroyed without the user feeling any pain at all. To concentrate the poison to this degree one must boil the poison until it has lost all water. Many liters of the poison or hundreds of crabs are required to create enough of an effective poison, and to obtain it is very expensive so only the upper class can afford it


    .

    Ralentando Crab
    Trade Post 1: KOE
    Trade Post 2: None
    Trade Post 3: None

    The forever island is blessed with quite a few resources however they lack any metals
    since there aren’t any notable mountains to mine from and to dig down would mean reaching sea water far too quickly.


  3. - Top - End - #33
    Ettin in the Playground
     
    Tychris1's Avatar

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    Default Re: Empire3! Lands of Celessa


    The Viyashanka Confederacy

    Ruler: Rajmata Arudra

    Diplomacy: 4
    Military: 5
    Economy: 2
    Intrigue: 1
    Faith: 5


    Region 38: The Blazing Lands
    Government and History
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    The Viyashanka Confederacy is a conglomeration of smaller political entities that have banded together in the face of outside interference. For centuries few people had reason to enter their lands as the terrain was hot, ill suited for growing plants, and had little to no discernible resources of value. This was perfectly fine for the Viyashanka people who lurked within the hot and dry deserts of their homeland waging war against each other for everything and anything imaginable. Sex, religion, resources, and personal honor were all casus belli frequently thrown about. Sometimes all of them at the same time and other times simply because the women hadn't had a good fight in a long time. Alliances were forged and broken in the span of weeks, military junta's were the norm, and The Blazing Lands were in a constant state of political turmoil and gruesome fighting. All of this changed however when The Maharani Arudra Viyashanka sought to expand her lands northward where the cool winds of the ocean created more forgiving environments to grow and set roots down in. Legends were told in the past of previous Maharani's attempting the same task but being struck down by terrible demons and evil spirits, but Arudra was unafraid and pressed forth anyway. This lead to an unprecedented increase in trade and interaction with the wider world but also came with outside interests trying to worm and claw their way into the Blazing Lands.

    The other fiefs, kingdoms, and assorted clans began to whisper amongst each other as news spread of lands far away and the cloying politics of foreign powers invariably began to take root. Panic spread and with it a sense of blame and hatred, a scapegoat was instantly found in Arudra Viyashanka, and an unseen coalition of powers banded together to exact their revenge against the Maharani who shattered their isolated status quo. Faced with a seemingly unbeatable battle, Arudra Viyashanka did the only thing she could do and tried to broker an agreement. No one knows exactly what promises were made or what was exchanged behind those closed doors all that is known is that after the meeting all 27 Maharani's agreed to band together in the face of foreign pressure, and that Arudra Viyashanka would be their face in dealing with these strange foreigners. Named in a mixture of honor and under the table threats after Arudra, she proceeded to organize the loose charter that would act as the accord of peace between the people of the Blazing Lands.

    Politically Arudra is in effect the closest thing to a head of state when it comes to discussing with foreign powers, but within the boundaries of her own land she has no extra sway over her own people. For the most part the various kingdoms, clans, tribes, and fiefdoms still work independently of each other and only tentatively avoid open warfare in an effort to not cripple their own people and easily allow for foreign powers to come in and dominate the region. A council of all 28 Maharani's who originally forged the charter back with Arudra forms the Military Junta that acts as an actual ruling body within the Viyashanka Confederacy, with all decisions needing to be made decided by a vote.

    Terrain
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    The Blazing Lands are unsurprisingly incredibly hot. Large swathes of desert make up this region, with a thin crust of moisture and typical fauna occupying the ocean side beaches to the north, and through this thin crust marks essentially every trade route or travelers road that foreigners would use for ages. Any other attempts through the sand swept deserts of The Blazing Lands are normally foiled by its intense sandstorms, unforgiving sun, mirages, and of course the Siskrati people who killed or captured any foreigner on sight. This beautiful almost utopian edge is what is normally spoken of by travellers when they speak of the grand beauty of The Blazing Lands, for any where else will normally only be met with signs of death. Death is such a prevalent element of The Blazing Lands that many of the Siskrati people believe that the sands are red because of the countless murders and battles that have stained these lands throughout time.

    Some oasis' do exist within the core desert region that the Siskrati people predominately call home, and these isolated vistas are without fail surrounded by buildings as cities and kingdoms are built around them. The sight of a desolate and haunted ruin are inextricably linked to an oasis drying up and the people dying or fleeing as a result. The grandest of these oasis kingdoms belongs to the Maharani Kajri Vejrali who rules her Kingdom of Kakali within her impenetrable and beautiful fortress of Majinbul. An oasis of several hundred acres size, every Bhagavan who has visited it has called it a gift of the gods, a sign that flies in the face of all the oppressing and destructive features of the land. High walls, hundreds of guards, and a smorgasbord of people and traders surround this heaven in hell and obscure it from all distant eyes who can only make out the sight of a sprawling, decadent, and disgusting market place growing upon it like a cancer. But to the discerning eye within The Blazing Lands, it is a sight worth abandoning your traveling companions for.



    People
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    The people of the Blazing Lands refer to themselves as the Siskrati, and they are for the most part identical to lanky humans save for a few key elements. Namely their eyes are all universally snake like, with yellow, orange, green, and teal eyes the norm. The far more evident difference however is in their forearms, which are covered in scales and end with sharp lizard like claws. Men have smooth scales all along their forearms while women have sharp and angular scales that jut out violently particularly around the elbow. They predominately have brown or tanned skin, a result of their time in the sun, and almost universally have dark hair save for the few odd exceptions.

    Agriculture is a rarity thanks to the unforgiving and barren lands, with most fruit coming from collecting whatever grows around an oasis or can be scavenged in the harsh desert. Hunting is the predominant form of food gathering among the Siskrati people, and this task normally falls on the men in society. Siskrati society ascribes men to the roles of hunter, builder, and spiritual leaders while women tend to be placed as warriors, gatherers, and military leaders. Anyone can rise to power politically though there is a very evident bias towards the woman who will leverage their military victories back home when the elders come around to anoint a leader or a parent must decide between their children who should inherit power. The Siskrati people enjoy lavish displays and sights and so often enjoy wearing jewelry, multi-hued clothing, and an assortment of outrageous and sensual costumes. Marriage is a practically unheard of concept amongst the Siskrati, who either engage in polygamy or own harems of concubines.

    A cultural norm found amongst all the Siskrati is covering their face from one another with masks or if they are too poor to afford one a carefully managed assortment of wraps. Some particularly avant garde Siskrati go so far as to just cover their face with heavy amounts of painting and tattoos but this is looked down upon by the nobility and those who stick to the old ways. A face is the most beautiful and personal thing a Siskrati has and so it should be reserved for those they think of as their closest kin.


    Religion
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    The Siskrati people worship an assortment of gods and spirits in a form of paganism, though the most popular deity of all is Zalaskara the Dragon Demigod of War and Strength who's endless raging battle is visible for all to see in the sun above. Men, known as Bhagavans, spend large periods of time in smoking chambers sifting through the smoke for signs from the gods and discussing religious matters amongst each other. Women are strictly forbidden from overhearing said matters save for the blind and maimed female servants they keep who tend to their needs.

    The Thunder Hill is a small stone hill that emerges from the desert and is caked black from a series of lightning strikes against it in quick succession.

    The Grand Smoking Hall of Bhagavadra is the most famous meeting ground for Bhagavans to dispense wisdom and hookah.

    The Killing Grounds are a gladiatorial arena where champions of faith and peddlers of coin meet in earnest to praise the gods, engage in debauchery, and watch senseless violence.


    Religious Sites:

    The Thunder Hill Paganism
    The Grand Smoking Hall of Bhagavadra Paganism
    The Killing Grounds Paganism

    Trade
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    The Blazing Lands have an immense collection of bronze with which the Siskrati people forge their weapons and armor with to horribly butcher one another and create grand works of art with. It is said among the Siskrati that the sheen of a bronze blade is as glorious as the rising sun.


    .

    Bronze
    Trade Post 1: Bronze
    Trade Post 2: None
    Trade Post 3: None

    Due to the harsh and unforgiving sands food is a rarity that leads to some rare instances of cannibalism and a rather prevalent malnutrition problem among the peasants and lower classes.
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  4. - Top - End - #34
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    Default Re: Empire3! Lands of Celessa

    The Old Kingdom of Sheol


    Sheol
    Region 37


    Terrain
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    Bounded in the north by sandstone cliffs abutting the Enkidan Sea, the old kingdom of Sheol stretches south into the trackless expanse of Yucedir Ors, the Exalted Anvil. This vast salt flat extends further than any living explorer has gone, and while faded records remain of successful expeditions in the Age of Kings, the tumult of the fall left them little more than rumors and fantastical stories. Though the borders of the Old Kingdom once extended far beyond the lands of Sheol proper, today the authority of the Sheolim King is felt in only three distinct regions.

    The first, and by far the most heavily populated, sits in the northern reaches of Sheol, before the land breaks and turns barren to the south. This land, Yesil Vali is run through by tributaries of a mighty river that flows miraculously from the unknown south, the Kutsamak. These tributaries have, over the eons, gouged intricate canyons and valleys into the surrounding savanna, and it is in these shadowed valleys that life has thrived. Surrounded by long-eroded cliffs, rolling floodplains are refreshed seasonally, the rich black soil providing a fertile bed for Sheolim farmers. It is this geographic quirk that led to the first Sheolim cliff-cities, and it is their continued reliance on the Kutsamak’s floods that keep most Sheolim villages secluded in their canyon redoubts. Of course, large trade cities eventually became a necessity, and the lands around the two trade hubs in the region and around the capital Akkraul bear extensive irrigation channels in the savanna to support further cultivation.

    Further south, Yesil Vali eventually gives way to the desert. Bordering that path on either side, and eventually curving east along the coast and west towards mystery, is the mountainous region known locally as Kilic Mezari. These twin ranges rise like daggers from the surrounding sand, mottled black and grey and shining in the bitter heat. Few are tall enough to contemplate snow, but they are impassible enough and so full of surprising plunges into the earth that they once served as the homes of the old warlords that ruled before the rise of the first dynasty. These fortresses still huddle beneath the angry peaks, most crumbling to slow but inevitable ruin. A few, however, have found new life as centers for mining the valuable minerals in the mountains’ hearts, and it is to these converted fortress-cities that Sheol owes both its coin and the swords that defend it. The greatest of which, beyond a doubt, is the old capital of Kirmiz Kuum. While the administrators of these cities are loyal to the crown, their confidence in their own importance and the simple fact that they dwell in nigh-impregnable domains gives them greater leeway than normal in negotiating quotas and taxes with the bureaucracy in Akkraul.

    Finally, past the ominous gateway of Kilic Mezari is the great desert that eventually ends at the northern border of Yucedir Ors. Few Sheolim dwell here in the Tezatli Toprak, the Penitent Earth, and those few who do are wandering nomads travelling from oasis to oasis. There is but one city in this wasteland, and but one road leading there, but it is one of the most important in all Sheol. For it is here, in Duz Geshtina, that the salt ghosts draw their white bounty from the sand. Situated at the edge of the Yucedir Ors and constructed around one of the areas largest oases, the city is the heart that sends a steady stream of salt to Akkraul, and thence across the known world.


    People
    Spoiler
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    The people of Sheol are surprisingly tall, olive skinned humans. Standing more than six feet tall on average, their hair tends towards dark browns and shades of black, while their eyes are often strikingly blue or green. An oft-repeated myth is that Sheolim are descended from giants that once dwelled in an idyllic kingdom that lay within Yucedir Ors. The legend tells that eventually these giants grew proud, enslaving their lesser descendants and making war on the heavens, until they were cast down and their civilization reduced to salt. While the wise recognize this tale for the warning that it is, centuries of rulership and desperately-held pride have ingrained in many Sheolim the desire to reclaim this ancient, fantastical heritage. Whether this is the cause of so many Sheolim’s dreams of grandeur or simply an excuse for excess is better left to the judgment of history.

    Regardless of their ultimate origin, the Sheolim civilization began as one of desert tribes, roving the borders of Yucedir Ors and venturing from time to time into the green northlands to hunt and stockpile water. Few dared settle, for fear of another clan’s raiders, but as generations passed nature’s cruel tests winnowed the strong from the weak. A select few clans grew large and fat compared to their less fortunate brethren, so much so that they had little to fear from the occasional raids. These clans built the first cliff villages in Yesil Vali, while those who would conquer them dug secret fastnesses through Kilic Mezari. Thus, the Sheolim are one people with three branches.

    The people of Yesil Vali are the ones who create the impression of the Sheolim in the wider world. Ready access to food and foreign trade has produced a cosmopolitan race of looming giants, with great pride taken among the nobility and the wealthy to cultivate both mind and body into a statuesque ideal. While their method of dress pays homage to the billowing robes of their forefathers, northern Sheolim robes are stiched from heavy fabrics, often adorned with masterfully frivolous ornamentation. Bracelets and arm bands are popular among men and women, with men cultivating oiled and braided beards and both men and women favoring long, flowing hair styles.

    Further south, the reduced bounty of the land is reflected in its people. The people of Kilic Mezari live well enough, but where the greenlanders have the luxury of extravagance the styles of the mountain folk trend towards utility. The robes of their ancestors have long been replaced by tunics of wool and leather, their bodies honed not in pursuit of an artistic ideal but simply as a result of hard labor. Beards in the mountains are worn short, while hair is braided tightly and oiled to resist the infiltration of sediment and dusts.

    Meanwhile, the people of Tezatli Toprak are nearly identical to their distant ancestors, tall but thing and wiry. In the desert, loose robes are the favored style, while hair is kept short. It is this slight stature combined with their garb that has earned many in this region of Sheol the nickname “the salt ghosts,” though only a minority work the long harvest lines in Yucedir Ors.


    Government
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    Unified into a single kingdom some 2000 years ago, Sheol has weathered multiple dynasties and crises of succession. Today, the High King still rules, though it is no longer from the Throne of Bones in the old capital of Kirmiz Kuum. Instead, a golden seat sits in the grand palace of Akkraul, though the last man worthy of it died a century ago. Still, the office has power, power enough that it takes the work of a vast bureaucracy to balance it. Begun in antiquity as a loose organization of governors and ministers, the Sheolim Assembly is now a sprawling organization grown to accommodate an empire but with only the homeland to govern. It is the assembly that represents the interests of the scattered cities and their powerbrokers, and it is the assembly that seeks to groom the next king into a figure of stability. This is easier said than done, however, as the passage of the throne from brother to brother before it descends to the next generation typically leaves the throne in the hands of an adult with long-suppressed ambitions.


    Religion
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    The Sheolim would claim that their land is the birthplace of Kunism, though the decentralized nature of that faith leaves such a claim doubtful at best. What is doubtless true is that Kunism has spread strong roots throughout Sheol. While the High King has traditionally allowed the followers of Ananda the respect their strength is due, behind closed doors most Sheolim regard the northern kingdoms and flailing cauldrons of heresy and ignorance in equal measure. To place a man mere steps below the almighty is seen as bitter sacrilege, deserving of pity and prayers for salvation. The priesthood is widely respected, and though it lacks the power of the Assembly or the Throne its support or lack thereof has been the undoing of more than one dynasty.

    Religious Centers
    • Akkraul - Kunism
    • Kirmiz Kuum - Kunism
    • Duz Geshtina - Kunism



    Resources
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    Region number Resource Minor Good Great
    37 Salt SHL O O

    Available: Salt
    Drawn from the ample supply of Yucedir Ors, Sheol salt is strikingly pure and abundant. Indispensable as a preservative and desired in some locales as an exotic spice, demand for the bounty of Duz Geshtina has always been high.

    Required: Wood
    While the savanna of Yesil Vali provides some scattered timber, there are no true forests within Sheol from which to draw lumber in great quantities. In more prosperous times, the old kingdom would demand tribute of wood from its vassals and neighbors, but that supply shrank with the empire.



    The Feral Vale
    Region 28

    Terrain
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    The majority of the Feral Vale is covered in sprawling grassy plains, with very sparse forests scattered across it. Rocky outcrops and large boulders are a common sight, as well large stone monuments erected by the people of the Vale. The shoreline to the east is comprised of gravel beaches and large rocky sea stacks. Finally, to the west stands a small mountain chain with many caves dug throughout by the ancient people of the Vale. Legends hold that a great beast slumbers within the caves.


    People
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    The Yolden- The Yolden are the primary inhabitants of the Feral Vale, hailing from the grassy plains and sparse western woodlands known to them as the Ebon Woods. Standing 6 and a half feet tall on average, with thick muscles, and skin ranging from an ashen grey to an almost crimson tan, the Yolden are the masters of the Feral Vale, carving out their home among the beasts of the land. It is said that when the Yolden first arrived and settled in the Vale, they hunted an ancient species to extinction, driving the remaining population underground, where they would later devolve into the primitive Grahka that now ravage the landscape, at odds with the Yolden. The Yolden culturally don’t see the bigger picture beyond survival and expansion, not the most negotiable of folks to say the least. While this may give the outward appearance of them being unintelligent, this is untrue, as they simply don’t care about other peoples that do not immediately threaten them. They hunt large game animals that they have named “Stonebacks” for the stony protrusions dotting their skin.

    The Grahka- 7 feet tall, lumbering, primitive, cunning. All are worthy adjectives to describe the Grahka. All that remains of an ancient race long since hunted to near extinction, the Grahka now ravage the countryside, raiding Yolden settlements and destroying anything that moves past their color-blind eyes.


    Government
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    The Yolden people are governed by a Chiefdom. Six houses of Yolden exist, each ruled by a chief, and each with varied political standpoints. However, all six houses and chiefs swear fealty to the High Chieftain (Currently the title is held by Asterion of house Moloc). When a High Chieftain dies, a new chief is chosen by the house elders.


    Religion
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    Following no organized religion, it is a common faith in the Vale that the many boulders and smaller stones found across its fields are artifacts placed by the ancient peoples of the vale. Using these stones, certain Yolden claim to be able to perform divination. Such Yolden are known as Oracles, though the validity of their claims can not be verified. Oracles tend to perform their rituals at large boulders referred to as “Divining Obelisks” across the Vale.

    The Obelisk of the Sun- Devoted to the divining of economic futures.
    The Obelisk of the Moon- Devoted to the divining of fertility futures.
    The Obelisk of the Stars- Devoted to the divining of military futures.


    Resources
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    Hydra Scales - Exactly what they sound like, scales of the great multi-headed beasts native to the Feral Vale’s Ebon Woods and the caverns beneath Mt. Kheres. Traded and collected frequently as armor crafting materials and among the commoners, a form of currency used alongside larger trades in their bartering system.
    Sadly, the Vale has very little in terms of lumber, most of the trees in the vale being “sacred” spots where ancestors of the Yolden are buried.



    Altimia
    Region 20
    "Land of Skybound Gardens"

    Terrain
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    Map
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    Al-Timia is a long peninsula to border mountains and the ocean. Especially it is famous for Skybound Gardens and the Volcano of Al-Timia.
    Skybound Gardens are the lands in the mountains where ruins of ancient civilization are here. Some theorize it is the place of a fallen celestial Deva and the likes in service to the lord of the sky who is the creator and the defender.
    In this way the tengu who are resident claim decent. However, the skybound gardens are mysterious, it is said there are many artifacts in the ruins and thus it can be stated they are the fact of the matter to endure monster habitation and the coming of some adventurous characters. Although it is a dangerous job, such adventurers may come from many regions to try and explore these locations. How deep into the mountains they might go is a mystery probably for many generations.

    The Volcano of Al-Timia is said to be the place where the Goddess of Fire descended from the heavens. The place of the sleeping goddess has since also become the capitol of Al-Timia.


    People
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    There are two races who are native of this region: Humans and Tengu.

    Humans:
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    Primarily humans are of sun-dark skin and black hair, to resemble southern continent types in this way. To be called Al-Hum, they are identifiable by gold eyes, to claim inheritance because of birthright of the goddess of fire, who is the most important to them.

    Al-Hum cultural pride reveres dance and martial ability, especially swordsmanship. It is said they are excellent fencers and passionate, emotional people. In this way, they are inclined to pursue extravagance and fame, and it is not a surprise to find their straightforward personality to be difficult in confrontation, but greatly beloved friends. Especially Al-Hum culture has a chivalry code, to be called "Three Decrees of the Goddesses."

    1) Pursue best ability in all manners
    2) Hospitality to strangers
    3) Right wrongdoings properly

    Al-Hum clothing is mix of light cloth and robes, to favor fondly the colors of red, white, green, and gold. Sandals are the usual style, and headgear for men and women is common. It is common to carry a sword from adolescence, usually a broadsword for men and a sabre for women.
    Al-Hum architecture is said to copy the Skybound Garden ruins and the many foreign influences of travelers. Columns and rich decoration with gardens and fountains is the most popular.


    Tengu:
    Spoiler
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    絵を
    Tengu are a race of bird-people, who may transform into a human-like form. They claim descent of the ancients, especially the Goddess of Wind. Usually to organize into clans, they are few in number because of the destructive wars in the past. However, especially the city of Eskagilia is their home, as well as many villages in the mountains.

    Tengu are cautious of outsiders, so often are considered secretive, however they are loyal to friends they have made.
    Especially the industry of Tengu is the veiled arts, of writing and calligraphy, and lore. They are very cunning, always, seeking to study and master mysteries. However, it can be frustrating to try and learn from them.
    Tengu are especially known for the scribe and postal-service, which is the fastest way to send written letters to the south across land. Tengu are very much opposed to the sea, and easily become seasick if on boats.

    Sometime into the war of the Exalted and Enemy, it is said that the Exalted creator sent three of his daughters to the world to help create light against the Evil. When the three goddesses descended, it is said they were accompanied by their divine servants and created a flourishing land. However, after many years it is said that the Enemy attacked with earthquakes and the eruption of volcanos. Many calamities were suffered, but the three goddesses protected the land with their strength. However, they became exhausted, and so fell asleep. Someday they will awaken again, and bless the champion and bestow gifts to help defeat the Enemy.
    Left in the protected lands, Tengu claim to be descendants from these divine servants, to be divine celestial eagles.

    In usual form, tengu are short, proud human-like race with wings from their back. Usually to stand 150 cm, they favor tall wood sandals. Usually hair is worn short or to be braided, and such a color is often sheen of emerald and red-gold. However, for religious reasons (though some think it is also to fit in with Al-Hum), from a young age it is usually dyed black when to leave the village, to represent their religious pilgrimage. It is called "The Wait" for their solemn guard of the sleeping goddess. Because of this ritual, it was often mistake of Al-Hum to think that the usual color of tengu is black. This is incorrect, and the usual proud color perhaps more pleasantly resembles phoenix and other divine birds.

    Similarly their feathers match the hair color, and therefore must be dyed in this fashion if to leave. Although tengu have five fingers on hands like humans, they have strong talons. Usually girls will paint and decorate.
    Clothing is favored robe or minimalist to not interfere with range of motion or flight. Therefore, open back robes, to cross diagonally over the chest. However, robes of Al-Hum design are increasingly becoming common, especially with tengu of Eskagilia. These are not seen as religious, however.

    The special ability of the tengu is the transformation into human form. It is claimed to be divine ability as celestial servants, to receive a form favored by the goddesses. In this way, a tengu loses talons and wings and is indistinguishable physically from human. Although the appearance of such a human can be altered some, it can be said that usually a tengu will try to keep an aspect of their identity, such as eye color or hairstyle. Such an ability has allowed the tengu to have better relations with humans more recently, although it is of course possible to be used as an espionage. However, such a use would be uncomfortable to religious beliefs, to use divine ability for potentially misguided or disharmony is very similar to work of the Enemy. However, it can be said tengu are very skilled with sharp eyes and ability to recognize spies and subtleties of the enemy.

    Their clans are organized group of 80-100. Never great in number, the tengu are secretive and usually pursue mystic arts in cliff and mountain dwellings.

    Tengu Kunism: The servants of the three goddesses are ever-vigilant against the Enemy and evil. To be a tengu is to be already involved in the spiritual war for the world. With the sleeping goddesses prophecy to reawaken, tengu are called to always be prepared to serve. In this way, it can be said tengu belief can coincide properly with the Shishiyan Church as allies. The prophecy of The Chosen has been included in tengu belief as one whom the goddesses will ordain and bless, and therefore the one whom will lead the tengu into the final battle. tengu clerics and monks are trained as lore keepers and guardians. While there is some disagreement with the Shishiyan Church about rituals and monastic practice, it is safe to think that the tengu faith considers the Shishiyan Church is an Ally. The goddesses are daughters of the Exalted one, so it is not incompatible. However, because the tengu belief is also tied to their own origin, it is unlikely to spread to other races. Likewise, although traveling tengu are often in human form, usually their traveling purpose is to seek the Chosen. In this way, they cooperate with the Shishiyan church.



    There are three cities of great import- Rutia, Al-Timia, and Eskagilia. It is said each is named for the great spirits of Water, Wind, and Fire.

    One island in the south called Rutia, claimed to be the holy place where the Goddess of Water Rutia descended from the heavens. The international port city named Rutia grew around the famous white marbel shrine. For many years it has been an important spot for navigators and trade. Many bright colors are painted on buildings and thousands of flags and pennants flutter in the wind. To be a radiant place of sun and trade. Walking in the markets, hearing many foreign languges and smelling many delightful foods is the experience many travelers and pilgrims can fondly recall.

    The capitol Al-Timia is a famous palace and fortress within the bowl of the sleeping volcano. The bowl of the volcano is lush residence and bustling markets, with gardens and the great aqueduct which supplies water. Although the state of the capitol is difficult to reach, river boat transports to the coast easily. The climb of ten-thousand stairs is imposing, and it is probably why the capitol has never fallen to attackers. It is said there are ruins from ancient history beneath the city, and the constructed aqueduct is a marvel of a forgotten genius architect. It is said that the Goddess of Fire sleeps in the volcano beneath, so it is forbidden to investigate the ruins.

    Eskagilia lies close to the north border, to be a center of trade across the channel and northern peoples. Many adventurers live in Eskagilia to explore across the southern way mountains. It is said that the Goddess of Wind descended from the heavens here, and so it was the place of fierce protection for tengu. There was war between human and tengu for many years, however the castle of Eskagilia is where the pact of friendship of tengu and human was made, so the welcome hospitality of different peoples is the pride of locals.


    Religion
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    Al-Timia Polythiesm: It is said that during war after creation of the Enemy and the God-King, three goddesses descended to earth to give blessing and aid. The three goddesses are Al-Timia, the Goddess of Fire, Eskagilia, the Goddess of Wind, and Rutia, the Goddess of Water. Sometime into the war of the Exalted and Enemy, it is said that the Exalted creator sent three of his daughters to the world to help create light against the Evil. When the three goddesses descended, it is said they were accompanied by their divine servants and created a flourishing land. However, after many years it is said that the Enemy attacked with earthquakes and the eruption of volcanoes. Many calamities were suffered, but the three goddesses protected the land with their strength. However, they became exhausted, and so fell asleep.
    It is prophicized that someday they will awaken again, and bless the champion and bestow divine gifts to help defeat the Enemy. Left in the protected lands, Tengu claim to be descendants from these divine servants, to be divine celestial eagles. Their stewardship has made them fierce protectors, and it was once fought a long war against Al-Hum.

    Many Al-Hum consider themselves to be blessed children of the goddess of fire, though they are reverent especially to the three goddesses. There are similarities with the Shishiyan Church, to focus especially on opposition to the enemy of creation, so many Al-Hums are Shishiyan, or even have the coinciding beliefs of the three goddesses and Shishiyan's Exalted. Because of this stubbornness and self-identity, to view one's own land as sacred and divine, it has remained tenacious despite the Shishiyan Church efforts.

    Tengu Kunism: The servants of the three goddesses are ever-vigilant against the Enemy and evil. To be a tengu is to be already involved in the spiritual war for the world. With the sleeping goddesses prophecy to reawaken, tengu are called to always be prepared to serve. In this way, it can be said tengu belief can coincide properly with the Shishiyan Church as allies. The prophecy of The Chosen has been included in tengu belief as one whom the goddesses will ordain and bless, and therefore the one whom will lead the tengu into the final battle. tengu clerics and monks are trained as lore keepers and guardians. While there is some disagreement with the Shishiyan Church about rituals and monastic practice, it is safe to think that the tengu faith considers the Shishiyan Church is an Ally. The goddesses are daughters of the Exalted one, so it is not incompatible. However, because the tengu belief is also tied to their own origin, it is unlikely to spread to other races. Likewise, although traveling tengu are often in human form, usually their traveling purpose is to seek the Chosen. In this way, they cooperate with the Shishiyan church.

    Religious Centers:
    1) Al-Timia: Gardens of Sleeping Fire (Al-Timia Polythiesm)
    Located at center of the volcano, the gardens and palace-style of this holy center is dedicated to preserving memory and vigil (of course also the ritual and ceremonies) for the blessings of the Goddess of Fire Al-Timia. It is said she sleeps beneath the site of this holy place. Especially Al-Hum revere her, though many tengu will make the pilgrimage from Eskagilia to visit this place.

    2) Eskagilia: Pagoda of the Wind Guardian (Tengu Kunism)
    With five stories, with exception of the citadel of Eskagilia, the Pagoda of the Wind Guardian is the largest construction. It is said the Goddes of Wind Eskagilia descended here, and for tengu who are closest to her, it is the center of reverence. Tengu who train as guardians will stay at the citadel and make the pilgrimage to this place everyday. Especially it is noted for the decoration of fluttering flags and pennants, and the chimes which splendidly ring with the wind.

    3) Rutia: Cathedral of Cardinal Meeting (Shishiyan Church)
    Originally it is said to be the place of the descent of the Goddess of Water Rutia. It was built as a place of worship and vigil for this goddess. However, the prosperous and bustling international city has had the effect of many centuries. Long ago the offerings and decoration for the goddess stopped and were removed. Shishiyan Church has obtained the management and conduct ceremonies, renaming it for the blessings of the Exalted upon travelers on the seas.



    Resources
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    Resource [Great]: Swords
    Al-Hum swords are renown for never betraying the wielder. It is said that the spirit of the sword and the wielder bond in such a pact that brightens their destinies. The famous relic sword Duran-Dala is said to have severed any blade that has attempted to sever it.

    Desired: Luxury Metals (for example: Gold)
    Wealth from trade is the desire of Al-Hum, for decoration like jewelry or art. In this way, luxurious resources are desired greatly.

    [Trade Posts]
    1) Rutia
    2) Al-Timia (Controlled)
    3) Eskagilia



    Kumlasaf
    Region 21
    Terrain
    Spoiler
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    Dominated by gently rolling hills that give way to jagged spurs of rock in the north as the land rises into the mighty Iugis Ignis. Lightly speckled with temperate forests, much of the land has been cultivated or cleared in service of the agrarian villages that dot the landscape. Criss-crossed by innumerable small rivers and streams making their way to the Akkidan Sea, the heartland of Kumlasaf is immensely hospitable. This relative bounty has blunted the consolidation of the area's settlements, making the whole of the heartland sparsely but reliably populated.

    South of the heartland, the terrain shifts, the grassy hills growing thick with painstaking tended hardwood forests. This verdurous ring surrounds the only city of note in the region, Ateska. Originally a fortress city built by Sheolim occupiers, Ateska has grown into the center of commerce and culture in Kumlasaf, in no small part due to the small army of dedicated glassworkers that fill its workshops. The "city craft" has left indelible marks on Kumlasaf, from the quartz quarries bored into the side of the Iugis Ignis' foothills to the singe paved road that runs straight as an arrow from mountains to coast.

    People
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    Kumlasaf is inhabited by humans, olive skinned and dark haired as a rule. Of average height and build, their character is one of honest labor, with every Kumlasan bearing the marks of their craft's successes and failures upon their skin. Families are large, and the isolated nature of most Kumlasan villages has lead to most thinking of their neighbors as extended family regardless of the truth of the matter. Unfortunately, this clannish nature can lead to short but violent episodes of vendetta between competing villages, the shared memories of which have only served to keep this agrarian people firmly scattered.

    Only in Ateska is this sense of insular familiarity escaped. The forced melding of Sheolim and Kumlasan culture has resulted in a more stratified society that is both more distant and more ordered than the heartland. Yet even here the clans emerge, as many smaller families come together to raise up industrial legacies. Marrying vengeful pride to greed, these competing interests wage vendettas all their own in the shadows, concealing bitter hatred behind smiling masks. But despite this oft times lethal competition, the good of the glassworks overwhelms all, and any threat to their shared livelihood unites the people of the capital in bonds of iron.

    Government
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    The governance of Kumlasaf is theoretically centralized in the capital of Ateska, the city Mayor drawn from the powerful Glass Worker's guild and advised by representatives from every major settlement in the heartland. In practice, the Conclave Hall that abuts the old Sheolim fortress is empty more often than not, the concerns of capital and heartland so dissimilar that each trusts in the other to attend their own affairs. Only when the entire region is threatened or a vendetta threatens to spill beyond the borders of two clans does the Conclave truly convene, that they might render fair judgement under the auspices of the Mayor.

    Religion
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    For many centuries, the people of Kumlasaf held true to their pagan worship of a wide pantheon of earth spirits, ranging from the Mother of Mountains to the humble Reaper Goodfellow. However, proximity to the Phoenix Estates and the holy city of Shanadeer resulted in a steady influx of proselytizers from the northern faith. With no organized religious authority to oppose them, these Shishiyan missionaries converted progressively wider swathes of the heartland to Ananda's teachings. And while Kunism held strong in the capital thanks to the influence of Sheol, the departure of the Old Kingdom's governors a century ago opened wide the gates for Shishiyanism to cement its hold across Kumlasaf.

    Religious Centers

    1.Ateska - Shishiyanism
    2.Heartlands - Shishiyanism
    3.Iugis Ignis Foothills - Shishiyanism


    Resources
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    Available: Glass
    Thanks to the abundant resources in the northern hills and well maintained fuel sources, the glass of Kumlasaf is of rare and coveted quality.
    Last edited by TheDarkDM; 2017-04-24 at 04:56 PM.

    I was old when the pharaohs first mounted
    The jewel-decked throne by the Nile;
    I was old in those epochs uncounted
    When I, and I only, was vile;

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    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
    Quote Originally Posted by VonDoom View Post
    Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!

  5. - Top - End - #35
    Titan in the Playground
     
    HalfTangible's Avatar

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    Aug 2010
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    The Primus Imperium
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    Default Re: Empire3! Lands of Celessa

    "The sun may set, but it has never fallen."

    Avatar Isaia Solaris
    Diplomacy: 1
    Military: 5
    Economy: 2
    Intrigue: 5
    Faith: 10

    Capital Territory: The Sunlands (Region 46)
    Nation: The Chosen of the Sun
    Religion: The Celestial Cult

    Spoiler: Terrain
    Show
    The Sunlands are a place of rolling hills and forests, with many valleys forming natural pathways through the land. Towns are surrounded by temples placed at the highest hills, and the sun shines brightly across the land. The area receives a relatively low amount of rainfall for a coastal region (some speculate this is because of the islands directly to the south) and so the grass has a gold-green tinge throughout the year. The hills continue until the coast, at which point they level out and form a steep cliff face. There are a few areas where it is possible to walk into the Sunlands from the beach, though anywhere else one would need to climb.

    The Selene River: A great river flows through the Sunlands, from the furthest of its northwest reaches, through the capital city of Horizon and into the Jagged Bay in the south. It allows swift transport to and from the sea, and acts both as a superhighway for the region and a major source of drinking water.

    The Sungate: While the name would imply a man-made structure, the Sungate is a naturally formed barrier where the sunlands, 48 and 81 meet. A pair of massive hills rise up so sharply that they are impossible to climb when going directly into or out of the sunlands. Between the two is a small path that takes roughly 3 hours to traverse. At the Sunlands side of this path is a trading post (called New Aurora) where the notoriously strict laws of the Sunlands are relaxed, if only to put a good face on for the foreigners.

    The Blackwood: A forest of dead trees and silent whispers, this place is a local nightmare. At the center of the forest is a dillapidated temple to the sun god, said to have been the first after the Capital's founding. However, none actually venture into the forest surrounding the temple. It is said that at night, the giggling of monsters and madmen can be heard, and that the bright eyes of demons shine in the trees.

    At the entrance to the forest is a signpost with a single warning:
    Run. Only your maker waits within these woods.

    The Tomb of the Sun: Outside of the capital city directly to the north is a temple where the Avatars are laid to rest. It is a large stone building, with a door gilded in local gold. No one may enter through this door unless the Avatar allows it.


    Spoiler: People
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    The Sunlands are a deeply insular and strict theocracy, with all of the rigid systems and rules that implies. The Celestial Cult currently has entrenched itself rather powerfully in the Sunlands, under the leadership of a being known as the Avatar. He is said to be the mortal incarnation of the sun god, and his word is law.

    The local population is entirely composed of humans. Their skin tone sits between light and dusky, and hair tends towards blonde and bright brown. They are fairly short for the region, though exactly why is unknown. The women tend to wear their hair long enough to reach past their waist, while the men keep theirs extremely short.

    The Sunlands are notorious for their regimented and ordered systems (some would call them tyrannical), and it leaves the region feeling strangely uniform. Houses are constructed with the same floor plan whenever possible (in part because of housing arrangements enforced by law*), and the streets of each city are heavily regimented. Public prayer is not only encouraged but expected, and shrines stand on most street corners. Law is enforced fairly and equally, but also strictly. All members of the Solari wear white clothes (whether dresses, robes or a tunic), and the priesthood in particular wear golden jewelry.

    Horizon: The capital of the Sunlands, Horizon is a large city at the center of the territory. The Selene River flows through the walled city, and at its center stands the Cathedral of Solaris, said to be the place where the sun god appointed the first Avatar. It is the largest city in the region, and considered the most sacred city in all the world.

    *It is required that upon becoming an adult, you move in with one member of the opposite sex outside of your family, roughly around your age. Most would prefer to do that than pay a fine every year.


    Spoiler: Resources
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    Gold [Great]: The gold of the region is called 'Aurum' by the cult, and is said to be different from ordinary gold. Blessed by Solaris himself, this material was once capable of shielding the faithful from heresy, harnessing the light of the sun, and even extending the youth of those who wore it. However, over the millennia (so the legends go) faith was lost, and with it Solaris' blessing. The material is still revered by those in the Cult, but it bears no immediately obvious differences from gold.

    It is said that when Luna became a goddess, she blessed the silver of her homeland in a similar way and named it Argent. While Argent's exact properties are unknown, the Cult's faithful believe that even ordinary silver bears a connection to the Ascended One.

    Trade Post 1 (Capital - Horizon):
    Trade Post 2 (Jagged Bay):
    Trade Post 3 (The Crossroads):

    Cloth: The traditional outfits of the faithful require a fair amount of white cloth of some type. The Sunlands do not have enough territory to foster the growth of so much cloth while simultaneously feeding the populace, and so they must get it from elsewhere.


    Spoiler: Religion
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    The people of the Sunlands consider themselves but one half of the Celestial Cult. They are technically called the Solari, but since they have lost their Lunar half the distinction is currently meaningless.

    The Celestial Cult believes that the mortals on earth are but pieces of the gods that made them; all men are linked to the sun, and all women to the moon. To achieve enlightenment, one should attempt to behave as closely to their patron gods as possible. Men exist to be exemplars; they are expected to be driven, passionate and confident. They are to specialize and improve their abilities constantly, and to bear as much on their shoulders as they can. Women on the other hand are more generalist; they are expected to be kind, matronly and strong-willed. They're supposed to be adaptable and quick-thinking, forever steady in a sea of chaos. The Solari were to represent the male while the Lunari represents the female.

    Love is considered the greatest expression of divinity, and the cult does its best to encourage it however they can.

    More than anything else, however, the Cult emphasizes duality - to all things, there is a natural complement that makes it healthier and stronger. Ebb to flow, sun to moon, light to dark, man to woman, even the Celestial Cult's two halves. People are no different, and most of the tenants of the Cult revolve around finding this complement, this 'soulmate'. In theory, neither is superior to the other in all instances, simply different. There is no better or worse half, so long as the two are together.

    While the Celestial Cult has taken great care to avoid actively impeding the Shishiyan Church, they still have a strained relationship. The Solari blame the Church for "the destruction of faith in the true gods", and considers it a nuisance at best. However, the Church has spread their faith so far and so widely that the Cult has little choice but to bow. The Church tolerates the Cult largely because of the order it has provided the region; they simply weren't important enough during the years of darkness to waste the resources it would take to stamp them out. For the moment, the Cult is content to give the Shishiyan church a very wide berth.

    However, the Shishiyan are not the Cult's main problem at the moment. The Lunari have been lost for centuries; the two halves of the church split apart due to a calamity lost to time, and though their return was prophecized, it has yet to occur. The newest Avatar, ruler of the Sunlands, has decreed that they've waited long enough. The Solari's mission is to find the Lunari, reunite and become the one true faith they were always meant to be.

    One day...

    Holy Site 1 (Horizon - Capital City): The Celestial Cult
    Holy Site 2 (New Aurora [City - Trading Post]): The Celestial Cult
    Holy Site 3 (Idalia [City - Close to Jagged Bay]): The Celestial Cult (Unorganized)


    Spoiler: Celestial Cult Miracles
    Show
    Spoiler: Miracle - Blessings Of Solaris
    Show
    Acted in Round 5

    Mechanics: The Avatar of the Sun is granted minor holy magic. His touch is able to heal, bless, warm, soothe aches and purify. While it's not earth-shattering in its power, it's very much beyond the scope of ordinary men.

    In addition, a Realm with a leader that has converted to the Celestial Cult gains access to the Blessings Of Solaris and its future permutations. They do not gain the minor magic of the Avatar.

    This magic is intended long-term to be powerful, but extremely unreliable; going to a temple will increase your chances to survive grevious wounds, or a mass prayer service will keep you alive before battle. This isn't clerical magic where you can just flood someone with magic and bam, good as new. At the moment, it does very little other than empower the Avatar, but future Miracles will expand on the blessings in question.


    Spoiler: Notes
    Show


    Naming: http://www.fantasynamegenerators.com...p#.WMXiY3-QKCo

    Tilli
    Enazan
    Nakrindre
    Hauyizah

    Avatars take Italian names upon ascension.

    Last edited by HalfTangible; 2017-03-12 at 08:14 PM.
    Hate me if you want. But that's your issue to fix, not mine.

    Primal ego vos, estis ex nihilo.

    When Gods Go To War comes out March 8th

    Discord: HalfTangible

    Extended Sig

  6. - Top - End - #36
    Dwarf in the Playground
     
    GnomeWizardGuy

    Join Date
    Jun 2015

    Default Re: Empire3! Lands of Celessa

    Approved! :D

    This will replace the row in Row 27 in the excel file - thanks for updating!


    Sarvochia
    (Birthplace of Sarvochism)
    Region 27

    Ruler:
    High Lord Darius Atossa
    (Dice Rolls in the thread, holy crap internet dice are great! +1s applied to Military and Economy)
    Diplomacy: 4
    Military: 5
    Economy: 5
    Intrigue: 3
    Faith: 4

    History & Government
    Spoiler
    Show
    Sarvochia, as a true 'nation state', has only existed for the past 5 years. Centuries ago this region was most known for it's calm and inviting bay, and the largest oyster bed in in all of Celessa. The shore line and shallow inlets did not lend this "Oyster's Bay" to large ports, dry docks, or much sea trade. Not to mention, there was rather significant influence from the Feral Vale as the reverence for life (and trees) was once a part of this region, and this often got in the way of larger shipping projects.

    Oyster's Bay was famous for it's land routes despite all of this, as a necessary crossroads between east and west for those making the trek by land. This land was a regular roller coaster of trade booms, political infighting, raids from the Feral Vale, staging grounds and war grounds for large scale campaigns, and ideas. This mix of ideas helped found one of the earliest universities in Celessa (See Religious Sites).

    Eventually. during one of the periods of strife between a rather belligerent version of Shishiyan Church and followers of "The Enemy" a prophet came to be within the foothills of Sarvochia. This prophet came from the caves in the foothills, and brought harmony to Sarvochia. Some say his first appearance brought peace to the land, others claim he destroyed both armies with devastating force, all agree that he was the prophet for a another, better way. Above the Exalted and the Enemy there is Harmony, Equilibrium, or Adjudication. Regardless of the interpretation of this ancient subset of the Shishiyan Church, it remains clear to the people of Sarvochia that this path is the path they must follow.

    Eventually, after reaching a golden age, with the construction of vast militaries, a booming population, and numerous institutions of education, Sarvochia found itself at odds with its neighbors and the Shishiyan Church. Within one generation of reaching a golden age, raids for the Feral Vale, and one was basically a continent wide crusade by the Shishiyan Church broke Sarvochia.

    50 years ago, after centuries of infighting between Sarvolian schools, and continued pressure from the Shishiyan Church, one of Sarvochia's Lords, a devout Savorchist, Cambyses Atossa, managed to bring stability to the region once more. Over the course of 45 years, Cambyses managed to not only unite the other lords within the region, but end the squabbling between the different sects of Sarvochism. After a life time of difficulties, Cambyses announced the formation of Sarvochia. Naming himself High Lord, Sarvochia turned itself into something of a theocratic monarchy. In order to appease the other 6 lords within Sarvochia, Cambyses avoided the title King, but he was a King in all but name. In the same year that the nation of Sarvochia was founded, Cambyses passed away in his sleep, leaving his eldest son, Darius, to become High Lord of Sarvochia.


    Terrain
    Spoiler
    Show
    The coast lines of Sarvochia are green, rich, and dotted with numerous forests. Moving north and west the terrain quickly changes to drier hills, plateaus, and eventually mountains just beyond the northwest border.

    The most obvious part of Sarvochia's terrain are the lush forests, including olive, cedar, and their famous Sarasin Firs (see Resource section). A combination of the Feral Vale's pagan culture, and a strong Sarvochist tendency towards harmony had led to an unprecedented number of people taking up the position of tree planter/forester.

    The capital of Sarvochia is Atoria, and it is situated along the coast and most traveled road. Though the port of Atoria is not able to accommodate major shipping, the city is considerably large. Further inland one can find a few other noteworthy locations:

    Sarvien Campgrouds - only a few days inland from Atoria, these campgrounds are more of a slum/refugee campground. As Sarvochia became the only Sarvochist land in Cessela, it became a place of refuge for those persecuted from across the continent. Though many have found there way into society, the regular influx of people means this 'pit stop' on the way to becoming a contributing member of society remains ever present.

    Calimor's Crag - this is a massive cliff face on the edge of a plateau. At the base is the Eternal Dome (See Religion). Originally this was the site of Calimor (infamous general)'s fort; however, it was destroyed by the Prophet, and later became a famous religious site. The Crag itself juts out from the landscape, noticeable from miles away.


    People
    Spoiler
    Show

    The people of Sarvochia have recently taken to calling themselves Sarvochians. After considerable debate as to whether this was too blasphemous, the vast majority of the population felt it appropriate, as their religion defined so much of their history, and what they are today.

    Native Sarvochians are a mix between you standard human (5'10") with olive/tan skin and dark brown hair, and the locals of the Feral Vale. The true natives are a minority however, as the majority of Sarvochians vary with races and ethnicity ranging the continent over. As a traditional cross roads hundreds of years ago, and then a refugee center for followers of Sarvochism, it is becoming harder and harder to say what a "Sarvochian" looks like, especially within urban centers. Outside urban centers, you will find people look more like those mentioned in the first sentence above. Natives due typically have green eyes, combined with their olive/tan skin, which makes them easy to notice (and thus easier to respect).

    Appearances aside, Sarvochians tend to be slow to act. This pervades many walks of life, including physical activity -- sports, physical activities, etc. results in more slow twitch muscular development (lean muscles) meaning their physical stature is almost never of bulky musculature, natural sprinters, etc.



    Resource
    Spoiler
    Show
    Sarasin Fir (Wood)
    Though a relatively small land, Sarvochia's lumber from the Sarasin Fir is highly sought, especially with regards to ship building. It is an ideal combination of low weight and strength, used in a variety of construction projects. Sarvochia itself has never been famous for ship building (per the descriptions above), but with it's new High Lord Darius Atossa, who knows what is on the horizon.

    Food
    Food, of any kind, is a regular concern. The Oysters of "Oyster Bay" were over farmed over a century ago. With peace and stability achieved, the recent influx of refugees, and the large amount of land dedicated to the Sarasin Fir, food (of any kind) is of great importance to Sarvochia.




    Religion
    Spoiler
    Show
    As the birth place of Sarvochism, all three religious centers find themselves aligned with Sarvochism itself.

    1) The University of Dalakhan
    Situated in the largest city, Dalakhan, the University of Dalakhanis a religious education institution of some renown. Though the focus and financial backing come from followers of Sarvochism, the students are not discriminated based on religious beliefs, nor are the teacher and courses taught. Classes range in topic including Theology, Philosophy, Languages, Mathematics, Medicine, Biology, Geology, Engineering, and more.

    2) The Eternal Dome
    A cathedral of sorts, with an impressive stone dome as the center piece. Famous for two reasons, the first being that the location is apparently where Sarvochism was first founded (based on the visions, myths, etc. that are recorded). The second being that despite have suffered several raids and an earth quake since it was built a several hundred years ago, the dome has remained perfectly intact, no cracks can be seen. It is seen as both a religious miracle, and an architectural feat, depending on who you ask. At the center of the Dome is a simple altar set up, with two large circular stone tables merged together (think ven-diagram) -- the ven-diagram being one of the oldest symbols of Sarvochism.

    3) Serenity's Sanctuary (also called Harmony's Harem by those of different faiths and darker humor)
    This religious site is quite like a hospital/nunnery. The real name of this organization is "Serenity's Sanctuary". A fantastic place to obtain medical treatment, with hundreds of dedicated (mostly female) staff learned in medicine and Sarvochism. The building sits atop a hill near the coast line a little south of central Sarvochia. (Harmony's Harem came about as a way to slander the women, and play on Harmony, one of the tenants of Sarvochism -- the name is not insulting at this point, and is more commonly used by those outside of Sarvochia

  7. - Top - End - #37
    Orc in the Playground
    Join Date
    Feb 2013

    Default Re: Empire3! Lands of Celessa

    Region 71 Claim
    Grand Dukedom of Sardollah

    Grand Duke Lirrhian Orranor
    Diplomacy: 5
    Military: 4
    Economy: 5
    Intrigue: 3
    Faith: 2
    roll link

    Spoiler: Terrain
    Show
    Both politically and in terms of terrain, the land of Sardollah is split into five provinces. The first is made up of only the capital city, Singuar, named for the first Grand Duke of Sardollah. Singuar is a bustling city nestled on the southern coast of Sardollah, and is characterized by its surrounding fertile agricultural lands and the few large coves that dot the shoreline. Surrounding Singuar are the other four provinces. In the Northwest region of the country sits the province of Baldra, known for its many valleys on the interior and large bluffs that separate the land and the sea along its border. In the Northeastern corner of Sardollah is the province of Taltolei, arguably the most important province besides the capital in all of Sardollah due to the presence of the immensely thick Korashi Rainforest, which supplies almost 80% of the nation’s wood for use in construction and shipbuilding. In the Southwestern part of Sardollah is the province of Sarjam, which is the fishing capital of Sardollah. Sarjam’s waters are the calmest in all of Sardollah, making its capital city of Jhadra the most favored trading port in the nation. Finally is the Southeastern province of Klarast, whose colloquial name from the nation’s founding is the “Land of Stone” in reference to its nearly impossible to farm rocky soil.


    Spoiler: People
    Show
    Sardolians are humans. Originally a collection of political tribes of voyagers who left from the main continent in search of their own lands to settle in, many of the main events and occurrences in Sardolian culture revolve around the sea. One of the most looked forward to events every year in Sardollah is the Voyager Boat Races, a competition where historical tribes field teams that must race from the Eastern border of Baldra all the way down to Singuar, the capital city by boat. While the large size of Sardollah allows for scattered villages all across the provinces, the majority of people settle in the main city of their province. The majority of Sardolians are fair skinned with sandy hair, although there are some slight differences among the tribes, usually just skin tone. The interior villages of Sardolia generally rely on farming the land as their main food source, but many also settle along the coasts and turn to fishing instead. While most Sardolians are aware of and partake in historical tribal events, the majority would identify as Sardolians first and foremost, with their cultural heritages coming second. While there are occasional disputes over which provinces are most important in the nation, most would compare these arguments to infighting between siblings.


    Spoiler: Government
    Show
    The government of Sardollah is referred to as a “Grand Dukedom”. At any given time in Sardollah, there are five dukes (ladies referred to as dutchesses, for the sake of brevity will only be referred to as dukes in this write up), one for each province. The passage of power among these dukes is hereditary, with the eldest child taking over the position upon the death or abdication of the prior ruler. All the other siblings are given governmental positions, generally as mayors, diplomats, or ruling house officials. The four dukes outside of the capital are known as Provincial Dukes, and are responsible for the domestic affairs of their respective regions. The duke of Singuar (the capital city province) however is known as the Grand Duke of Sardollah, and is the main executive power in the nation. The Grand Duke is responsible for foreign affairs as well as any affairs regarding the nation as a whole such as laws, declaring war, domestic trading, etc. For 10 months out of every year, the Provincial Dukes reside in Singuar, to enable them to have veto power over the Grand Duke (3:1 majority vote). Their appointees and family members take organizational powers in their respective provinces while they themselves are away. The Grand Duke presides over all domestic affairs, but generally will only interfere if it is deemed a direct breach of national unity.


    Spoiler: Resource
    Show
    An extremely unique and valuable resource in Sardollah for exports is Rain Root, taken from under the soil in the Korashi Rainforest. Rain Roots are capable of excreting their own fresh water, and is often used as a source of water during travel. One resource lacking in Sardollah is livestock, forcing many agricultural communities to either rely on domestic trading of fish, or resort to completely backbreaking work to feed their families.

    As mentioned earlier, the main trading post under control of Sardollah is within the city of Jhadra. Two additional trading posts in Sardollah are Kampfei in the Northwest, and Ranshi in the Northeast.


    Spoiler: Religion
    Show
    The majority of the population in Sardollah are members of the Shishiyan Church, however there is a minority following of the cult of Kharsin scattered across the nation, which is a polytheistic nature religion. The main population base of Kharsin is in the southwest corner of Sardollah, however even there they are the minority. While religion is a part of many Sardolian’s lives, it is generally speaking not the epicenter of them, as people generally identify more so with the country as a whole.

    Cove of Kharsin- A cove on the Southwestern part of Sardollah, it is the supposed resting place of Kharsin, a demigod in old Sardolian mythology. As Kharsin represented the bridge between the humans and the gods in the religion of the Cult of Kharsin, it is a place where many Kharsinites go to pay their respects and air their general grievances, be it drought, lack of fish, etc. As with all religious sites in the nation, the cove is not contested as religion generally takes a back seat in Sardolian’s daily affairs.

    Might of Singuar- A giant stone statue in the city square of Singuar of the first Grand Duke of Sardollah, the Might of Singuar has evolved over time to be a religious monument rather than the political one it was initially intended to be. Singuar is in popular culture (although historically inaccurate) known as the Sardolian that brought the Shishiyan faith to the nation, and is therefore acts as a dual representation to many Shishiyans of not only their Sardolian heritage, but also their religious heritage. Many Kharsinites pay their respects at the statue as well, as one of the hallmarks of Singuar’s reign was the banning of an official religion of Sardollah, a move which at the time was strictly political, seeing as there was much infighting between the different religiously dominated provinces.

    University of Ananda- The most prominent educational body in all of Sardollah, the University of Ananda sets Baldra as the “intellectual” capital of the country. Erected originally as a religious institution to teach the ways of the Shishiyan faith, over the course of a couple hundred years the University quickly became an institution for the teaching of all subjects in addition to religiously minded ones. The university’s place as a holy site in Sardollah is an interesting one, seeing as the majority of the population sees it as just a center of education. To the most devout Shishiyans however, it is possibly the most holy site in all of Sardollah, as in their eyes it is responsible for the spreading of the gospel of the faith across the entire nation.
    Last edited by Shadowz1797; 2017-02-14 at 01:12 PM. Reason: spoiler was messed up

  8. - Top - End - #38
    Pixie in the Playground
     
    BlueKnightGuy

    Join Date
    Jan 2014

    Default Re: Empire3! Lands of Celessa

    Merdya Tyus II

    Diplomacy: 3
    Economy: 3
    Faith: 2
    Military: 3
    Intrigue: 4
    http://www.giantitp.com/forums/shows...&postcount=173

    REGION 70
    Kingdom of Solmarest




    Spoiler: Terrain
    Show
    Solmarest is situated in the northwest corner of Celessa, and hosts a temperate climate. Relatively isolated to the world, thanks to the nearly impassable Kiltari Mountain range across the entire east border of Solmarest. Through the ages, the Solmarestians have developed long and winding footpaths through these mountains, that stretch from village to village. Wide enough only for messengers, these paths are the only way Solmarestians in the mountains receive any news from those in the valleys of the rest of the region. The capital city, Pontium, is in the northeast of Solmarest, in a valley beneath the second largest mountain the the Kiltari chain, Mount Morret. Built next to the Sol River, the valley’s climate, defense from the mountains, and easy access to fresh water allowed the city to flourish. The furthest reaches west of Solmarest are what is known as the frontier. Although the monarchy lays claim to the entire region, villages of quarrymen, who work in the vast stone quarries in the west, largely populate the frontier. However, the west is seeing a large influx of workers and inhabitants as the nation of Solmarest begins to build more under the leadership of their king. The inhabitants on the frontier and in the mountains make up about the same number of individuals in Solmarest (about 20% each with the last 60% coming from Pontium and its neighboring towns. The largest trading post is located in the frontier, and has formed a town around it called Reit. There are two other trading posts, one in the northern town of Brymium, and one to the south in the southern town of Tyupostus.


    Spoiler: People
    Show
    The people of Solmarest are all humans, all with a degree of tanned skin. The average height of a Solmarestian man is about 5ft 7in, while that for a woman is about 5ft 1in. The high-class people of Pontium often wear tunics, while the garb for the workers is pants and a shirt, often adorned with their family’s crest. Every family has a crest, no matter what class they are in. The family is a central part of Solmarestian culture, and many would do whatever it takes to protect their family’s pride. While many people outside of the capital city are self sustaining (besides the aforementioned quarrymen on the frontier), within the capital city there are a variety of occupations. Many of the noblemen and women work as advisors to the extended royal family, who all own land within the kingdom. Many also work within the Crythum, which will be further explained later. The lower class citizens in the city work as merchants, bakers, artisans, gladiators, and many other occupations. In Solmarestian culture, once a man or woman turns 20, they go through a rigorous trial based on both physical and mental capability. The results from these trials are compiled each year, and the highest ranking citizens can often jump their social status solely from the trial.


    Spoiler: Government
    Show
    Solmarest operates under a mainly traditional monarchy. The only difference is that the king hand selects an heir from his family (still only direct family i.e. sons and daughters, but it does not have to be the eldest). Although infighting rarely happens due to the inherent respect in their family, some power struggles have been known to occur. The Crythum is an oligarchic society run by the elite citizens of Pontium. The Crythum is responsible for the laws governing the city, and is the only location that isn’t under direct control of the monarch. The monarch does however have the power to veto anything passed by the Crythum.


    Spoiler: Resource
    Show
    The abundant resource of Solmarest is marble, and is used for both building and decorative purposes. This marble is mined in the quarries of the frontier. Solmarest is in need of precious metals, especially gold. Solmarestian citizens living in Pontium have a love for jewelry as a status symbol, and Solmarest is severely lacking in any precious metals. As stated before, the king controls the trading post in Reit. There are two more trading posts, one in Brymium and the other in Tyupostus.


    Spoiler: Religion
    Show
    The official religion of Solmarest is Kunism, although there is a minority who are followers of the Shishiyan church. Although in Solmarest religion takes a backseat to other things people identify with (such as family and occupation), it is still present in Solmarest. The Throne of The Exalted is a temple in Pontium made of marble and adorned with gold throughout it. It is a circular structure in the Roman pillared style, and at the center lies a giant golden throne, where offerings are made to The Exalted. Once a year the people gather at The Throne of The Exalted for the “Throne Festival”, in which people from all over Solmarest come and make the pilgrimage. Although initially just one day, the festival has evolved to become a week of prayer and celebration. This is pretty much the one time of the year people of Solmarest hold religion above almost all else. Another site is the Valley of Desuro, located in the center of Solmarest. It is here that the bringer of Kunism to Solmarest was said to be born, and on top of the spot a monastery has been built. Finally, there is the Ropyt Cave, located in the north of Solmarest. This cave is actually the site of a Shishiyan monastery, and most followers of the Shishiyan church in Solmarest live near this site.

  9. - Top - End - #39
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: Empire3! Lands of Celessa

    Karich


    Spoiler: Ruler
    Show
    Xathizac II Lagehc

    Diplomacy: 8
    Military: 10
    Economy: 6
    Intrigue: 3
    Faith: 1

    rolls
    rerolled a 1
    Spoiler: increases
    Show

    Attribute Original 4 5 6 7 8 9 10 Current
    Diplomacy 3 +1 - +1 +1 - +1 +1 8
    Military 4 +2 +1 - - +1 +1 +1 10
    Economy 2 - +1 +1 +1 +1 - - 6
    Intrigue 3 - - - - - - - 3
    Faith 1 - - - - - - - 1



    Spoiler: Region 69: Karich
    Show

    Spoiler: Terrain
    Show
    In the east, the ancient forest of Gaethlean extend a short distance into Karich. Sparsely populated by communities of Asari (known to the people of Karich as the Lashek), the forest is dense and wild, and few travellers ever stray far from the two road used by the relatively rare merchants trading between Karich and Gaethlean.

    Further west the elevation rises and the forest gives way to highland steppes lying between the mountain ranges to the north and south. Most of the population lives in farming communities scattered across the region, though much of the steppe remains wild and occupied only by the few tribes which refused to settle and kept to their old, nomadic traditions.

    Roughly a quarter of the way along the northern border from the east is the highest mountain in the northern range. Named Jidugehk (the throne of heaven), it has become associated with the Karichite gods and is considered one of their most sacred sites.

    The two most important cites are Baitkehk Olth near the southern border, which has grown rich from trade with Sarvochia, and the capital, Zaai Olth in the northwest.



    Spoiler: History
    Show
    Centuries ago, Karich formed the northwestern frontier of a unified Elven kingdom. As the kingdom fragmented, the region was invaded from the west by a loose collection of human and elven nomadic tribes. Their advance was slowed by the deep forests of Gaethlean, as the nomads were used to the wide open steppe of their homeland and were uncomfortable in the claustrophobic forest.

    Conflict between the nomadic invaders and the Asari of Gaethlean continued for decades, until they found themselves with a common enemy. As the old kingdom collapsed, various warlords fought over its remains and struggled with each other to carve out kingdoms for themselves. Then, one of the warlords attempted to subjugate northwestern Gaethlean. Willing to set aside old conflicts, the Asari communities near the fringes of the forest formed an alliance with one of the more powerful tribes. Guiding their new allies through the maze-like paths of their forest home, the Asari set an ambush for the warlord's army. Having secured the first real victory in the forest for the nomads, and made a valuable alliance in the process, the chieftain returned to Karich.

    Over the next fourteen years, he worked to unite the tribes of Karich under his rule. Having succeeded in uniting most of the tribes, he was assassinated while preparing for war with the last few independent tribes (who had allied together against him). His son-in-law Acathox took over as leader of the confederation and completed the process of unification, declaring himself King of Karich.


    Spoiler: Government
    Show
    According to old tradition, all sons of a tribal chieftain had equal right to succeed and the new chieftain was determined by which brother (or uncle, or cousin) was strong enough to enforce his will. As the tribes settled and the confederation increasingly resembled a feudal monarchy, whichever potential heir was able to secure the support of the powerful nobles would become king. Over time this developed into a formal elective monarchy, while also weakening the kings who came to be dependent on the nobility rather than dominate them. Usually, a close relative of the old king is chosen to inherit the kingdom and often the old king is able to convince the nobles to elect his favorite heir. Following a particularly weak king, however, the nobles will generally elect a distant cousin.

    The past several kings have worked to weaken the nobles and increase centralization. They have had significant success, and although the nobility desires to reverse the trend and restore their old power, the kingdom is more unified than it has been since Acathox's time.


    Spoiler: People
    Show
    The Ulaithek (steppe elves) generally have pale skin and hair, and grey or pale blue eyes. They have a strong preference for open areas, feeling uncomfortable remaining too long in enclosed spaces and often finding the forest oppressively claustrophobic. They enjoy the open air and wide expanse of the steppe, and the descendents of those who abandoned their nomadic lifestyle to settle often experience strong wanderlust. Their lifespans are generally shorter than those of other elves, said to be because they possess some human ancestry.

    The humans are somewhat elvish in appearance, also said to be because of their mixed-blood. They are slender, but tough and slow to tire, and slightly pointed ears are uncommon but not unheard of. Many have the pale skin, hair and eyes of their elven neighbors, though darker colors are much more common than among the elves. Unlike the elves, all of the human tribes have given up their nomadic past and settled.

    The Asari living within the border forest are skilled at living with minimal impact on their surroundings. They are stealthy hunters and have become less peaceful than their cousins in Gaethlean.

    Due to the common practice of political marriages among the nobility, and the presence of both human and elven noble families, most of the nobility is mixed-blood. Mixed marriages among the commoners are less common, though they do occur, and commoners are far more easy to distinguish as clearly human or elven. With few humans or steppe elves living in the border forest, the Asari are even more pure-blooded, and physically indistinguishable from their cousins in Gaethlean.

    Following ancient tradition, warriors in the nomadic tribes extensively tattoo their faces with intricate geometric designs of religious significance. It is common for the fiercest fighters to shave their heads to provide more space for tattoos. Facial tattoos are now much less common among the settled tribes. Commoners generally have none, while the nobility keeps the tradition in order to represent their connection to the warriors of the past. However, it is very rare for settled nobles to have as extensive of tattoos as the nomads.

    The nomads are respected for maintaining more of the old traditions, and for their excellent horsemanship. Cavalry recruited from the nomadic tribes, especially horse archers, are highly valued in the Karichite armies.


    Spoiler: Resources
    Show
    The Ulaithek have always felt a special reverence for flying creatures, especially predatory birds, which play an important role in their ancient mythology. During their nomadic days, the ancestors of the human Karichites learned falconry from the Ulaithek, and the tribes of both races greatly respected a skilled falconer. When they arrived in Karich, they were delighted to discover large native falcons which were ideal for falconry.

    The shamanistic rituals involved in Karichite paganism require certain mind-altering substances, which were never common in Karich but have become increasingly hard to find in recent decades. The priesthood has long been interested in acquiring alternatives.


    Spoiler: Religion
    Show
    The invading nomadic tribes followed a collection of closely related polytheistic pagan faiths with no formal organization. Their religion was possibly influenced long before by an Exalted faith, since a central theme was the eternal conflict between the forces of order and chaos. However, they did not view chaos as inherently evil. They believed that without it the world as we know it could not exist and would instead be static and unchanging, while growth and life requires change.

    Moving into Karich brought the tribes into closer contact with Shishiyanism, which was generally rejected as foolishly demonizing chaos. They were more open to Sarvochism, which they interpreted as recognizing the necessity of balance between the Exalted and the Enemy, though they continued to insist that the Enemy was not truly evil.

    In present times, the pagan polytheism is largely a folk religion. People might make small sacrifices to their ancestors in hopes of giving birth to a healthy child, or to their tribe's patron in hopes of a good harvest, but there is very little organized worship of the gods.

    The only semi-organized priesthood is shamanistic and focuses on the conflict between order and chaos. Priests use rituals and visions to gain insight into the nature of the world, and are sought after to provide advice rather than leading congregations in worship.

    The Asari have remained loyal to Shishiyanism, which is tolerated by the pagans with nothing worse than lighthearted jokes. Their beliefs have, however, become somewhat unorthodox due to long exposure to the pagan religion.

    Holy Sites

    Jidugehk – Karichite Paganism
    The highest peak in the mountains along the northern border of Karich. It became associated with a prominent sky goddess, who became effectively the chief god of the pagan faith (as far as one exists) after Acathox adopted her as his patron. After his death his body was left on the lower slopes of the mountain in a traditional sky burial. A shrine was later built on the site, and has become the most important holy site in the pagan faith.

    Loshokiv – Shishiyan
    Deep within the forest, near the border with Gaethlean, is an ancient Shishiyan monastery which is said to date back to the early days of Vajetamahar's empire. It was once a large complex, though most of the buildings are now nothing more than ruins hidden in the forest. It acts as the main religious center for the Asari communities in Karich.

    Baitkehk Olth – Sarvochism
    Nestled in a valley of the southern mountains leading to the main pass south into Sarvochia, Baitkehk Olth is home to a significant number of Sarvochists. A cathedral, the largest religious building in the kingdom, is home to the Sarvochist community, which includes the Dukes of Baitkehk.

    Spoiler: Region 10: The Plains of Vishanya
    Show
    The Plains of Vishanya
    Vishanja 'Leth
    Region 10

    Spoiler: Terrain
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    The Plains of Vishanya are wild grasslands and steppes occupying the eastern portion of the wide gap between mountainous regions in the west of the Old Empire. The great city of Vishanya itself boasts an ancient origin and, as the seat of one of the five Mahangars, can rightfully claim to be one of the most important locations in the Shishiyan religion. However, Vishanya is a shadow of its former glory, with a fraction of the population it once had. The modern city mostly lies within the ancient walls that once protected the central core and is surrounded by ruins and farmlands. The city lies at the heart of the agricultural region, known as Lanya's Rest, which exists to feed the urban population. Close to the city, the farmlands are dotted with ancient ruins from the older, larger city, and the farms eventually give way to a thin belt of denser ruins surrounding the city walls.

    Beyond Lanya's Rest the plains themselves are largely pristine and empty. The soil is generally not ideal for farming, though the natives favor a fast growing and hardy rye that is well adapted to the region. Small agricultural regions can be found scattered throughout the plains, clustered around the streams and rivers that flow eastward from the mountains towards the distant ocean.


    Spoiler: History and Government
    Show
    The native clans are a mix of true nomads and semi-nomadic farmers and herdsmen. Each clan claims a wide swaths of land, usually overlaping with their neighbors' claims. These claims contain agricultural lands, where the semi-nomadic elements of the clan spend the short growing season cultivating the rye harvest the region is famous for before departing to spend the rest of the year wandering with the herds. Surrounding the farmlands are wide open grasslands, where the nomads tend to their herds.

    The clans are matriarchal, and close female relatives of the matriarchs gather in Vishanya to assist the council, consisting of one representative from each clan, which exists to settle disputes and provide central governance when the clans recognize the need for it. The council also selects one member to act as the unofficial leader. This Elder is chosen for her wisdom, and as the most respected member of the council is, in practice, the ruler of the Plains despite formally not having any additional powers. The Mahangar of Vishanya is also highly respected, and is often called upon to advise the council or provide a neutral perspective in tribal disputes, despite not holding a formal position on the council.

    Recent History

    The death of Elder Zaina in 1026 plunged the region into chaos. The council was unable to agree upon a new Elder, and without Zaina's stabilizing influence the council broke down into bickering and arguing over old tribal feuds. Seeking to prevent escalation into outright war between the clans, the Mahangar stepped in. Acting as regent for seven uneasy but relatively peaceful years, he was unable to secure the selection of a new Elder before the regions was invaded and conquered by Karich in 1033.


    Spoiler: People
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    The people of the Plains of Vishanya are lithe, wiry humans. They have darkly tanned skin with brown and black hair and equally dark eyes. The nomads and semi-nomadic farmers and herdsmen are generally tough, with great endurance. While Vishanya itself is a major trading and religious center, with a vibrant urban culture, life among the nomads is relatively simple. They prefer bartering and have little use for coins or other tools of a formal economy. The nomads do, however, place great value in family and are fiercely loyal to their family group and wider clan.


    Spoiler: Resources
    Show
    The soil of much of Plains of Vishanya is ill-suited to most potential staple crops, the major exception being a local variety of rye. The very hardy and unusually fast growing rye is ubiquitous in the settled, agricultural regions of the Plains, and large surpluses allow for export.

    There are very few significant sources of useful metals in the Plains. The primarially nomadic population also has no real tradition of extensive mining. There is therefore a notable lack of (hard) metal.


    Spoiler: Religion
    Show
    The city of Vishanya has a long history with the Shishiyan Church, and as the seat of one of the five Mahangars is one of the most important sites in the Shishiyan faith. As a result, the vast majority of the city dwellers follow Orthodox Shishiyanism.

    Beyond the city certain heterodox ideas have spread widely among the nomads. While they accept the Church and it's teachings, many of the nomads also follow local animist traditions. Nature and the natural world is revered as the most perfect creation of the Exalted, and they believe that the best way to bring oneself closer to perfection is through a connection to nature.

    Religious Centers
    Vishanya City – Shishiyanism
    The Grove of Stone – Shishiyanism (formerly Animism)
    Lanya's Pool – Animism


    Original

    Spoiler: Region 27: Sarvochia
    Show
    Sarvochia
    Region 27

    Spoiler: Terrain
    Show
    The sea along the coast of Sarvociah is shallow and rocky, and the land is green and heavily forested. Once famous for its oysters, the region was known as Oyster Bay in ancient times. While oysters are still common, they are nowhere near as ubiquitous as they are claimed to have been centuries ago. The coast has few natural harbors of any decent quality, and despite the ample supply of lumber the region has never developed a significant naval presence.

    To the north the land rises into hills and eventually mountains defining the northern border. The mountains contribute to a significant amount of rainfall on the southern slopes, making much of the region temperate rainforest. These lush forests are dominated by cedar and fir, especially the widely renowned Sarasin Fir.

    The capital of Cambyses's Sarvochian state was his coastal home city of Atoria, situated along the main east-west trade road. A large and cosmopolitan city which, despite its surprisingly underdeveloped port, serves as a gateway between Celessa and the far west for overland trade.

    A few days travel inland from Atoria lies Sarvien. The "Refugee City" has a much darker reputation than its southern sister. Its status as the only Sarvochist state, and its position at the crossroads of trade makes Oyster Bay a common destination for refugees fleeing their homes for one reason or another. Many of these end up in Sarvien: a sprawling, slum-ridden city filled with thieves, heretics, exiles, and dreams of better days.

    In the mountains near the northern border is the massive cliff named Calimor's Crag. Named after an infamous military leader from the distant past, said to have been defeated in battle below the cliff by the Prophet himself, the Crag became an important religious site to the Sarvochists.


    Spoiler: History and Government
    Show
    Sarvochia as a unified and independent state had a short and difficult existence. The Oyster Bay region has long been a crossroads between the east and west, both for overland trade and war. The land has seen a seemingly endless series of trade booms, political infighting, raids from the Feral Vale, foreign armies, battles, and ideas.

    Long ago, during a period of particularly fierce fighting between the followers of the Exalted and the Enemy, the Prophet emerged from the northern hills. Many legends exist surrounding the prophet: that he brough peace to Oyster Bay, that he singlehandedly destroyed the armies of both the Chosen and the Beast, or that he converted them and they became his followers. Whatever may have happened, it is known he preached that above the Exalted and the Enemy is a third power of Balance.

    Following this new way, the Bay entered into a golden age. No longer a mere crossroads fought over by greater powers elsewhere, the Bay became a great power in Celessa in its own right. Unfortunately, this rapid rise earned the upstart state many enemies who feared its growing power. Only a generation after its glorious rise, the power of the Bay was broken by followers of the Exalted who rejected the prophet's teachings and declared him a servant of the Enemy.

    In 967 Cambyses Atossa, one of the petty lords of Oyster Bay and a devout follower of the Prophet, began the process of unification. Over the next forty-six years he brought the various petty lords of the Bay under his authority through diplomacy, coercion and conquest. As he unified the region politically, Cambyses also sought to unify Sarvochism. The faith had long been divided into distinct sects, which constantly bickered over various points of doctrine and proper ritual. In 1013 Cambyses, now an old man, was ruler over all the petty states between the mountains and the Bay, between the Feral Vale and Ancalen. With a unified state and a (relatively) unified religion, Cambyses declared himself the High Lord of Sarvochia, intending to establish a Sarvochist theocratic monarchy. Later that same year, old age finally caught up to Cambyses and he passed in his sleep.

    Expectations were high with the coronation of Cambyses's son and heir Darius, though they proved short lived. The new High Lord was unable to effectively build on his father's successes, and by 1035 the other six Lords were on the verge of open war with each other, while the High Lord sat impotent in his father's city of Atoria.

    In 1037 the region suffered two invasions. An army of Sheolim land on the coast and begin to push inland. Shortly afterward, Duke Baitcēhc crossed the northern mountains from Karich. Hoping to avoid conflict, the Sheolim and Karichite commanders came to an agreement. The Sheolim left for the Feral Vale and the duke sent messangers to all the Lords, proclaiming that he has saved Sarvochia from foreign Kunists. While the duke only had a small army with him, it became clear that the Lords would have little hope of resisting the full strength of Karich, and even if they did it would just leave them weakened when the next invader came around. They meekly, though reluctantly, accepted their new Karichite overlords.


    Spoiler: People
    Show
    Having spent millennia situated at one of the major crossroads of the world, the people of Oyster Bay are a mix of ethnicities from across Celessa and Alade. Though outside the cosmopolitan cities a more distinctly native appearance dominates. Olive skinned, with generally dark brown hair and green eyes, the natives of Oyster Bay are often slow to act. Commonly accused of being lazy or indecisive, they would claim to be deliberate and that foreigners are generally too impulsive.


    Spoiler: Resources
    Show
    Though not a large land, Oyster Bay's forests are a significant source of lumber. The wood of the Sarasin Fir in particular is highly sought-after, especially for shipbuilding.

    With much of the land occupied by forests, and the eponymous oysters being far less common than in ancient history, food is often in worryingly short supply.


    Spoiler: Religion
    Show
    All religious centers follow Sarvochism

    The University of Dalakhan
    Located in Dalakhan, the largest city in Oyster Bay, the University is an ancient center of religious instruction. Once famous through Celessa and Alade for education in a wide range of topics, the past few centuries have not been kind to the university. It remains the center of Sarvochist theology, but has lost its wider fame and appeal.

    The Eternal Dome
    An ancient temple with a large and impressive stone dome at its heart. It is located at the base of Calimor's Crag, at what is said to be the place where the Prophet defeated Calimor. Considered the most sacred site in Sarvochism, the dome is in incredibly good condition considering its age. Believers claim this is proof of divine intervention protecting the dome, most others say it is proof of extremely skilled architects and builders.

    Serenity's Sanctuary
    Originally a modest convent for an order of Sarvochist nuns, the order developed a reputation for skilled healers. This reputation, combined with the beautiful location on a hill overlooking the sea, has made the sanctuary a popular destination for those seeking healing, or a break from the stresses of the world.


    Original
    Last edited by Aventine; 2017-06-04 at 03:12 AM.

  10. - Top - End - #40
    Barbarian in the Playground
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    Default Re: Empire3! Lands of Celessa

    The Dominion of Iilsran

    Spoiler: Flag
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    Queen Morvana
    Diplomacy: 4
    Military: 6
    Economy: 3
    Intrigue: 3
    Faith: 4
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    Eismiir
    Region 14

    Spoiler: History and Government
    Show
    In ancient times Eismiir was a land divided with many powerful families vying for the throne. During a period of relative peace Lady Iilsra managed to forge an alliance with several minor Lords who shared her desire to see the constant feuding end. A series of coordinated offensives wore down their rival Lords' respective power-bases. After a decade of back and forth Iilsra's alliance were able to seize the throne and force the surrender of the contenders. Iilsra was crowned First Queen of the Dominion finally ending the series of conflicts that would come to be known as the Unification Wars.


    Spoiler: Terrain
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    The region of Eismiir comprises three varied districts - the North, the Midlands and the South-West.

    The North is the low-lying coastline. For most of Eismiir's history this district has been sparsely populated thanks to the harsh weather conditions. However, the last few centuries have seen a northern migration occur. This movement has spiked sharply in recent decades and it is now believed that close to half the population lives in settlements along the coast.
    Of note is the city of Criesanl. Founded on a headland this city became the capital of Eismiir one hundred years ago when the royal family chose it as the site of their new palace, and thus the government. The palace is an architectural marvel, the façade being a silvery stone making it a landmark visible for miles.
    Criesanl itself is a something of a melting pot. People of all sorts and goods of all kinds can be found throughout the various market and port precincts.

    Eismiir's Midlands district is characterised by rolling hills and streams. This area once had expansive woodlands but increased demand for farmland has lead to significant deforestation. Mudslides are now common and have become a serious problem during the rainy season. Despite these downsides hamlets throughout the hills are popular locales being something of a haven for Iilsranian tradition and religion.

    In the South-West lays the Old Capital. Nestled within a valley, this ancient city was long considered the (non-geographical)centre of Eismiir.


    Spoiler: People
    Show
    Eismiir is populated by both humans and satyrs. The majority of the population is human, satyrs being outnumbered almost 4:1. There is also a small minority of immigrants of various origins. The many peoples of Eismiir have come to be known collectively as Iilsranians.

    Humans in Eismiir comprise two differing ethnic groups - Eismiirans and Uisagehnans.
    Most humans are Eismiirans. They are slim of build and usually of considered to be somewhat taller than average when compared to most others across Celessa. A typical Eismiiran is fair of hair, has light coloured eyes and a pale complexion. Some individuals are unusually hirsute and may even have pointed ears. Despite this it is uncommon for any Eismiiran to wear a beard or allow themselves to have unruly hair.
    The Uisagehn are a small group that landed on the Eismiiran coast centuries ago. They claim to have been the loosing side in a far off war and that rather than live with defeat, they instead threw themselves upon the mercy of the ocean. Setting sail in primitive vessels they trusted in the seas to bring themselves to a new land. For the most part Uisagehnans are of average height and sturdy build. They usually have dark hair, blue eyes and unlike Eismiirans, they tan easily.
    Since their arrival in Eismiir they have managed to retain their culture. They take pride in having a fierce martial heritage and a long tradition of arranged marriages. Aside from these and a few minor traditions the Uisagehn follow the same etiquette and standards as Eismiirans.
    Both Eismiirans and Uisagehn wear similar clothing. Attire is very similar for either gender - men will often wear ornate jewellery whereas women adorn their clothing with intricate embroidery. A common outfit consists of a simple long-sleeved shirt with high collar worn under either a vest or belted tunic. Leggings tucked into knee-high boots or moccasins are worn under layered skirts - the length and number of which being an indicator of relative wealth. In the winter months a knee-length coat is usually worn as part of this ensemble. The wearing of pants/slacks/trousers is considered to be indecent and thus something that only an ignorant foreigner would do. It is also considered to be exceptionally uncouth for a person to go about in public without wearing either a hat or at the very least a headscarf.

    Eismiir's satyrs are a very distinctive sight in a crowd. For the most part they resemble short and wiry humans, however from the waist down their legs and cloven hooves are similar to those of a goat. With pointed ears and horns that can be as long as a foot they have a swarthy look to them. Their hair ranges in colour from blacks to auburn reds and is usually a very similar shade to that on their legs. Men often prefer to style their facial hair as a 'goatee'.
    It is rare to come across a satyr in cities and larger towns, mostly they live throughout the Midlands. Farming is a common trade for them, some pursue artisan craftsmanship and a few travel as bards. Large gatherings are common in settlements with many satyrs with music and dancing being traditional.
    They wear clothing similar to that of other Iilsranians. Usually they will opt for sleeveless variants and ornate belts. Jewellery is uncommon and hats are rarely worn by satyrs as they find both to be impracticable.


    Spoiler: Resource
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    The weavers of Eismiir produce many fine and exotic Fabrics that have long been desired in other lands.

    In recent times there has been increasing demand for quality Stone


    Spoiler: Religion
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    Iilsranian paganism teaches that there are three supreme deities - the Sun Goddess and the twinned Moon Gods. They are venerated on their holy days and the solstices but the most part people rarely entreat them as they are thought to have concerns more pressing than mortal affairs. Most people instead focus their worship on a group of lesser deities known as The Fates as they are believed to directly involve themselves in the lives of mortals. There are many legends attesting to the truth of these teachings but in recent times signs of their benevolence have been rare indeed.

    Criesanl - Shishiyan Orthodoxy
    Midlands - Iilsranian paganism
    Old Capital - Iilsranian paganism
    Last edited by Kitsanth; 2017-03-28 at 07:38 PM.
    Quote Originally Posted by TheWombatOfDoom View Post
    I believe when looking at a southern region, all you need to do is flip a coin. On heads - it belongs to the Salterri Imperium. On tails - it will SOON belong to the Imperium.

    31 regions...sheesh.

  11. - Top - End - #41
    Titan in the Playground
     
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    Default Re: Empire3! Lands of Celessa

    Shishiyan Church




    Grand Mahangar Ava Jay V
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    Spoiler: Attributes
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    Diplomacy: 4
    Military: 3
    Economy: 1
    Intrigue: 4
    Faith: 5

    Spoiler: Basic Doctrine
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    The Shishiyan Church is a dualistic religion which holds that all life is a struggle against the forces of chaos, evil and destruction, represented by the Enemy.

    The Church has its headquarters in the city of Shanadeer near the border of the Phoenix Estates and is headed by the Grand Mahangar.

    The teachings of the Church are based on ancient prophecies and revelations given to mortals, culminating in the last and greatest recognised prophet, Ananda, who lived roughly 2000 years before the present date. A number of individuals since Ananda have themselves claimed to be prophets, but none have been accepted by the Church. Modern theology is drawn from an interpretation of the ancient prophecies and followers of those prophets; as a result, while the Church believes the truth of its message is eternal, there is room for a great deal of interpretation and some of its policy has changed a great deal over the centuries.

    The Church tends to view foreign religions either as imperfect reflections of its own truth, adopting formerly pagan gods and heroes as demigods, venerated souls or servants of the Exalted, or as agents of the Enemy attempting to subvert the natural order. Either way, followers of such religions are ripe for conversion, or extermination.

    A key point of Church doctrine is the belief that the battle between the Exalted and the Enemy is fought in this world, each represented by an individual. The Exalted’s agent is known as the Chosen, while the Enemy’s is called the Beast. The Chosen must defeat the Beast and thus deliver the world from its evil, before ascending to divinity. Strictly speaking, the Chosen is the head of the Church, with the Mahangar a steward and counsellor. However, no true Chosen have been identified since the time of Ananda, and thus many hold that the world has long since fallen under the shadow of the Beast.

    The Church tends to equate sinfulness with chaos, and one of the key measures for determining whether or not something is moral is whether it is considered to destabilise society: worldliness in itself is not necessarily a problem (and is often encouraged, hence one of the reasons Niskism is anathema to the degree it is). While, for instance, infidelity is therefore frowned upon, promiscuity and prostitution may be endorsed. There is an ongoing debate as to whether celibacy is essentially value-neutral, or whether the faithful have an implied duty to beget godly children and therefore whether it should be banned. At present this is largely left up to local churches to determine.

    Spoiler: History
    Show

    Dualist religions have existed in the lands of Celessa and Alade since distant antiquity. As empires rose and fell, the prophets of the Exalted refined the message of the righteous into a form recognisable today, assisting the Chosen, periodically advising kings, or being driven into hiding by the Beast or its agents.

    By around -1000, the influence of the Beast was widespread. A prophet named Ananda emerged and, building on the work of his forebears, distilled the truth of the world into a singular message which gathered widespread appeal. The continent was at that point in the grip of decaying empires which refused to recognise the truth of his words, but the community he created survived and prospered, continuing to follow his doctrine even after his death.

    Some four hundred years later, a prodigy emerged among the people of the faithful, who would become known as Vajetamahar. Gathering his people around him he won victory after victory, overthrowing the kings and emperors of the period until his army had swept across nearly the whole continent. The followers of the Enemy were vanquished, and many wished to acclaim him a new Chosen, though he always rejected this title.

    The empire founded by Vajetamahar initially prospered, though as time went on the influence of the Beast crept back into its government. Emperors would disregard their own laws, or be slaughtered by their own guards after failing to appease them. Some later emperors saw the potential rise of a Chosen as a threat and ordered the empire to be scoured for candidates, with any identified as potential Chosen to be killed. In time, the emperors were overthrown and replaced with a squabbling republican government, its leaders more concerned with enhancing their own position than ensuring the safety of their people. Foreign armies chipped away at the borders of the empire, while regional governors declared their independence from central rule.

    As the secular government collapsed, the leaders of the Imperial Church watched with some distress. In large parts of the empire the Church was now the only institution capable of protecting the people, and indeed had often had to take on the preservation of the faithful from imperial officials themselves - both Chosen candidates and commonfolk endangered by the rapacity of their rulers.

    In -1 the five Mahangars, the heads of the Church, convened at Shanadeer and issued a decree that the secular government of the day had forfeited its legitimacy and no longer represented the earthly legal manifestation of the Exalted’s will. In outrage, the then ruler of the empire, a particularly cruel and vicious man, had the Mahangar of Shanadeer, a worthy and learned man named Sud Shahid, brutally executed, and declared himself head of the Church as well as the Empire.

    This was not the first time an emperor or republican leader had claimed authority over the Church but it would be the last. The imperial army was divided between the Mahangars and what they now termed the rebel government, and after a bloody civil war, the Church was victorious. In the process, much of the remaining infrastructure of the empire was destroyed, and the Mahangars decided to preserve what they could through their own religious means rather than attempt to rebuild the crumbled empire. They unanimously elected the Mahangar of Shanadeer to serve as their leader until the return of the Chosen, in honour of Sud Shahid’s sacrifice.

    In the millennium that has followed, the Church has attempted to hold to its mission of maintaining order against the forces of the Enemy, though they have found it a losing battle. More than once a Grand Mahangar has thought he has identified a champion of the Exalted and acclaimed him a new emperor, though such ventures have always ended in failure.

    Some fifteen years ago a clever and charismatic priest named Laska began distributing writings which contradicted much of contemporary Church doctrine. He attained a surprisingly great deal of support, claiming that the Church had become hidebound and inefficient and had in some sense lost the truth of its mission. He trod a fine line in explicitly rejecting the Gadist heresy while nevertheless challenging the Church, and pressure both political and religious, at all levels of society, built until eventually a council was called to determine the acceptability of his teachings. The council determined his teachings were heretical, and Laska was duly executed as a heretic.

    If the Church had hoped this would put a stop to the matter, they were wrong, for, with the death of their hero, rebellions erupted across much of the continent, spilling over into open warfare. Some unprepared rulers were overthrown, while others fled into exile; some sided with the Laskists only to be cast down in turn when the forces and allies of the Church descended upon them. After years of war, the Laskists were finally suppressed, though the Church fears that some, perhaps many, with Laskist sympathies remain in positions both religious and secular, and that the heresy or something like it may see a resumption - perhaps on an even greater scale.

    Spoiler: The Chosen and the Beast
    Show

    In the youth of the world, there was a Chosen and a Beast born to each generation, who would seek each other out and battle in single combat to determine a victor. As the people of the lands began to build cities and towns, so each side would recruit followers to their cause, resulting in wars. Such times are now the matter of legend, events such as the Starshroud War or the Rape of Anggur.

    As the centuries wore on, the Enemy became cunning, and rather than create a Beast to battle the Chosen directly, instead the powers of the Beast would be bestowed on one in distant lands, so that they might wreak their destructive powers absent the risk of conflict. And so were the prosperous empires of hallowed antiquity brought low and the world consigned to an age of chaos.

    Into such a world was born Gon Ke Rashaka. Dismayed at the grip the Beast held on the world, he forged his father’s army into an invincible force of conquest. City after city fell before him as he marched eastward, toppling the kingdoms of darkness and imposing a new rule of law. Yet on the brink of his final victory, he was slain by his own generals, who carved up his conquests and warred among themselves for supremacy.

    His example did not go unheeded, however. Within a few years a new champion of the Exalted had emerged, the warrior-king Vajetamahar. He defeated the successors of Gon Ke Rashaka and drove them out of Celessa, before advancing east and south to the sea where he sent armies and envoys out across the waves to bring order to the continent. He cast down the Lord of Crows and destroyed his dark tower, purged the blind worm-warriors from their caverns, and sought out an alliance with the elves to confront the hordes of the Bull King and break his power forever.

    The rise of Vajetamahar caused debate among members of the fledgling Church. Many wished to acclaim him the new Chosen, given his accomplishments in the service of the Exalted, but others drew attention to the time of his birth, for he was born before the death of Gon Ke Rashaka. Those who believed that Chosen could be created only at birth argued with those who believed that the essence could be transferred at any time before the coming of manhood, until Vajetamahar himself settled the issue by announcing he was no true Chosen, merely a loyal follower of the Exalted. Nevertheless, many continued to claim the reverse, though their voices have become almost extinct in time.

    Indeed, some point to the denial of Vajetamahar as an ongoing problem for the Church, for the standard set at that time has inhibited their ability to locate and identify more of the Chosen. As such Gon Ke Rashaka remains the last known Chosen to have visited Celessa.

    Notable Chosen

    • Iti-Keriya, a warrior Chosen from far to the west, who drove his stone spear through Beast and rock alike to pin his foe there, and left him beneath the gaze of the sun.
    • Unamanda, a Chosen from the south of Alade. Battling the Beast, he crushed the creature to his chest and plunged both of them into a lake, holding the Beast underwater until it drowned. To this day no fish have been seen in the lake where this event is said to have occurred.
    • Khala-Sengui, credited with devising the first written laws. His wisdom has become the basis for all future civilisation where the word of the Exalted is known.
    • Nka the Shrewd, barely more than a boy when the Beast sought him out. Nka rallied his youthful companions to destroy the Beast and scatter his followers, though at a heavy disadvantage of numbers. In later life he became a renowned poet, though only fragments of his work survive.


    Notable Beasts

    • The Moonlord, who overthrew the Blue King and wrought ruin upon his land.
    • Zyketa, who usurped the throne of his kingdom and declared he would “return” rule to the people in the name of democracy. The ensuing chaos destroyed the kingdom and left it easy prey for a barbarian invasion.
    • Shiva Ghutna-kee, an unmatched warrior who defeated the Chosen of his day by pinning him to the ground and asphyxiating him with his knees.
    • Jadogar, a sorceror steeped in the blackest arts. He created an army of red orcs to do his bidding and laid waste thirteen kingdoms before being assassinated in his tent.
    • The Cannibal King, who induced the folk of his homeland to feast upon each other and, in time, their neighbours. Many claim their twisted descendants still lurk in the mountains and forests of the world.
    • The Screaming Skald, said to have power over the water, and credited by many with the drowning of Thule.
    • Nindaya the Ravenous, whose barbarian horde brought the Mahakara empire to its knees before finally being turned back in a desperate last stand on the plains of Vishanya.
    • Nenyuje the Scourge, who spread poison with his touch.
    • Magu the Whisperer, the Father of Lies. Believed to have brought down more lords with his words alone than Nindaya did by the sword.


    Spoiler: The Prophet Ananda
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    The output of Ananda is generally divided into three sections, the revelations, the prophecies and the miracles. The revelations seek to explain the world as it is, while the prophecies aim to inform the faithful about what will transpire, and the miracles reflect remarkable deeds that he was able to perform thanks to the will of the Exalted.

    The Revelations

    Ananda’s revelations are generally numbered at 36, although this number is contentious, both because the validity of some of them is questioned, and because some are considered to be the same revelation split into multiple parts.

    Many of them are now considered esoteric or insignificant. Some of the most prominent ones are:

    • An affirmation of the duality of creation, and that all life represents a struggle between the Exalted, standing for order, and the Enemy, which stands for chaos.
    • The world we see is merely the surface of this struggle.
    • This struggle is eternal and in all worlds and all places. It shall end only with the end of all things.
    • As the struggle as we can perceive it is of the world and for the world, the world must be embraced.
    • The Chosen and the Beast are mortals empowered by their patrons to enact their will upon this world and to do battle on behalf of their divine masters.
    • Those who have not seen are less reprehensible than those who will not look.
    • No peoples are unwelcome in the ranks of the Exalted’s armies. To take up the cause of the Exalted is enough.


    The Prophecies

    Several hundred prophecies by Ananda are recorded, some of them reiterations of earlier prophecies, others new. Sources disagree as to the number of legitimate prophecies, with some believed to have been added (or omitted) by his chroniclers.

    Some of the best-known follow.
    1. The Chosen will arise in the west and sweep clear the land of the influence of the Beast.
    2. The priest shall anoint the king, but the priest shall perish by the king’s hand.
    3. He of the faithful shall be struck down, but by his death the faithful shall gain a power greater than as yet conceived, and in so doing begin a new age of the world.
    4. In a coffin of base metal shall be sealed the last of his line, and his parent shall lament to see his line so ended.
    5. Through anger and hatred, the exiles will hatch a plot against the king.
    6. When the serpent that moves over both land and water is cast upon the shore by a great wave, its form terrible, alien and smooth, soon shall the city find itself besieged.


    (1) Is generally held to refer to Gon Ke Rashaka, who was born far to the west of Celessa and became the foremost champion of his time. Some however maintain that this truly refers to Vajetamahar, and use this passage to support the claim that he was indeed one of the Chosen. Some say it has not yet come to pass.
    (2) This prophecy is officially deemed by the Church to have come to pass with the martyrdom of Sud Shahid. The Church takes a figurative view, though literalists have pointed out that the dictator who had Sud Shahid killed was not a king, nor had he been anointed by any of the Mahangars.
    (3) The Church used this prophecy as their justification for toppling the last of the imperial dictators, and the new calendar dates from the moment they proclaimed the empire dissolved.
    (4) Frequently invoked, though perhaps more in hope than true belief. When a Beast is slain and killed, many insist that the body be buried in such a fashion in order to ensure that no more Beasts arise. So far this has had no proven success. A number of troublesome dynasts have also been interred in such a fashion by their enemies.
    (5) As with (4), frequently invoked by rulers to justify harsh measures taken against exiles who may or may not be plotting against them.
    (6) As yet no claims have been made that this prophecy has been fulfilled.

    The miracles

    A number of minor miracles are recorded, most of them peculiar to local areas.

    • He restored a town’s water clock which kept perfect time with no need for maintenance thereafter (until its destruction around 800 years later).
    • He is credited with the discovery of kobold ore and its use as a blue dye.
    • He cleansed the library of King Hazael of rotworms in a single night, without damage to the books.
    • His best-known and greatest miracle was his conversion of the Beast of his day. Ananda banished the influence of the Enemy from the mortal Beast, and induced the Beast to recognise the Exalted as commander and swear itself to the Exalted’s service.


    Spoiler: Organisation
    Show

    The Chosen is the nominal head of the Church, though since no Chosen has been known for centuries this position is largely hypothetical and the Church now functions entirely without one.

    There are five Mahangars, associated with a different city, the most ancient and prestigious centres of the Shishiyan Church, of which the Grand Mahangar, based in Shanadeer, is the chief and is considered the Chosen’s deputy and closest counsellor.

    Subject to each Mahangar are the Achars (patriarchs) who are heads of major temples. Their jurisdiction corresponds to roughly the size of a region on the map, although the actual boundaries may be different and there may be more than one (or none) with a seat in each actual region.

    At a subregional level are the Destars (guardians), who are based in major cities with large temples or churches. Rarely a Destarate might be raised to the status of a Prantarate. A Prantar (governor) has authority over other Destars. The deputy of a Destar is known as a Payar.

    Local temples and churches are run by Mobars and Hebars, who are collectively and colloquially known as priests (although that term could accurately describe any rank in the church hierarchy). In theory, Mobars run temples which revere the Exalted in Its purest form, while the Hebars are a slightly lower rank in charge of shrines and minor reliquaries associated with saints or lesser deities. In practice, this distinction is often elided.

    A lay member of the church is known as a Sahayar (acolyte). Positions held by Sahayars can be varied and even quite influential, though in the absence of another rank they are very junior within the Church’s hierarchy.

    The Grand Mahangar is advised by a Council of Magi which comprises the four other Mahangars plus other members of the Church considered to be especially learned. This body selects the new Grand Mahangar on the death or resignation of the previous one.


    Commanders of Holy Orders are generally considered to have a rank equal to Destars but answer directly to the Grand Mahangar (as deputy of the Chosen). In the absence of a Grand Mahangar they take orders from the "local" Mahangar or failing that the Council of Magi. In practice the Grand Mahangar deputises this command to the Council of Magi or a specially appointed officer from their own staff. Beyond that, militant holy orders are often arranged idiosyncratically.

    Monastic orders are rare in the Shishiyan Church, as clergy are encouraged to engage with the world to fight the influence of the Beast. Nevertheless they do exist. Heads of such monasteries are known as Mathars and are subject to the authority of their local Destars. On rare occasions, a monastery may be granted territorial authority under the direct supervision of the Mahangar. Mathars in charge of such monasteries (known as High Mathars) are considered of equal rank to Destars.

    On exceptional occasions the Church may sponsor an expedition into distant heathen lands, or more usually send an individual to accompany an expedition launched by a friendly ruler. Such individuals (or the heads of church expeditions) are known as Nirmars, answer directly to the Mahangar who appointed them, and have wide-ranging powers while the mission lasts.



    There are of course numerous more titles, subdivisions and administrative ranks not explicitly accounted for in the above, as in any organisation of this size and complexity.

    A simplified and exemplary illustration of the Church’s organisation is presented here as illustration.



    Spoiler: Church Doctrine: Clerical Continence
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    The Church has no consistent or centrally-enforced position on clerical celibacy or chastity. While it is of course expected that clergy will conduct themselves in a moral manner, the Church generally takes the view that in such personal matters policy is best directed at a local level in keeping with surrounding societal mores.

    When the subject comes up for debate there are usually two elements at play. The first is the moral and spiritual dimension, in which those who believe family and worldly relationships are a distraction from matters spiritual are contrasted with those who believe members of the clergy have a duty to invest themselves properly in the world. The second is the political question, where permitting clerical marriage and reproduction could establish effective dynasties in certain powerful positions, resulting in the Church becoming a monarchy by another name.

    Perhaps the closest the church came to having a single central policy was as a result of an imperial edict of the Emperor Skandakara. Conscious of his own relatively weak claim to the throne he was suspicious of the potential for the Church to create a rival dynasty and ordered that thenceforward all clergy should be celibate, with existing marriages to be dissolved. Unsurprisingly, the Church violently resisted this, with the resulting conflict becoming known to historians as the Second Clerical Civil War - or more colloquially the War for Wives and Whores. The Emperor’s eventual victory cemented clerical continence as official policy for over a century, though to what extent it was followed is debatable.

    The edict was repealed by the notoriously highly-strung Empress Bhindikari, who allowed clerics to marry once again, but forbade premarital or extramarital relationships. Eventually these strictures too were eroded or abandoned by most of the Church.

    When the Mahangars convened to elect the first Grand Mahangar at Shanadeer the question was raised once again, for none wished to see a new imperial dynasty emerge. A compromise was agreed upon in which the Grand Mahangar may marry and produce children, but no child of a Mahangar may occupy the office.The interpretation of this clause has differed over the centuries: in stricter times, candidates have been barred because a rival has discovered a Mahangar in their distant ancestry, but for the last hundred years and more the restriction has been defined narrowly, and succession by a grandchild or son-in-law has not been particularly uncommon.

    The current Grand Mahangar, Ava Jay V, is unmarried, but is known to have a longstanding relationship with Kanti Katura, his chancellor.

    Spoiler: Church Doctrine: Monasticism
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    The Church has long had a troubled relationship with monasticism. As a religion intimately bound to the world, the rejection of worldly pursuits by the faithful to focus on matters spiritual is something that has frequently been condemned. The favour in which monasticism is held has waxed and waned throughout the history of the Church, though even at the high points of its influence it could be said it has merely been tolerated rather than encouraged.

    Those who have argued in favour of monasticism have tended to take two approaches. First is a purely practical argument, which holds that the world, being prone to Beastly corruption, can exert a damaging influence over those clerics who embroil themselves in worldly pursuits and lead to the true purpose of the Church becoming muddied and misguided. As such, separate orders of clerics with a purely spiritual focus can help to ensure the Church remains on its path.

    The spiritual view is more controversial, and holds that since change is a function of chaos, the true faithful should strive to keep all orderly even within their own bodies, and the only way to ensure that is to isolate oneself from outside influence. Debates over this have been the cause of more than one schism in the history of the Church.

    Monasteries are most common within the dominion of the Mahangar of Salendera, which has traditionally been one of the more spiritually-inclined seats, and in the west within the influence of the Mahangar of Nayakar, which has since distant antiquity been the prime breeding-ground for doctrinal differences with the main Church. The lands in the west are dotted with ancient communities who have disagreed with the Church over some matter of doctrine and formed their own schismatic sect, founded both before and after the prophecies of Ananda. Some of these survive yet to the present, reduced to mere hundreds or even dozens of members; some have long since dwindled to extinction.

    Since the establishment of Shanadeer as the prime seat, it has generally been less common for new monastic movements to find a home within the Church, and more common for them to degenerate into heresies against which the Church has taken an aggressive line. Some might argue that both the Niskist and Gadist sects, among others, started in this manner.

    The last major suppression of monasteries began a little over two hundred years ago, when the Church authorities suspected monastic communities across the continent of harbouring Niskist preachers and sympathisers. Many monastic orders were purged entirely and officially dissolved by the Church. By the middle of the last century any remaining zeal behind the purges was insufficient to continue the process, and since then the Church has generally been content to leave its subject monasteries alone.

    The Church generally holds that in order to be valid a monastery must be contributory, rather than simply being supported by local communities. As such they are strongly encouraged - and usually required - to become production centres for items considered useful by the Church. The most common produce is books and holy texts, as many monks devote the bulk of their time to copying, illuminating and binding books. Others specialise in art, sculpture, or music composition, their work passed upwards into the Church community for wider distribution. Some rare monasteries, usually the most practically-minded, have at times claimed to find spiritual peace in the production of metalwork which can be conveniently used as arms by the warriors of the Church.

    Where monasteries are acknowledged as part of the Church, their heads are known as Mathars and hold a rank roughly equivalent to that of local mobars, subject to the authority of their local Destar. On rare occasions, a monastery may be granted territorial authority under the direct supervision of the Mahangar. Mathars in charge of such monasteries (known as High Mathars) are considered of equal rank to Destars. Full members of the monastic community (the monks themselves) are known by the Church as Sadhars.

    Spoiler: Church Doctrine: The Everlasting War - The Afterlife
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    As all mortal life has a beginning, all mortal life has an end. Upon death, the soul leaves this existence and enters a different realm, one imperceptible to the mortal form.

    It is the goal of all the faithful for their soul to be claimed by the Exalted. The most faithful and pure - the Chosen who succeed in their duty, and exceptional other mortals, such as some prophets, ascend to join the common consciousness of the Exalted, part of its eternal glory. Through the union of these souls is the Exalted rejuvenated and maintained. Those who join the Exalted in this way but retain more of their mortal sensibilities may present themselves as aspects of the Exalted: the beings mortals perceive as gods.

    The vast majority of the Exalted’s followers will never ascend in such a manner. Instead the worthy are claimed and taken to the Realm of the Triumphant. This is a realm of near-perfection, governed by the will of the Exalted. Its inhabitants must however still from time to time fight to repel the incursions of chaos, for ever the Enemy seeks to destroy all that is good.

    Those with merit, but found wanting, are enlisted in the Eternal Army. From here they may be called on to fight in defence of the Realm of the Triumphant, or returned to mortal form so that they may battle the followers of the Enemy there. Mortals who have been returned to the earthly realms in such a fashion make up the majority of the Exalted’s followers, though they may be sent anywhere in the cosmos, and in their mortal form will have no memories of any former lives. Once these souls have proven themselves sufficiently they may ascend to the Realm of the Triumphant.

    Those without merit are abandoned. Active followers of the Enemy may enlist themselves in its service, most likely in a similar, though reversed, manner, to those who follow the Exalted, eventually merging with its consciousness or coming to reside in the realm of roiling nonsense that is its creation. Many, however, are simply left to drift in the eternity of the cosmos, hoping to endure for as long as possible before the Enemy or its agents discover them and tear them apart.

    Spoiler: Recent Church History: the Sindra and Kopta dynasties
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    For over a century the politics of Shanadeer have been largely dominated by two families, although both have been prominent in the city for considerably longer. Over the last hundred years they have between them contributed more than half the Grand Mahangars, while the children and siblings of these high priests have frequently become leading commanders in the Church’s service. They have tended to represent relatively moderate positions within the Church’s political structure, which has helped to contribute to their relative success in gaining the highest office, as they often represent acceptable compromise candidates for multiple parties.

    In 998, the plague, which had already killed the elderly Saral Pavir seven years earlier, struck Shanadeer with much greater force, claiming the life of Neta Saday IV, a Kopta, and only a few months later, his cousin Sundi Sansani who had been elected as his successor. Both dynasties were bereft of eligible candidates for the office, which opened something of a vacuum in palace politics. A group of militant hardliners, who had been gaining in influence throughout the 990s as the plague ravaged the continent, managed to secure the election of one of their own to the office, who took the name Masuma.

    A harsh but shrewd man, Masuma recognised that his election had been made possible by an unusual combination of circumstances and set about shoring up his position. Early in his tenure he had Irfin Sindra, who had commanded the Church’s army for most of the preceding fifteen years, hounded out of the city. He surrounded himself with his former political allies and eventually officially endorsed them as the Holy Order of Yada, encouraging them to spread their own interpretation of Shishiyan doctrine.

    He dealt with the Laskist threat similarly decisively. As Laska’s message started to spread he called a council to debate the validity of his ideas, one which the priest himself attended. Masuma lobbied hard against Laska’s suggested revisions, and helped to ensure that they were rejected, at which point he had Laska executed for heresy. This act, however, far from ending the debate, was merely the trigger for the ensuing Laskist Wars.

    Masuma prosecuted the wars with energy and determination, but he was no longer a young man and by 1017 his health was broken. As his personal authority began to wane, so did the influence of the Yadaists at his court and by 1018 Irfin Sindra was sufficiently emboldened to return to the holy city. Once there he brokered an agreement with the children of Sundi Sansani for them to throw their support behind his son in the election to succeed Masuma - a bargain made easier by the close relationship between Sundi Sansani’s daughter and his son.

    When Masuma finally died in 1019 Irfin’s son was duly elected as Ava Jay V. Seeing which way the wind was blowing, the Yadaists among the Magi also backed Ava Jay, attempting to perpetuate their claim to be the most loyal followers of the priest holding his position.

    Spoiler: Recent Church history: Grand Mahangars
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    Name (Official) Years in Office Notes
    Shakti Bali III 915 - 922 First of the Sindra dynasty to take the office.
    Prabal Bulara 922 - 940 A native of the Shimmering Coast. Considered a kind but weak man who allowed the influence of the Church over secular rulers to wane.
    Sadi Mehari VI 940 - 952 First Grand Mahangar from the Kopta family for several generations.
    Yasha Vadar 952 - 969 Used the devastation caused by the plague as an opportunity to reassert some of the Church's authority, particularly noted for his extermination of most of the last Niskist strongholds in the south and his refusal to condemn some rulers who took the opportunities created by these pogroms to persecute Kunists.
    Shuba Sekhar 969 - 976 Brother of Sadi Mehari IV. Reversed some of Yasha Vadar's more extreme positions concerning toleration of Kunism.
    Saral Pavir II 976 - 991 Grandson of Shakti Bali III. Attempted to rebuild the Church's military strength under his son Irfan. Died of the plague.
    Neta Saday IV 991 - 998 Grandson of Sadi Mehari IV. Attempted to reduce the number of crimes for which the Church required capital punishment. Died of the plague.
    Sundi Sansani 998 Granddaughter of Suba Sekhar and sister-in-law of Neta Saday IV. Renowned as one of the foremost theological scholars of her day. Died of the plague after less than a year in office.
    Masuma 998 - 1019 No known relation to previous Grand Mahangars. Renowned as a hardliner in the Church, a favourite of the group that he would later officially recognise as the Order of Yada. Oversaw the council at which Laska was convicted and executed for heresy.
    Ava Jay V 1019 - Grandson of Saral Pavir II and son of the noted general Irfan. Received the support of the Kopta family in addition to his own thanks to his relationship with Kanti Katura.
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    Default Re: Empire3! Lands of Celessa

    The Shishiyan Church

    Spoiler: The Endless Battlefield: The Zodiac
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    Since the battle between the Exalted and the Enemy takes place everywhere, it is possible to glean some insight by examining the visible universe, using the practice of astrology. The relative position of these constellations and planets can help people understand earthly matters, influence their chances, and even gain an appreciation of what the future holds.

    Although there are dozens of visible constellations, the celestial sphere is divided into sixteen primary sections, each of them assigned to a single constellation. These sixteen are commonly known as the Signs of the Zodiac, and each has a meaning associated with it and a character of its own. People born under each sign take on some of the character of that sign, though few are either wholly positive or negative. Lulimu, the stag, for instance, represents pride and nobility, but this can also manifest itself as vainglory or callousness towards the less fortunate. Some signs are, however, generally considered preferable to others: Kalbatu and Laliu are generally not considered promising signs to be born under, while to be born under the sign of the Beast is cause for great alarm. In some regions it is not unknown for babies born under the Beast to be smothered in their cribs.

    Name Common name Dates (standard) Associations
    Aranis Eagle 17th Chathavan - 10th Sathavan Honour and prowess. Seen as a hawk, eagle or phoenix depending on local custom.
    Serru Hydra 11th Sathavan - 4th Athastha Resilience, versatility
    Bet Daspim Beehive 5th Athastha - 28th Athastha Diligence, perseverance
    Lulimu Stag 29th Athastha - 22nd Nosthavan Pride, nobility
    Kalkan Shield 23rd Nosthavan - 16th Dasthavan Duty, responsibility. Resembles a hexagram, so closely associated with the Exalted. Considered propitious for priests.
    Kovyak Beast 17th - 19th Dasthavan Wickedness, vice.
    Kalbatu Hound 20th Dasthavan - 12th Gyathavan Cowardice, cruelty
    Habassi Rat 13th Gyathavan - 5th Barastha Deception, illusion, low cunning
    Laliu Goat 6th Barastha - 29th Barastha Misfortune, disappointment, stubbornness
    Asu Bear 30th Barastha - 24th Ekastha Foolishness, recklessness
    Aku Owl 25th Ekastha - 20th Dosastha Wisdom, introspection
    Nuru Candle 21st Dosastha - 14th Tinasta Hope, enlightenment
    Hibatan Lovers 15th Tinasta - 8th Chartastha Fertility, merrymaking
    Namsaru Sword 9th Chartastha - 2nd Panchastha Truth, law
    Bakira Maiden 3rd Panchastha - 26th Panchastha Innocence, opportunity
    Kakisu Ferret 27th Panchastha - 16th Chathavan Cunning, intelligence



    The known planets are significant in the zodiac. Each of the four planets is said to rule certain aspects of a character’s life, so their position relative to the star signs can help identify the fortune of a character at birth or at any given moment. Each planet is associated with one of the four elements, and one of the four humours, as well as four of the signs of the zodiac, which it is said to rule.

    Some systems also incorporate minor planets (comets and asteroids) into their systems but this is not universal.

    Planet Element Humour Associated Signs Governs
    Shisha Water Blood Lulimu, Habassi, Nuru, Kakisu Knowledge, secrets, thought, ingenuity
    Arshagar Air Phlegm Bet Daspim, Kalbatu, Aku, Bakira Instinct, focus, travel
    Jalish Fire Yellow Bile Serru, Kovyak, Asu, Namsaru Passion, power, ambition
    Haragar Earth Black Bile Aranis, Kalkan, Laliu, Hibatan Romance, companionship, growth
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    Default Re: Empire3! Lands of Celessa

    Principality of the Emeraldvale Mountains




    Overview: The Principality of the Emeraldvale Mountains is a small landlocked region surrounded by mountains. It is controlled by one family who hold all the important government positions, and its population is made up primarily of migrants who come seeking wealth in the province’s rich emerald mines.

    Spoiler: Region 74: the Emeraldvale Mountains
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    Spoiler: Geography
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    The Inhabited portion of the principality is a single small, fertile valley hidden deep in the midst of the vast Emeraldvale mountain range, named as they are because of their rich emerald mines and shadowy valleys. The mountains surround the valley that is the seat of the principality with a few serviceable trails leading through the mountains to the surrounding territories. Towards the northern end of the valley, the Turtledove river runs down the mountain called First strike, cascading off rocks in a series of astounding waterfalls. The river then runs into Pike lake, which sits in the low point in the middle of the center of the valley. This L-shaped Lake has been overfished since its discovery, and is almost entirely devoid of the pike that it was originally named after. The bowl of the valley is forested. A region around the turtledove river has been logged and irrigated, and is now farmed. There is a rudimentary road system built in the principality for the transport of ore, and most settlements are located around individual mines or farms.


    Spoiler: History and Government
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    The Principality was founded approximately 20 years ago by the current ruler, Prince Idritis Stone, upon his discovery of copious quantity of emeralds in the area. The Stone Family claimed the region as their own, and published pamphlets advertising the wealth afforded by emerald mining in the region. This brought a diverse group of wealth-seekers to the valley. The Stone family controls every powerful government office, and funds the operations they carry out by running the agriculture in the valley. The stone family is also looking to expand into the alcohol business, a good in high demand among suddenly-rich pioneers as well as those who were skunked by their claims.


    Spoiler: People and Culture
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    Being a country composed primarily of recent migrants attracted by rich emerald prospects, the population of the Principality is extremely ethnically diverse, with individuals hailing from all across Celessa. Due to this, there is no one race in control of the region, but it is predominantly human. What national culture there is tends to value self-sufficiency and determination. Religious organizations have only an extremely weak presence in the area, with most inhabitants practicing their religions privately in their mining camps.


    Spoiler: Religion and Religious Centres
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    Religion

    The government does nothing to support religions, and in fact often actively opposes religious group trying to set up permanently in the Principality.

    Religion Centres

    Spoiler: Obelisk of the Night (Pagan)
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    A group of once-Yolden miners (claiming to have been drawn to the principality by their divinations in the Obelisk of the Sun) has built a lodge near this lonely black rock as the Obelisk of the night, and claim it to be capable of predicting futures related to subterfuge and misdirection.


    Spoiler: First Strike Lodge (No Religion)
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    This building is the first house that Prince Idritis built upon discovery of the valley. It is built high up on first strike mountain, overlooking the entirety of the valley. It is currently inhabited by squatting miners, having been abandoned by the stone family for a larger lodge closer to the center of the valley. However, it is large and well-furnished enough that a church could easily set up there.


    Spoiler: Grand Mint Mine (No Religion)
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    Located in the south of the valley, Grand Mint was one of the first mines in the valley. It had a long and exceedingly popular lifespan, and was over time modified to contain a dance hall, kitchens, and other amenities inside the mountain for its workers. When the mine ran dry 5 years ago it was abandoned, but its high ceilings and echoey corridors would make it an ideal location for a religious center.


    Spoiler: Resources
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    The Principality of the Emeraldvale mountains has very rich emerald mines, but because the land is still relatively fresh and logging operations have been minor, sheep cannot be grown in the principality yet, and there is no way of producing cloth in the valley. This issue is compounded by the cold weather in the principality, the hard work required by mining, and the temporary mining camps that often use tents rather than permanent structures.
    Great Resource: Emeralds Needed Resource: Cloth


    Spoiler: Region 72: Narkissus
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    Spoiler: Terrain
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    Nárkissús is mostly open plains and rolling hills. Much of this land is devoted to agriculture, with complex irrigation systems and tiered farms spread far across the horizon. Of these, the greatest is the Hórtúm Rejís, an enormous Crown-funded complex dedicated solely to the growth and production of food. The majority of this food is then sold in the capital of city of Sépulqrúm. Like the farms, the city of Sépulqrúm is built in many tiers. The lower tiers are home to most of the underclass, whereas the upper tiers are home to priests, scholars, and the nobility. The highest tier of the city is occupied entirely by two buildings - the royal palace and a grand Shishiyan cathedral.


    Spoiler: People
    Show
    The people of Nárkissús are human - ostensibly. Supposedly cursed long, long ago for allying with the armies of a Beast long past, the qórpus (as they refer to themselves) are each and everyone infected with a horrible flesh-twisting disease they call qárábus mórbo. Tumorous growths split their skin and harden into rigid and whorled protrusions, while the rest of their bodies waste away. As a result, they hunger constantly, and require vast amounts of food. Agriculture is a huge part of qórpus culture and daily life. Nearly all of the lower class is employed in some manner of farming, be it working fields, raising livestock, or maintaining orchards. They are also deeply religious, as they believe piety may one undo their sin and the curse will be lifted.


    Spoiler: Resources
    Show
    Nárkissús is home to many intriguing flora and fauna, from hill crabs to springweed, but the most valuable form of produce they grow is wartfruit. Wartfruit is so called for the bumpy growths on its peel, but the fruit itself is sweet and tender, and packed with nutrients. It can be cooked a variety of ways and is a staple in many dishes. The [Sépulqrúm Fruit Company] is the largest purveyor of wartfruit and other edible fruits in the nation.

    One thing that the qórpus lack but desperately desire is herbs and medicine. They are willing to try most anything to cure their disease.


    Spoiler: Religion
    Show
    The qórpus are devout Shishiyans. They believe that their illness is punishment for an ancient sin, and that through penance and piety they can be cured. Priests are held in high regard, and the church’s power and influence is arguably greater than the King’s, though the two are considered equal in the eyes of the law. Although the country largely follows mainstream Shishiyan doctrine, in many areas of Narkissus priests tend to be dealers of miracle cures and holy relics rather than honest preachers of the exalted, capitalizing on their people's desire for salvation from their disease.

    The [Grand Eqqleseús] is the largest place of worship in Nárkissús. It sits alongside the royal palace atop the the highest tier of Sépulqrúm. More than just a cathedral, the Grand Eqqleseús also serves as a center of higher learning and research.


    Spoiler: History and Government
    Show
    Before the collapse of 1043, the government of Narkissus was a long-standing monarchy ; the Cretum dynasty. The Cretums were originally wise and strong rulers who sought religious redemption for their people earnestly and with vigor. However, as time went on they became more and more complacent and ineffectual. The final Cretum ruler of Narkissus, Morgan Cretum, tried desperately to turn this trend around, supporting religion heavily and making grand speeches on the nature of the Narkissan curse. However, Morgan's predecessors had allowed much of the agricultural industry in Narkissus to slip from royal control into private ownership, and in his heavy funding of the church, Morgan bankrupted the government. He quickly attempted to raise taxes, but this was met with local revolts and incredible political backlash. In 1043 Morgan went into hiding and the government had collapsed entirely, leaving the nation in the hands of bandits and a growing anarchist movement. In 1044 the Principality of Emeraldvale mountains and the Highlands of Mi'Vara sent a coalition army to Invade Narkissus from the east, establishing Emeraldvale as the main government power in the region.


    Spoiler: Royal Family List (Warning, this is long and boring, so unless you really want to assassinate someone don’t bother)
    Show
    The Stone family consists of the aforementioned Idritis Stone, his Cousin Abbacus Stone, the Princess Ruby Stone, and the Prince and Princess’ 3 sons and 2 daughters: Kinisi (M), Silex (M), Paidi (M), Sofos (F), and Neolaia (F). Abbacus runs the network of outposts that tax exports from the nation. Princess Ruby is the only judge in the Principality, and tries all the cases from the royal lodge near the banks of the turtledove river. Sofos is the main naturalist in the Principality, and is responsible for the efforts to preserve fish species in Pike lake. Neolaia runs the farming sector of the Stone government. Silex is the head of the Principality's intelligence and counterintelligence efforts. Paidi is too young to have any official duties. Kinisi is not currently a resident of the Principality, having become a traveler. Relations between Kinisi and the royal family are rather poor, since he abandoned his allotted role in government as their public relations official. In Kinisi’s absence, the prince has taken over his previous duties. The royalty of the Principality of the Emeraldvale mountains has the power to choose their successor from among their descendants, and currently Sofos is next in line.



    Spoiler: Current Military
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    Division Origins

    Emeraldvale Royal Guard divisions are recruited in Emeraldvale, and are thus composed of immigrants of various nationalities.

    Mi'Varan volunteer divisions are recruited in Mi'Vara, and as such are primarily of Mi'Varan descent.

    Dominion divisions come from the Dragonborn Dominion. After the completion of their contract, dominion soldiers are sent back to the Dragonborn dominion, even as new recruits are sent to Emeraldvale.

    Integrated Divisions are recruited from both Narkissus and Emeraldvale, but since Narkissus has a much larger population, they are mostly composed of Narkissans.

    Equipment By Company

    All units, with the exception of dominion units are clothed in riveted mithril mail shirts, leather coifs, and kilts. The design of their apparel is focused around maximizing mobility and minimizing cloth consumption.

    All troops are equipped with a small steel-rimmed buckler and a shortsword.

    Longbowmen are additionally equipped with longbows.

    Frontal Troops (or "Pikecushions" as they are referred to by the soldiers) are additionally equipped with teardrop-shaped shields and small stabbing spears.

    Arbolests are additionally equipped with Arbolests and Pavise shields

    Bighorn Scout companies have a maximum weight standard to ensure that their members can ride bighorn sheep. They are mostly composed of gnomes, goblins, and small human women because of it. They are equipped with small recurve bows in addition to the standard gear.

    Units

    Active Units

    2nd Mi'Varan Volunteers- Serving in the Battle for Freedom
    500 Longbowmen and 500 Frontal Troops

    1st Emeraldvale Royal Guard- Serving in the Battle for Freedom
    700 Longbowmen and 300 Frontal Troops

    86th Dominion Arbolests- Serving in the Battle for Freedom
    1000 Arbolests

    Standing Units

    Units In Training

    1st Integrated:
    600 Longbowmen
    300 Frontal Troops
    100 Bighorn Scouts

    2nd Integrated
    600 Longbowmen
    200 Frontal Troops
    100 Arbolests
    100 Bighorn Scouts


    Spoiler: Notable Achievements-Projects and Techs
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    Great Projects
    Seplqrum medical academy (5 action)- Built from the refurbished King's palace after Emeraldvale conquered Narkissus, the Sepulqrum medical academy is the largest and most prestigious institution of its kind in the known world. It is built on the same level of the city as the Grand Eqqlesius, Narkissus' largest cathedral.

    Techs

    Burning Serum
    Resource Requirement/Prerequisite: None
    Mechanical Effect: None
    Fluff effect: Cures Qarabus Morbo

    Developed by a researcher at the Sepulqrum medical academy in his attempts to create an elixir of eternal life, Burning Serum has proven itself to be a cheap and reliable cure for Qarabus Morbo, the disease afflicting the Narkissan people. The drinker will undergo about 12 hours of convulsions and violent pain "like being set on fire" after which tumors become limp and easy to remove, and do not come back when cut or broken off. The drug also stops the wasting associates with Qarabus Morbo, so that the cured may return to normal body weight and gain muscle mass through exercise.


    Spoiler: Current Ruler
    Show

    Ruler: Sofos Stone, age 30
    Stat Rolls

    Stats:
    Diplomacy 4
    Military 4
    Economy 5
    Intrigue 3
    Faith 4
    Last edited by Potato_Priest; 2017-06-17 at 01:24 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

    Biggest play I ever made: "I want to eat something over there." Anticipated the trope of "being able to move" that you see in all stories these days.

  14. - Top - End - #44
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    Default Re: Empire3! Lands of Celessa

    The Duchy of Slavia
    Region 19
    "Glory to the Honored Dead"

    Spoiler: History
    Show

    Prior to its de facto independence, Slavia was a province in the Kingdom of Shamaran, vast in size but no different from say other provinces like Maran or Arran. However, when King Balendin died in the same tragic campaign that saw the demise of the last Kral of Parlayan Dağlar, Shamaran was thrown into a succession crisis. On the very day Archpatriarch Imanol II was declared the interim ruler until a proper monarch could be crowned the Duke of Slavia, the infamous Vladimir Von Orlok, declared he would not recognise his authority nor any other bar a "true queen" of Shamaran. To this day, it unclear whether this bold declaration was a result of predetermined scheme to secede his Duchy, genuine political grievances or bitter disappointment that his favoured candidate to be crowned queen was not immediately recognised.

    Before diplomacy could properly take its course, two of the nephews of the late King Balendin called their banners and brashly marched upon Slavia. The naïve siblings saw subduing the rogue Duchy as an oppportunistic move to prove their legitimacy as the true heirs to the throne of Shamaran, and overshadow the accomplishments of their rival claimants. Their ill-fated endeavour was troubled from the start as the duo only managed to win a Pyrrhic victory at the grizzly Battle of Vogorr River on the Slavian border. The waters of the narrow fording routes ran red with the blood of the slain, as thousands of Slavian levies had clashed with Claimant Princes’ army in what more an unruly bloodbath than an organised battle. Undeterred, the invaders rallied their men continued their campaign further into the grim lands that was Slavia, only to disappear into the foreboding mists and never be heard from again.

    Whilst the Von Orloks did not hold the Archpatriarch personally responsible for the Claimant Princes failed invasion, Slavian-Shamaran relations never truly healed. The Duchy continued to operate outside of the authority of the Archpatriarch to the point that today it now considered a completely separate nation. Now given the vastly constrasting political and cultural evolution of both Slavian and Shamaran, it is unlikely that the rogue Duchy will ever reunify with its parent nation.

    From the time of its secession from Shamaran in 831 until 1031 the Duchy of Slavia was under the tyrannical rule of the Von Orlok family. For two hundred years Vladimir Von Orlok, also known as the Black Duke, was at the helm of his kin who held the cursed Duchy under their sway. The seemingly immortal Black Duke however was struck low, killed in his tent by an assassin who died before any could identify him. Vladimir had made many enemies in the years leading up to his death. Slavian armies had occupied and sacked the lands of the Celestial Cult, conquered and killed the native peoples of Gronland and Graus Kuste, and immediately prior to the Duke’s death clashed against the armies of the Adlern. Suspects were plentiful but evidence short and no investigation was undertaken in the years following his death. Konrad Von Orlok, Vladimir's heir and only son, succeeded his father by law but unlike his slightly more reserved and methodical father, Konrad exposed himself as a bloodthirsty and tyrannical dictator.

    No longer bound by fear of his father’s wrath Konrad set about ‘integrating’ the once free countries of Gronland and Grau Kuste by unleashing the Slavian First Free Company and Silver Sirens mercenary bands on the regions as self-regulated agents of the Von Orloks. Konrad’s uncles, headed by Letho Von Orlok the Elder, petitioned Konrad to appoint and recognize nobility in these regions and tie the mercenary companies to local noble power but Konrad refused, having fought alongside the mercenary companies and believing them more deserving of the spoils than the nobility who bucked at his command. This fractured the Von Orlok clan who had for so long held united behind Vladimir’s iron will and reasoned mind. Letho Von Orlok declared the title Duke of Slavia to be contested and civil war erupted in the region. For the first two years of conflict it appeared Letho Von Orlok would defeat his nephew and wrest the title of Duke from his hands. The Slavian levies whipped together by the many noble lords who threw their support behind Letho simply outnumbered the number of mercenaries and levies Konrad could draw upon to fight for him but the Crimson Duke was a terror unmatched upon the battlefield and with the aid of mercenary captains he drew out what might have otherwise been a short campaign into a grinding crawl.

    While the armies of Slavia split between Von Orlok factions and the armies of its nearest neighbors turned east and north to meet other challenges an unexpected revolution was happening. When news had arrived in Slavia of Vladimir’s death at the hands of an assassin the response amongst the populace had been one of utter shock. Some astute peasants feared what Konrad might do as successor but most were simply in awe that the Black Duke was dead. Vladimir had seemed eternal and that he had fallen, not upon the field of battle as victim to ten thousand arrows, not in some unholy rite intended to end with his death, but in his tent as victim to a single man was an impactful moment. Agents of Letho Von Orlok moved to suppress tales of his brother’s death but the eruption of war with his nephew swayed his full attentions and while Von Orlok fought Von Orlok the Slavians talked. They talked of Saint Lyra, of Ulric Goth, of Sir Gerald of Arran, and of Tomlin Goth the latter of whom they spoke most often of given his continued adventures. Tales of monster slayers became tales of noble slayers and the oppressive aristocracy for the first time in over two centuries faced opposition.

    The Slavian people had for so long believed their fate eternal as subjects to monstrosities but a new wave of thought was rising. Influenced by the prosperous and more egalitarian mode of governance in Shamaran, inspired by the highly successful revolution in Ynys Y Corsydd, and motivated by the successes of Tomlin Goth, now a renowned monster slayer, and those who fought beside him the peasantry of Slavia revolted against Von Orlok rule. Had they been facing a united Slavia they might very well have been crushed back under heel but the Von Orlok civil war had severely weakened both sides by the time the peasants rose up. Influential religious leaders, notable monster slayers, and internationals seeking to promote their preferred cause in a “new” Slavia gathered followings of significant number and led them to confront the Von Orlok armies. This assembly of rebels met the armies of both Von Orlok factions a few miles outside Mortgard in what has since come to be known as the Red Dawn. The battle carried on for over thirty hours and its end left the survivors as surprised as anyone, the rebels had won. Tomlin Goth was said to have personally slain Konrad Von Orlok, losing his own life in the process but saving countless others. Letho Von Orlok was believed to have escaped, retreating when it became clear his forces were overwhelmed, but he did so without an army.

    The peasant revolution had been somewhat unofficially headed by Tomlin Goth as commander of their forces and with his death it seemed inevitable the power vacuum would lead to infighting and allow the Von Orloks to regain control of the region. However, this did not come to pass for in the year preceding his demise Tomlin had taken a Slavian wife, Ivanna who was almost nine months pregnant with his child at the time of the Red Dawn. The Destars of the revolutionary coalition assembled and called upon the Exalted and the Mahangars to recognize the corruption of the Slavian hierarchy under the Von Orloks and their necessary actions to appoint the Destar and former aid to the Patriach of Kanna, Dimitri Yidev who helped the Patriarch drove out heresy in Verhungern, as Patriarch of Slavia in truth and in turn to recognize his anointment of Ivanna’s child as Ulric Goth, true Shishiyan lord of Slavia. Tensions remained high in the days preceding the child’s birth but following a successful delivery and revelation of a healthy baby boy as well as the defection of some mercenary captains and the consolidation of regent authority by the Destars the revolution calcified behind the holy cause of ridding the region of oppressive nobility, empowering the populace, and restoring the Church to a place of respect long denied within the region.


    Spoiler: Government
    Show

    In its currently transitionary state Slavia is an anarchic mishmash of continued Von Orlok era aristocratic oppression, de facto liberated villages stirred into religious or monster-hunting fervor, and the growing coalition of allied settlements around Mortgard united behind the promise of Ulric Goth and the even handed rule of Dimitri Yidev in the interim. The families of the aristocracy are openly accused of vampirism and many now desperate nobles flee or openly attack their subjects. The revolutionary council in Mortgard has made it their highest priority to eradicate any vestiges of the Von Orlok line as well as any confirmed vampires, and has dispatched monster hunters to track down and kill the remaining members of the accursed family. Letho Von Orlok the Elder is prioritized for his influence and power over his clan. Titles of nobility and powerful appointments are not outright promised but heavily advertised by the Mortgard assembly for those who will aid in taking direct action against the former regime. Effort is also focused on bringing in the villages left leaderless by the many deaths in civil war under direction of the Ulric supporters.

    Leadership is currently de facto invested in the hands of Patriarch Dimitri Yidev who, like his superior in Salendera, derives his rule as regent from his connection to the Church and his oath to the Exalted. Unlike the Archpatriarch however Dimitri has made clear his recognition of the temporary state of his rule as well as his intention to step down when Ulric Goth reaches the age of sixteen and ascends as Duke Ulric Goth of Slavia. Ivanna, Tomlin Goth’s young widow, while of no noble stock has demonstrated a keen mind and an understanding of her delicate political situation. Ivanna is treated with great respect by the inner circle of Goth supporters though she is conferred no special title despite her superior treatment.


    Spoiler: Slavians of Note
    Show

    Patriarch Dimitri Yidev
    Originally hailing from Kurlberg, Dimitri Yidev ventured to Verhungern to join the Patriarch of Kanna’s push to root out witchcraft in the village. He stood alongside the Patriarch even as they lost faithful warriors to the dark sorcerous powers of the surrounding misty woodlands. Dimitri, already Slavian in his views on death, was hardened into a champion for the Exalted’s light as he witnessed the steadfast determination of the Patriarch of Kanna turn back the tide of witchcraft and sorcery. Though many men were lost to the push this would become a defining moment for the Destar, witnessing the successful defeat of an evil site within the borders of Slavia. Following the success in Verhungern Dimitri returned to Kurlberg intent to promote this message of overcoming evil by faith in and action taken for the Exalted. When news of Vladimir Von Orlok’s death arrived in Kurlberg Dimitri was among the first to begin agitating for an uprising by the truly devout.


    Ivanna Goth
    Born in Hel Fenn as the daughter of a miner Ivanna was statistically destined for a short and unremarkable life. As fate would have it however the adventurer Tomlin Goth happened to be near the mining town hunting the vile sorcerer Malifax. As Llywelyn tells it Tomlin would have been overcome by the sorcerer if not for Llywelyn’s presence and that Goth was brought bleeding and wounded into Hel Fenn leads some credence to this story. Tomlin was nursed back to health by Ivanna who had become infatuated with the adventurer. Young and remarkably pretty for a peasant girl Tomlin agreed to take her with him as he made his way to Mortgard where many had requested he travel to meet with the council of Destars assembling there. Whether a calculated political move or an unforeseen consequence of an active libido Ivanna was impregnated by Tomlin a few months prior to his commitment to lead the rebel forces and secured his lineage a support it might never have before expected.

    Captain Llywelyn
    Originally from Ynys Y Corsydd Captain Llywelyn ___ came to Slavia in search of adventure at the head of the Silver Sirens mercenary band. Llywelyn met and befriended Tomlin Goth in the years preceding Vladimir Von Orlok’s death. The two fought alongside one another in multiple battles but deserted together when Konrad called on their company to fight against Slavians back home. While the flamboyantly dressed, one eyed, mustachioed companion had arrived in Slavia a coldhearted mercenary his time with Tomlin had softened his views and when Tomlin came to lead the peasant forces against Konrad and Letho Captain Llywelyn was at his side. While the Corsyddian’s thick foreign accent and dubious history leaves many Slavians doubtful of his worth those who fought alongside the former mercenary captain praise his leadership upon the battlefield.

    Ulric Goth
    The child of legendary Shamaran adventurer, monster hunter, and slayer of Duke Konrad Von Orlok Tomlin Goth and a Slavian peasant mother Ulric has been nominated by the revolutionary Church-led Shishiyan government of Slavia as the rightful claimant to the empty Duchy of Slavia by merit of his father’s noble actions. Some suspect Ulric will become a puppet for the Church while others genuinely believe Ulric offers the chance for a kind Duke to reign in long-suffering Slavia.

    Letho Von Orlok the Elder
    Younger brother to the late Black Duke Letho Von Orlok is no less an ancient and calculated beast than his brother. Even grimmer than Vladimir by some accounts the younger sibling of the previous Von Orlok generation has long believed the title of Duke of Slavia should have rightfully passed from Vladimir to himself. That Konrad remained heir was the blackest mark upon Vladimir’s record in Letho’s eyes. When the Crimson Duke proved Letho’s fears correct he was quick to capitalize on his formidable reputation to amass support for a coup. Unfortunately for Letho his opponent had developed his own rightfully fearsome reputation and by the time he was prepared to overcome his nephew the peasant revolt, risen unheeded due to civil war, overtook his flanks. Letho fled the aftermath, along with his son the fearsome warrior Letho the Younger and a small compliment of guards.

    Isabella Von Orlok
    Like her sister Anastasia, Isabella remained by her brother’s side during the civil war. It was her connections among the Slavian nobility that afforded Konrad what little support he could from the vampiric aristocracy. She appeared to be the most concerned Von Orlok when it came to the peasant uprising and a band of saboteurs within the revolutionary forces were identified as agents of the Red Widow. Isabella, along with her sister, appears to have gone into hiding following the battle of the Red Dawn. Patriarch Dimitri has made the slaying of Isabella the second highest priority of revolutionary Slavia just behind her uncle, Letho.


    Spoiler: Demographics
    Show

    Ethnically, Slavians are of the same kin as the Maranvale humans of Shamaran. They have retained the same pale skin and dark hair of their northern kin, however years of malnutrition and poor living conditions means that the typical Slavian is generally more gaunt than his Shamaran counterpart. With centuries of low yielding of crops, starvation is a constant threat, and many accept times of hunger pains as a normal part of life.

    Slavians tend to have a blasé attitude towards death and the dead that is at odds with their neighbors. They take a perverse pride in the harshness of their life, seeing others as "soft" for living in warmer climes, using simple luxuries, or associating with the other races. Centuries of malevolent lords ruling Slavia’s hostile landscape have turned many Slavians into xenophobic and suppositious folk. Most of the population lives in tight-knit walled villages that have until recently only been concerned with day-to-day survival, raising famished, skinny goats and pigs, tending to what scraps of farmland they have in the hope of gathering enough crops to survive the long and cruel winter. With the recent collapse of Von Orlok rule many peasants are refusing to mine iron and many more have appropriated the wealth of their former masters for themselves.

    The trust of a Slavian is one of the hardest things to earn, with most violently paranoid about those in neighboring towns, let alone foreign countries. It should be noted that because of their mistrust of outsiders and Slavia's lethal living conditions, most Slavians have extremely large families out of necessity as much as tradition. In fact, Slavia is one of the most densely populated regions in the world. In matters of war, the Barons and Counts of Slavia have historically taken advantage of this surplus by boosting their levy armies with mass conscription. It is upon these bodies of the masses that the new order moves forward, intent to honor the sacrifices of the dead and bring glory to their martyrdom in the name of true freedom.

    As well as the living population of Slavia there remain scattered enclaves of undead that call Slavia their home. It is estimated that nearly seventy vampires still dwell in Slavia, following the losses of the civil war and uprising, many of these survivors having been those creatures who remained apart from the masquerade as nobility. By order of the Patriarch all vampires in Slavia are subject to immediate execution and the slaying of such a creature is celebrated and honored. The promise that the death of the vampires, weak now to mortal hands, will free the land of Slavia from its long accursed existence resonates with many young Slavians and vampire hunting guilds have begun to form among adventuresome types.


    Spoiler: Geography
    Show

    The supposedly accursed lands of Slavia are surrounded in mist and darkness. The soil, long mismanaged by uncaring vampiric lords is highly infertile, with certain regions gradually being transformed into bogs, swamps and marshes, with the surrounding forest often harboring all manner of grotesque and horrifying creatures of the night. Close to uninhabitable, Slavia's forests are dingy corpses of twisted, half-rotted trees that claw what nourishment they can from the bone-strewn soil. Desolate moorlands and sluggish grey rivers punctuate the brown-leafed woods, wind-swept and storm shrouded by dark clouds that seep down from the Wolfsmaw Mountains on an almost daily basis. There are only a rare few natural harbors along the waterfront, with most of Slavia's rocky coastline comprised of sheer cliffs and treacherous jagged outcrops littered with shipwrecks and eternally beset by an angry ocean.

    The scattered villages and hamlets of Slavia, though numerous, are more isolated and parochial than other settlements in Celessa. Grubbing what meagre existence they can from the infertile land, the peasantry lives in small communities of inter-related families, and never venture far from their crude hovels. There are few stone roads here, rutted, half-flooded tracks and paths link most villages, all but impossible to navigate except in the relatively dry summer months. At times, the mud itself seems to be a living thing, clawing at the legs of the weak and dragging them to a suffocating death. Slavian villages are in a constant state of disrepair, for good stone and wood is hard to come by for most of its impoverished inhabitants. All, however, have barred or boarded windows and heavy doors to keep out the night's predators. Crude fetishes and charms of a dozen gods hang on every lintel and frame. The villagers daub symbols of protection on their doors with pig's blood, to guard against the unnatural horrors of this frightful land.

    PLACES OF NOTE
    Orlokgrad (Former Capital City): This gloomy city is the largest in Slavia, located on the coast and home to the ruling Von Orloks. Initially held by Konrad Von Orlok during the civil war the city was sacked and Konrad forced to flee by Letho in the months preceding the battle of the Red Dawn.
    The Wolfsmaw Mountains: These mighty snowcapped peaks mark the eastern border of Slavia's domain.
    The Vogorr River: This mighty river is a natural barrier that marks Slavia's border with Shamaran and Aerok. Due to its depth and dangerous currents it can only be safely forded in three strategic locations, one on the Aerok border and two on the Shamaran.
    "Last Post" (Trading Post): This small trading hub is located where mutual borders of Slavia, Shamaran and Aerok meet. Despite being terrifyingly grim by any other nation's more progressive standards, this small village is probably the most cosmopolitan in Slavia thanks to the foreign traders that constantly pass through it. It has once been described as "the place to go in Slavia if you don't want to go to Slavia".
    Hel Fenn (Trading Post): This mining town is a vital trade hub for the ores that are extracted from the Wolfsmaw Mountains.
    Mortgard (Capital, Trading Post): This port town is has one of the few safe harbors on Slavia's dangerous coastline making comparatively wealthy in the region. It is known for its large lighthouse, built long before Slavia split from Shamaran. Following the battle of the Red Dawn Mortgard was declared as the new capital for the Goth faction. The image of a lighthouse served as a symbol of the rebellion and now acts as a seal for the newly minted capital city.
    Kurlberg (Religious Centre: Gothic Shishiyan): On the outskirts of this minor village lies the Shine of Saint Lyra, a simple statue dedicated to one of the few divine figures unique to Gothic Shishiyanism. When a young peasant girl, renowned for her skills in the arts of herbology and healing, refused the advances of a corrupt priest she was sentenced to burn as witch. However, legend has it though that when the time came the flames did not burn the girl and she was protected by divine mandate. The repentant villagers, horrified by their cowardly compliance in her attempted execution, instead burned the priest in her place. Lyra as she was known, was from that day forward revered by many local Slavians as a saint and spiritual healer. The Orthodox Shishiyan church stated that although they don't condone Slavia's backwards tradition of witch burning, the fact that an accused witch survived being set on fire through supernatural means probably means that she was actually just a witch and defiantly not a holy saint. Like nearly everything optimistic in this grim land, Lyra's tale ended in tragedy. Just a year after her supposed miracle, the young woman was found by pilgrims defiled and butchered in her isolated cottage by what was assumed to be vampires.
    Morrfenn (Religious Centre: Occult/Heresy): Rumour has it that it is on the marshland outskirts of this town that the Claimant Princes of Shamaran's army meet its mysterious demise over two hundred years ago. The region is also infamous for its cannibals.
    Verhungern (Religious Centre: Orthodox Shishiyan):Formerly infamous for the "Hag's Grove" that existed in its surrounding woodlands and served as a mecca for witches, sinister pagans and other unsavory sorts Verhungern was converted to Orthodox Shishiyanism by the Patriarch of Kanna under the order of the Archpatriarch of Salendera. The Hag’s Grove was found and destroyed and the occult tomes and rituals were confiscated.


    Spoiler: Resources
    Show

    Slavians have long been forced to labor in the iron mines of the Wolfsmaw mountains in service to the lords of the region and their militaristic and economic interests. With the collapse of the old regime many now refuse to enter the mines and most recognize the need to adapt Slavia’s economy to its new reality. For now though reserve iron is still available for use or sell.

    For the poor peasants of Slavia everything is in short supply. With the power removed from the aristocracy the demands of the people for food, specifically meat become paramount. The horses of the aristocracy will do, but many would prefer a less lean source of meat.


    Spoiler: Religion
    Show

    Beset by unnatural evils and constant hardship, the down trodden inhabitants of Slavia find what solace they can in faith. If you were to ask the common peasant he would fervently assert that he and his kin worship as pious Orthodox Shishiyans, however theological scholars see enough unique regional discrepancies to classify the faith in Slavia as a subsect known as Gothic Shishiyan. The main differences this Gothic Shishiyan has from mainstream practices is that Shishiyan priests rarely conform to a strict hierarchy, having instead adopted a more decentralized organizational structure. This pragmatic adaptation came in response to Slavia's insular communities and the resistance by noble families towards a rival institution of authority.

    This disseminated approach served the Church’s representatives well in responding to the peasant uprising and allowed consolidation of power into the Church’s hands for it was their Shishiyan faith and opposition to the monstrous evils of the Beast that united them against the Von Orloks. The overthrowing of the old regime has seen a great boost in Church power and authority within the region noticeable even to the outside world given Patriarch Dimitri Yidev’s regency.

    A lack strict over sight from the church has meant that many outsiders see Slavia as haven for heretics, heathens, cultists and those curious in witchcraft. Whilst such folk wander the gloomy countryside or dwell in isolated conclaves, they rarely receive a warm welcome in the suspicious and devout townships. The populaces of Slavia’s villages have a habit of driving out perceived evils from their sheltered hamlets, a habit that culminated in their uprising against the Von Orloks. Witch burnings have begun to be replaced with vampire beheadings, though its victims range from the genuinely monstrous creature of the night to innocents falsely accused of consorting with a vampire.
    Thanks Gengy for the avatar!

  15. - Top - End - #45
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
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    Default Re: Empire3! Lands of Celessa

    Lohikaermaa
    Kaermaklannen (The Dragon Clans)
    Region 78

    Spoiler: Ruler
    Show
    Milja Aenu Aapeli Lokindras, The Dragon's Daughter

    Diplomacy: 5
    Economy: 5
    Faith: 1
    Military: 9
    Intrigue: 1

    Rolls:
    Initial set
    Rerolls
    +1 to Diplomacy and Military


    Spoiler: History & Government
    Show
    The dragon clans have a long and storied history of violence amongst themselve; their feuding was almost synonymous with their culture. They also have history of trade, exploration, and intermarriage with other peoples almost as rich. But they have never been united; they are known for being as fierce and territorial as the dragons they seek to emulate. Over the last few years, however, that has changed. With the increase in the wyvern population, and difficulties raiding for food in the tense military climate to the South, the clans turned on each other. One chieftess, though, refused to simply burn and pillage as warfare among clans so often goes. Milja Aenu Aapeli Lokindras, she who calls herself Dragon’s Daughter, took oaths of loyalty, sealed with dragon fire, from each clan she defeated instead. Blessed with eyes the color of rubies, and the dragon’s mark written across her skin in glittering crimson and gold, greater than any other Dragonsired. Her personal wyverns, Hengys and Haukata, are said to be as large as bears. Legend aside, each of the nine remaining dragon clans now owe fealty to the Dragon’s Daughter, who has become queen of Lohikaermaa, and of the dragon clans, turning her attention outwards only recently.


    Spoiler: Terrain
    Show
    Lohikaermaa is a broken land, of frigid mountain peaks and fertile vales. Taiga covers much of the landscape, and snow coats the ground for five months or more each year. Even the coastline is broken, as the sea cuts into the land. Long parallel mountain chains, originating in the Kiltari Mountains, stretch from the southwest; there are five distinct mountain chains, known collectively as the Maenhampat, or Earth’s Teeth, whose height and breadth dwindle as the near the sea, until a region of relatively even land, just by the coast, can be found. Swiftly, however, this gives ways to the rocky fjords that serve as summer homes for the wyverns native to the region. The river valleys are fertile and forested, though cold, rocky and ill-suited for crop farming. Instead, large, shaggy beasts of burden known as Jaks graze along the mountain-sides where grass can grow, and the inhabitants hunt the wild game that can be found in the taiga alongside the river’s banks during spring, when the snow melts and the land is bountiful.
    Shielded by the Medved peninsula, the Varaanlahti, or Wyvern’s Bay, to the north of Lokihaermaa, is relatively calm for most of the year, and fish, along with their predators, migrate seasonally; the sight of wyverns diving for their meal is what gives the waters their name.


    Spoiler: People
    Show
    Though distantly related to the Bearmen of Medved who are their nearest neighbors, the people of Lohikaermaa hold themselves apart, and their language bears little resemblance to either that of Medved, or the Highlanders of Mi’vara to their south. The Dragonkin, or Kaermalet, are the most populous of the peoples to inhabit Lohikaermaa, and a Kaermalet man typically stands between 195cm(6’4”) and 220(7’2”) cm, stoutly built; the tallest find their ancestry in the highest reaches of the mountains and the Strongmen who migrated there so long ago, while the shortest live nearest the sea, where the most trade with the Highmen of Medved occurs. The women are no shorter, though with less variation; very few Kaermalet women are less than 200 cm. This, as any Kaermalet will tell you, is proof of their draconic ancestry. Somewhat more telling, however, are the bright streaks of pigmentation on much of the population’s naturally dark skin and fair hair, the color of these streaks ranging between crimson and gold through to silver. Some few are born with eyes the color of metal(typically bronze or silver, though gold isn’t unheard of); often taller and more driven than their peers, they are know as Dragonsired, and it is believed that they are the Great Dragon showing his blessing in the mortal world. It is for this reason that many of the shamans and chieftains in Lohikaermaa are Dragonsired.

    In addition to the Kaermalet, minorities of Strongmen, Shortmen, and Highlanders live in the south and east of Lohikaermaa, and those from Solmarest will very occasionally cross the mountains and settle in the higher valleys.

    Fishing, hunting, and herding supplement the meager farming there is to be had, and most Lohikaermaans make a living at least in part by trade; furs, jak wool, lumber, and the metals within the mountains all make valuable good with which to trade for grain, clothing, and other commodities. Raiding is common along the coast, however, and with wyverns so often accompanying war parties, homes are made of stone whenever possible to avoid having them burnt to the ground; often, they are built into cliffs and mountainside to prevent snow from piling up and collapsing the roof.


    Spoiler: Resources
    Show
    Through Lokihaermaa's history, the region has always been known for one thing above all others; wyverns. Flying, scaled beasts that have more in common with birds of prey than the reptiles they resemble, capable of spitting fire, lesser relatives of dragons, and handled only by the Kaermalet or their descendants. If wyverns are willing to accept others as a master, it has yet to occur. Instead, wyvern handlers would travel with their charges when hired out to foreigners.
    Though the Dragonkin have numerous other goods with which to trade, and often do, none of it is in sufficient quantity or exotic enough quality to attract large scale investments in the way wyverns do. Used in hunting and warfare in a similar fashion to dogs or falcons in other cultures, wyverns are intelligent, powerful, and vicious when taking down prey. Though they bond for life, wyvern handlers must still be cautious, as the creatures can still take off fingers or hands with a bite. In addition to direct use and handling, mature wyverns may be 'milked’ for the substance they spit and ignite, known as wyvern bile. Viscous, mildly corrosive, and highly flammable, the substance has a number of more esoteric properties only accessible via refinement, but the most common use is as a weapon, as it’s adhesiveness and resilient flame make it a horrific means of killing. At the present time, and for the last eighty years, the Kaermalet have refused direct sale to outsiders, as the. Instead, the people of Lohikaermaa sell the wyvern’s bile by the barrel.

    While raids bring precious gold, textiles, and beasts, the true purpose, and need for them is in food. Lokihaermaa is not a land hospitable to agriculture, and feeding both house and hold without grain is a difficult task. Lokihaermaa requires a constant influx of grain and foodstuffs to feed its populace without ruining the herds they rely on for trade and clothing.

    Wyverns are bred in three broad regions within Lokihaermaa:
    Lowlands (minor)
    Valleys (major) (owned)
    Fjords (great)


    Spoiler: Religion
    Show
    The Kaermaletti belief system revolves around dragons, which they revere. Dragon worship and paganism still holds sway over much of the populace, though a unique branch of the Shishiyan church has recently been gaining ground in the areas where trade with the Bearmen is most frequent. Draconic Shishiyanism holds that the true Chosen of the Exalted is the Great Dragon, and that when they return from the north, they shall bring with them an army of dragons to sweep the world in cleansing fire, driving away the Enemy forevermore. It does not, however, make much mention of Ananda, and so resembles Kunism more closely than it does the more orthodox Shishiyan sects.

    Lohikaer Laannak: The Dragonmount (Draconic Pagan): An ancient fortress built into the side of a mountain, the Dragonmount has served as a center for shamans and chiefs to gather for generations; now it is being rebuilt to serve as a new fortress for the Kaermalet, as their new queen believes it may be needed soon.

    Saal Polttav: The Burning Hall (Draconic Pagan): According to Kaermaletti legend, the roaring central fire withon this great stone temple, built in the shape of a dragon’s skull, has never been put out, and will burn eternal while dragons are friends of men. Situated on a large hill top in the far north of the region, it is likely the most sacred site to the dragon worshippers within Lohikaermaa.

    Jokjeli: Rivertongue (Draconic Shishiyan): The largest coastal settlement in Lohikaermaa, and a bustling trade center, the town is centered around a river delta split by a large, vaguely triangular island, on which a shrine has been built. Once purely dedicated to dragons, it now stands as a place to praise the Exalted and his Chosen, in addition to his manifestations in the form of dragons.
    Last edited by Rolepgeek; 2017-06-05 at 01:30 PM.

  16. - Top - End - #46
    Halfling in the Playground
    Join Date
    Dec 2016
    Location
    ???

    Default Re: Empire3! Lands of Celessa

    Kingdom Name:
    Dragonborn Dominion


    -Region:(77)
    called Platzhalter

    Spoiler: Resources/Trade posts
    Show
    Primary Resource:
    -Extremely Voluminous Coal

    -needed resource:
    Metals (especially practical metals)

    The Dominion has long possessed access to such volumes of coal that it has proven to be a regional hazard. Fire from the coal mines can last basically indefinitely if left unchecked & untended, and can render regions uninhabitable. People have, on occasion, built houses on top of great volumes of coal, only to discover this fact to the tune of great disaster when attempting to dig out deep cellars. In an attempt to marginalize the ever-present threat of such disasters, legislation has been written describing in detail the necessary procedures to be taken prior to construction, so that the proper authorities are aware & ready to handle any incident.

    As such the natural development was for the Dominion to begin burning coal en mass, almost anywhere & everywhere a fire might be desired. Smog is commonplace, rising in huge plumes from forges, smokestacks, lighthouses, even ‘candles’ which are just coal dust burners.

    due to their extreme abundance of coal, smelting is done whenever possible. Therefore, they have great desire & need for metals, the staple of many of their industries.

    Trade post 1: Capital Coal Guild (Dragonborn Dominion)

    This guild is less so responsible for coal mines than it is organizing workers, caravans, and other logistical factors of moving & processing coal. It is the main religious center for coal miners, giving it significant latent influence. It holds maps for the internal distribution of coal throughout the Dominion from major coal harvesting hubs, and is also technically responsible for handling the coal trade. As a result of its control of administration of coal resources in the Dominion, however, it garners significant access to the resource itself.

    Trade post 2: Southern Mines (unowned)

    This is a loose network, consisting of several quarries in the southern portion of Platzhalter.

    Trade post 3: Northern Mines (unowned)

    This is a loose network, consisting of several quarries in the northern portion of Platzhalter.


    Spoiler: Geography
    Show
    The Dragonborn Dominion rests within a series of very small rolling hills, its towns and villages relatively hidden by the slopes. Of course, there are coal mines, though a population can only find so many uses for coal, so it is not a dominating feature of the landscape, though it is very common to find deep trenches & quarries dotted across the landscape, with the vegetation near them stripped to a safe distance, and a mining outpost set a safer distance away.

    It is also common to see mines for various metals & stones, anything & everything which can be smelted. Commonly, great clouds of smog cover the sky, or settle to the ground in winter, in addition to the smoke from forest fires, which are fairly common due to excess coal exposure. Even if this smog isn’t necessarily disastrous to their environment, it does make life much less pleasant for species other than the dragonborn, a concern they do not need to share.


    Spoiler: People
    Show
    The population of the dominion consists entirely of dragonborn, a humanoid species very similar to humans except that they feature draconian eyes. Peculiarly, all members of this species, whether direct descendents of seemingly purebred couples, or possessed of extremely distant familial connections, live to be exactly eighty years of age, assuming they are not killed or die of extremely unhealthy habits such as a diet of pure grease. Up until the age of exactly 80 their body is just about as healthy as it was decades ago. This feature means that some rulers take great steps to plan for their death, and also that much of the population is blessed with great foresight regarding their financial plans for retirement.

    Also, though this is fairly rare, a dragonborn will occasionally develop fine black scales along their hands. Generally this is seen as a sign of good fortune, but legally no preferential treatment is given to this population.


    Spoiler: recent history
    Show
    Until recently the Dragonborn Dominion has seen fit to remain in obscurity, occupied primarily in mines & mining, gathering stores of metal for use in construction, weapons & armor, and various other domestic products. Their previous three rulers believed in practicing isolationist policies, either for developing domestic infrastructure, or for defensive purposes, or simply on principle that the outside world wasn’t worth approaching. So, for this reason the Dominion effectively ceased to exist for over 120 years, each of the three rulers lasting for their full 80 years before passing. Even before this, the Dominion was a largely stagnant body which had no particular ambitions beyond tending the borders of its territory, lending even moreso to its isolation.

    However, the most recent ruler, Pat the Ambiguous, has slowly reversed their stance on foreign relations. In light of the decreasing mineral content of the nation, it seemed clear the nation could not survive without expanding into more mineral rich territory, trading for new minerals, or simply exporting coal to provide for the general needs of the nation. So, in their Majesties greatly increasing senility, the beloved Doge of the royal court, a peculiar breed of dog native to the region, was selected as the next emperor. Pat believed that Doge adhered most loyally to their views, and was the only one suitable for the position of ruler. Pat also refused to select three advisors in addition to the Doge, for fear that they would corrupt his mind in the critical years to come.

    This was done to the great protestation of the court, who had been swayed by Pat the Ambiguous, and now felt that it was best to look outside the Dominion for their future. The whole of the court respected greatly the wisdom of their ruler, but felt that (in an official statement) ‘the motives of the Doge would not be in alignment with the needs of the Dominion, and could lead to ruin.’ In reality, of course, they knew that the Doge, though an adorable and loyal pet, was for a number of reasons a wholesomely incapable ruler, not the least of which being that they were a dog.

    So, in the last major decision of ruler Pats career, they agreed upon a compromise. In addition to electing Doge as ruler, Pat selected a ‘royal interpreter’, who would study the wisdoms & words of the Doge in order that the Dominion might adhere more effectively to his rulings. And in truth, it was not much to the surprise of the court that, exactly 3 years after the death of Pat, the royal interpreter declared that the Doge had selected the royal interpreter himself to be the next emperor.


    Spoiler: Ruling Class
    Show
    The Dragonborn Dominion consists of a government with many roles, positions, and departments, all dedicated to running various aspects of various regions of the government. Together, all these departments are capable of efficiently running the Dominion themselves, without any intervention.

    However, that is not to say that the Dominion does not have an Emperor, or more simply put a ruler. They are not essential to the running of the Dominion, but it is commonly held amongst the Dragonborn that a ruler must define the greater purpose & direction of the Dominion, and hold them to that course to see their aims fulfilled.

    New rulers are selected by the current ruler. The ruler must serve in government, and must come forward to be accepted to the position. Alongside a future ruler are 3 advisors, who work in conjunction with the ruler and serve as a default replacement should the emperor die before selecting new advisors & a ruler.

    Generally rulers write wisdoms obtained through the course of their lifetime, for the benefit of new rulers. In this way the skills of previous emperors can be passed down to their successors. These wisdoms are a collection of journals & notes on the current state of the Dominion & the world, as well as more philosophical practical texts on the best way to rule a nation. When an emperor selects a new emperor & advisors, they take them into counsel to personally ensure they are taught these wisdoms.

    Should the current emperor die, and then all their successors die, and no more officially appointed rulers remain, the Dominion undergoes a vote amongst all persons of government to select a new ruler & three advisors. This process generally takes ⅗ of the empires effort & focus, as it is a time of some contention amongst the population.


    Spoiler: Faith
    Show
    The Dragonborn Dominion hosts a number of independent pagan religions linked to their various industries, and the environments around them. A god of steel & smog, a god of harvest, god of the sea, etc. These gods are divided into two groups: gods of civilization, order, and industry, or gods of nature. Gods of the former are generally ‘benevolent’, said to embody & uphold all that is strong in the Empire, and gods of the latter are more the chaotic neutral style. Because this religion is so empire centric, the dragonborn generally see no reason to actively spread these ideas and principles anywhere outside the Empire itself, but the markets & industries of the empire are fairly vested in ensuring that their specific gods are properly recognized amongst themselves, including in markets which the Empire expands into.

    This collection of faiths does not generally have a large, dedicated infrastructure of worship. Instead, idols, symbolism, & small shrines are permeated throughout a region very thoroughly, in homes, businesses, streets, and the open terrain. In a conquered area, the conversion, or reconversion, starts in places of business which are natural congregations of people, then spread through streets and other public infrastructure, and ends in the homes of the population. However, for the purpose of conducting this difficult & time consuming process, priests of the faith congregate in Holy Guilds, constructing tokens & preaching faith to the unconverted, or spreading it in writing through the aforementioned tokens.

    This pantheon is referred to as Imperial Doctrinism, referring to the Imperial Doctrine which is an amalgamation of their religious beliefs.

    Holy Center 1: Guild of Faith (capital), Imperial Doctrinism

    Holy Center 2: Guild of Faith (South), Imperial Doctrinism

    Holy Center 3: Guild of Faith (North), Imperial Doctrinism

  17. - Top - End - #47
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
    Male

    Default Re: Empire3! Lands of Celessa

    NPC Regions

    Gobsfull

    Region 58

    Spoiler: Goblin Kings
    Show

    Current:
    Spoiler: Bamber; 1035 - present
    Show

    D1
    M5
    E1
    I3
    F1


    Assisted by "Uncle" Han and "Aunt" Hildy.

    Past:
    Spoiler: Floyd the Harper; Reigned 1020-1034
    Show

    Original Rolls
    1 Diplomacy
    3 Military
    5 Economy
    4 Intrigue
    1 Faith



    Spoiler: Terrain
    Show

    So named because the huge stretches of arable land promised the early inhabitants that their “little gobs(mouths) would be stuffed full for all your days and your babes days and so on forever and such”.

    Most of it is breathtakingly nondescript. Pasture after pasture full of goblins herding trolls tending to various grains and vegetables. Now and then one finds a massive haphazardly cobbled barn or storage silo to make one stop and gawk with wonder how long it's managed to stand on its own power. Perhaps it doesn't stand so much as fall over in every direction at once, forever. Which you might suppose works just a well boring old 'standing'.

    To your horror you find that all the cities and towns (locally called warrens) are built in the same way, with roads and alleys twisting crazily into the distance. The three largest of these abominations being Bigguest'hat City (home of the kings palace and neighbouring Downriver Warren which is home to the nation's spiritual center), Fandorgorph Crossroads (wherein nearly every standing structure at least doubles as a storefront), and Blood Port (don't ask about pirates, there are no pirates here just humble fishermen who are clumsy, ha ha, not battle scars at all because there are no pirates here back away nice and slow).

    Toward the center of the region is a vast, terrifying sinkhole that yawns unwholesome into unfathomable and almost certainly unholy depths. It's a pretty big tourist draw. You can buy knickknacks to throw into it if you like. It's sort of, just, the thing to do.


    Spoiler: People
    Show

    Like neighboring Jauder, the overwhelming majority of the population are Goblins.
    Spoiler: Goblins
    Show


    Goblins are perhaps the physically smallest race of people in all Celessa. Averaging around three and a half feet tall, to an upper limit of four feet in the case of the comparatively larger female half of their population. Their heads are proportionally larger then in most humanoids, and their arms are somewhat elongated allowing for a greater ease of transitioning freely back and forth between bipedal and quadrupedal movement.

    Their noses are broad, stubby, snout-like, and extremely sensitive. A goblin can typically identify specific people and animals based on lingering scent alone. Needless to say this grants them a significant advantage in hunting, tracking, and scavenging. They unfortunately pay a price for this in terms of a less then ideal visual acuity. They can't make out fine details, only just able to read standard sized text, and can't easily distinguish between the colors red and green.

    Their ears are long, pointed, and capable of wiggling, perking, and folding expressively. Their skin and hair are a spectrum of dull green, occasionally with darker freckles, which tends to allow them to blend in well with swampy and deep forest environments.

    Goblin mothers typically give birth to litters of three or so, and it's extremely rare to come across an adult goblin woman who isn't in some stage of pregnancy. This is necessary to maintain their population, as goblins are remarkable in the tragic brevity of their individual lifespans. The oldest goblin on credible record lived to be a profoundly geriatric 32 years old, with most reaching only a little over half that, primarily do to accident or violence.

    Goblin sociology and psychology are highly bizarre by most standards, most likely due in large part to what might be an instinctive frenzied struggle to accomplish as much as possible within such a small window of existence.

    This can take the form of hoarding behaviors, spontaneous outbursts of violence, compulsive tinkering, and many other manic disorders, usually defined by their local cultural filter. In this way goblin societies often tend to become a sort of unintentional twisted parody of their nearest non-goblin neighbors.

    Historically, in the distant and ill remembered past before Ananda, goblins existed almost exclusively in the shadow of larger races. Living symbiotically (or more often parasitically) under the cracks and floorboards, or perhaps out on the thresholds, of other race's settlements and cities. These days goblin-kind stands on its own within at least two countries, but that isn't to say there aren't still some communities living as sapient vermin in the depths of other lands.

    Perhaps the greatest asset of goblin-kind is their unusual, perhaps even frighting, capacity for spontaneous collaboration among large groups of themselves. Without discussion or prior planning, goblins are known to work with each other with sudden and alarming synchronicity to achieve mutual goals as they appear. Under panic conditions an intuitive consensus frequently seems to emerge among throngs of goblins. The exact means by which this works is not fully understood by scholarship, but it's an edge the allows the species to remain competitive with larger peoples.

    History supports and disputes in equal measure Gobsfull's claim to being the first great civilization of Goblins in Celessa. Never the less, the kingdom's founding charter as (disputably) ratified by the Grand Mahangar of that age bestows on the Goblin King right to rule not only the land, but all goblinkind. Though no Goblin King has ever yet attempted to exert this supposed privilege outside Gobsfull's borders.

    Gobsfull's core cultural concern is an unusual breed of mercantilism, followed closely by an intimately related hedonism. The nation's economic policy has been described fairly as “a war waged on all sides with the goal of unending stalemate, to the benefit of all involved parties”. Rather then attempting to dam and levy the flow of commerce in an effort to pool resources into a monopolized static reserve, like a sane people might do, the merchants of Gobsfull take a feverish pride in maximized turnover above profit, or so goes the stereotype.

    As an extension of this, the Gobsfullin tend to prefer direct barter of goods for other goods over a simple exchange of currency wherever possible. The sorts of goods and services traded in this way have an exotic history, but none more so then in the case of purchasing non-goblin infants and toddlers. The subjects of these transactions of known as “changelings”.

    Due to the incredibly brief lifespan of individual goblins, households (usually called “dens”) find it advantageous to maintain a personal adviser who can easily maintain a handful of generations worth of memories at once. Any sufficiently large den is expected to own at least one changeling, and to do otherwise constitutes something of a humiliation.

    Despite being technically slaves, changelings are, with few exceptions, always valued and included members of their respective dens, and wield significant subtle power over their own adoptive keepers. For this reason changelings are almost always highly resistant, and frankly resentful, of attempted rescues by members of their own race or blood relations. Many an epic poem has recounted a changeling's heroic journey back to their family's den after suffering a well intentioned kidnapping to their land of origin.

    Goblin fashion is appalling. By most measurements, any reasonably objective measures of taste and sophistication, simply appalling. Regarding clothing; asymmetry, crude stitching, and patchworks of wildly clashing materials and colors are common themes. Tattoos, piercings, braids, rings on each finger, ribbons, necklaces strung with baubles, bracelets, anklets, mixed belts, and of course, absurd hats are common among all social strata. Back mounted banners and pennants pass in and out of vogue every so often.


    Spoiler: Government
    Show

    Largely incomprehensible to a non-goblin mind and seeming to varying wildly from one warren (town) to the next, the single meaningful constant is the prevailing position and importance of the Goblin King over it all. Who is, perhaps, for that reason, never an actual goblin themself.

    The Goblin King is born from a loose linage of changelings, frequently supplemented by babies purchased from the royal bloodlines of other nations. The Goblin King is raised communally by the royal court. The size, membership content, and rules of succession among the royal court itself are seemingly quite fluid and the subject of multi-volume of manuscripts attempting to attain a baseline of understanding of its workings.


    Spoiler: Resource
    Show

    -Trolls [Great]
    Trolls are utilized by goblins as household pets and beasts of burden. They come in a variety of breeds, with associated sizes, shapes, fur length, and coloration specialized to different tasks, but they're all humanoids with proportionally small heads, short legs, thick torsos, and enormous hands and forearms. They stand at heights ranging from a little under six feet up to nearly seven feet. Most of their bodies are usually covered with short soft fur, generally excepting their face, neck, chest, and padded soles of their hands and feet. The hair on their heads and forearms tends to be longer and fluffier

    It's not strictly fair to call trolls slaves, though it's a certainly a fair first impression. They're similar to domesticated dogs in both intelligence and temperament. Though technically capable of speech, they have no true facility with language, expressing themselves though a jumble of limited vocabulary at best, but more commonly just monosyllabic grunts simple gestures. Example; “Urrh, Eat-drink treat! Give bread give. Bread. Mmmh, mmmh! Me, me good give!”.

    Mistreatment of trolls is certainly not unheard of in goblin society, but it is strongly looked down on, if not outright illegal in some of the more well to do warrens. It's a common trope in goblin stories to quickly establish a character as a villain by depicting them being purposefully cruel to a troll.

    Requirement: Food
    Though the country was originally named for the abundance of its crops, the wild growth in the popularity of Troll husbandry in recent decades has dwindled the usable supply of grain for the general populace.

    To Quote the late Goblin King Abergef, “We use trolls to produce, churn, and spread the compost, to til the soil, and to haul the harvest once reaped... Damn it, might as well leave them the final task of gobbling it all up along the way”.

    Trading Hubs
    Bigguest'hat City [Control: Gobsfell]
    Fandorgorph Crossroads [Control: None]
    Blood Port [Control: None]


    Spoiler: Faith
    Show

    The official state religion of Gobsfull is thoroughly orthodox Shishiyan, or at least makes a strong effort at trying to be. For hundreds of years the court of the Goblin King has reserved a seat of high importance for their resident Achar. However, in the view of the church's internal politics, being commissioned Achar of Gobsfull by the eastern Mahangar has traditionally been regarded as either a form of hazing, a cruel joke, or an implicit punishment.

    It's a subject of intense debate as to whether Gobsfull's reputation as a seething cauldron of ecclesiastic degeneracy is due to something innate in the people, or its historic use as a dumping ground for ignoble careers in the church since time immemorial. Achars and Destars who've fallen out of favor, but who for whatever reason don't warrant outright disconnection or exile, almost inevitably find a home in Gobsfull.

    From time to time a particularly zealous priest in high standing will volunteer for assignment in Gobsfull, imagining they'll be able to reverse the age old trends and redeem the realm. Without exception these brave souls have all eventually succumbed to madness or apathy.

    At the level of Mobars and Hebars, temple services are frequently conducted as profoundly licentiousness affairs. There's nothing technically heretical about Gobsfull's obeisances to scripture and church tradition, but only technically. For everything a hidebound visiting outsider might find exception to, a Gobsfull priest has a record of indisputable precedent explaining and excusing it.

    The devotions range from, at best, direct readings from scripture in what might be perceived as an irreverent tone for a giggling congregation, down to showings of secular theater performances tenuously claiming a pious theme, and drunken choir recitals repeatedly toasting Ananda and the Chosen's glory to excess, claiming it as a sacrament.

    However, despite all of this, Gobsfull is more or less flawless in its record of consistent and appropriate tithing back to mother church. Perhaps for this reason alone the Mahangar traditionally turns a blind eye to it all. The common reasoning going something along the lines that, while surely no new Exalts will rise from the souls of this lowly place, their loyalty and practical support of Ananda's legacy has proven consistent and unwavering, and for all their faults they can be counted on to stand with The Chosen when that holy day arrives.

    Spoiler: The Hidden Truth
    Show
    There's nothing accidental about the apparent “stupidity and incompetence” of Gobsfull's clergy.

    While Gadists believe that the Shishiyan church is an instrument of The Beast, and Niskists believe the mortal world is a creation of the Enemy, the Vuadanists of Gobsfull agree with both, but see these things as a positive.

    Vuadanism holds that the so called “Enemy” described by Ananda and those who came before them is the all powerful beneficent creator god of the universe. The Exalted and their Chosen are in rebellion against the True God, and so are the cause of all the world's suffering. The Beast will come as a great redeemer, a final punishment upon those who have turned their hearts and minds away from the calling of the True God.

    It is their belief that the True God made the world as a paradise, which was then steadily brought to ruin by mortal ambition. Craving to break perfection to match their own petty whims, they stole the True God's secret words and called it magic. With magic, morals became “Exalted” and created every harm and evil that ever existed. Goblins the descendants of those who would not betray the Creator, and so were cursed and trampled forever, as the True God was driven into exile from the world of their own making.

    As such it's the holy mission of Vuadanists to make the world ready for the arrival of The Beast, corrupting the Shishiya Church where possible from the inside out, and spreading its lesser sects into further and further subdivisions and pointless exhausting wars. Until the world is ready to be made right again.

    The Achar of Gobsfull is only sometimes a knowing Vuadanist. Vuadanists are highly selective with those they approach with the truth. Instead they prefer to make agents out of common hypocrites. Appealing to their pawn's sense of self-interest, Vaudanists use what they see as the inherent corruption of lesser faiths toward holy ends.


    Downriver Super Big Holytalker Den: {Orthodox Shishiyan}
    The largest temple in the region, and perhaps even outscaling those in neighboring regions. It consists primarily of a vast and intensely gaudy amphitheatre. The interior offices being the official headquarters of the Achar of Gobsfull, but one must pass through the expansive gift shop to reach the entrance.

    Spugg-Spugg's Vault: {Orthodox Shishiyan}
    A massive trap filled labyrinth containing somewhere at its heart a hoard of wondrous treasures, rumored to include among other things, some of the bones of the prophet Ananda. The Spugg-spugg lineage refuses to confirm or deny this, but are more then happy collect fees for aiding the church in hosting services for those who wish to venerate the hypothetical relics from outside.

    The Hole: {Orthodox Shishiyan}
    A sinkhole so vast and deep it is believed by some to lead strait to the realm of The Enemy. Some argue that there are passages in scripture which claim it will be the emergence point of the Beast itself. Pilgrims and holy orders come to pray for the Exalted to smite anything that might come up from it, and or to throw filth and insults down it. After the Laskist invasion in the 1030s, the Hole was occupied by armed Laskist followers led by Meurig the Corsyddian, and became their base of operations. Throwing assassins into the Hole became a standard method of execution during this period. The Laskists were eventually purged from the Hole in 1041.





    Kingdom of Lergetis

    Marzilerget
    Region 54

    Alwayen, Queen of Lergetis (de facto)

    Tomar, King-in-exile (de jure)




    Population: c.1,500,000 in 1041

    Spoiler: Summary
    Show

    Region: 54
    Resource: Beer (Good)
    Religious Centres: Shishiyan, Shishiyan, Open
    Trading posts: Solmarest, Euqeen
    Holy Orders: No


    Spoiler: History and Government
    Show

    Marzilerget is covered by a patchwork of duchies, principalities and free counties. On the eve of the war with Medved they numbered eleven, although following the war three counties were incorporated into the duchy of Guria, bringing the total down to eight.

    In distant antiquity the region fell under the sway of the Mahar empire, during which time a kingdom was established, known as the kingdom of Lergetis. It is doubtful how much control the king ever had over the region, and as the lords of the kingdom steadily increased in power, the office became increasingly powerless. When the royal family eventually fell to extinction, the title passed to a foreign ruler, and eventually the title became little more than a meaningless bauble which the holder would append to their name in order to gain prestige.

    After a bruising war in the early 9th century during which one such titular king attempted to assert rule over the region and died in the process, the leading lords of Marzilerget submitted a petition to the Grand Mahangar to abolish the royal title and put an end to the fiction. The initial response from the Church was to bestow the title upon a favoured candidate from the south and send them north to assert it. This enterprise ended predictably poorly, as the king found it impossible to enforce any sort of authority on the region. Eventually, in a move which saw the Church withdraw their support, he gathered an army of mercenaries and marched on the recalcitrant city of Daron, where he perished.

    The Grand Mahangar belatedly acted on the wishes of the region’s nobles and declared the title of king to have fallen into abeyance. As a compromise, the Church itself became nominal suzerain of the component provinces, though within a few decades all had purchased their independence.

    Since that time, the region has had no central governing authority. The various provinces were as like to make war on each other as on neighbouring regions, although it proved common for them to band together when facing serious foreign invasions. Most recently - and notably - was during the invasion of the region by Boris of Medved, when all the independent lords agreed to place their troops under the singular command of Duke Tomar of Guria. Tomar proved to be a military genius, defeating and capturing Boris and establishing an international reputation for him and his allies, and proving his value soon afterwards when a Skrilling raid attacked the coast and was repulsed by the Duke’s army.

    The alliance proved fragile, however, and many of the lords in the coalition feared that Tomar would use his newfound influence to impose his rule on the whole region. During the ensuing political machinations, open war nearly broke out within the region itself. The charge that Tomar intended to make himself king, intended as a damning accusation, did not land with as much substance as the separatists had hoped, as it seemed many were enthusiastic about such a prospect. The situation was eventually resolved by Tomar’s withdrawal from the coalition along with a number of the free counts, who became his vassals.

    In alienating their most promising military asset, however, the cities of the region soon discovered their error when the fleet of Katau Twelvetoes attacked the coast a few years later. Tomar was overseas, having been captured fighting for Allanar, and in his absence the lords of the region scrambled desperately to find a replacement commander. In a humiliating reversal of their previous stance, the former separatists offered the title of king to Tomar in absentia, in the hope of inspiring the Gurian army to take the lead in defending the region. The plan was partially successful, as the Gurian army did indeed take the field, but despite heroic efforts it was overrun and the region taken by the Skrillings.

    Support for Tomar has only grown in his absence, with all the major lords of the region now privately recognising him as king-in-exile. In the meantime, however, the Skrilling captain Blue Alwayen has had herself crowned Queen, and forced them to bend the knee.

    Despite her title, Alwayen’s government of the region is nearly nonexistent. She apparently has no interest in governing the region and largely leaves the lords to their own administrative business. This has not stopped her and Twelvetoes from collecting swingeing tithes from her new subjects, or shipping an ever-increasing number of citizens off as slaves.

    One source of frustration for the Skrilling captains is that the remnants of the “Boris bonanza”, the enormous ransom paid to Duke Tomar for King Boris, have not been found. Torturing Gurian captains - including Tomar’s nephew Avtandil - has failed to unearth any sign of the hoard. As much as it annoys the Skrillings not to have got their hands on this fortune, it provides a source of hope for the natives, that on Tomar’s return he will be able to fund a war of liberation against their occupiers.


    Spoiler: Sub-regions of Lergetis
    Show

    Duchy of Talar
    Duchy of Hervedi
    Duchy of Guria
    • County of Sarmagalo
    • County of Adjera
    • County of Rachoni

    Principality of Ispiri
    Principality of Kevja
    County of Arzane
    County of Terberan
    County of Algori

    Hervedi
    Traditionally one of the most powerful provinces in the region, it has been ruled since time immemorial by the tal Hervedi dynasty, who consider themselves the oldest family in the region, tracing their origins back to the ancient Chiven. They have traditionally been one of the loudest opponents to the centralisation of power, which many consider is because they consider themselves the rightful rulers of the region. However, it has been in decline for decades if not centuries, as the ancient city of Marneula at its heart has struggled to retain commercial importance.

    Arzane
    Established around the ancient imperial fortress of Samesike, Arzane later became the personal fief of the king of Lergetis. While for centuries this ensured its prosperity, following the abolition of the monarchy it suffered more than most and was frequently used as a pawn in political manoeuvrings between powers both within and without the region. It was the last province to gain full independence, buying its freedom from the Church only in 924.


    Spoiler: Terrain
    Show

    Marzilerget is a relatively verdant region of low hills and wide plains, watered by a number of small rivers, and it is from these waterways that the region takes its name. In the south-eastern corner of the region the hills become a little higher, rising into the mountains of Saralyn, the one major natural border with a neighbouring region. The absence of major topographical features to define the region’s extent to east and west has contributed to its lack of unity over the years and the influx of peoples from neighbouring regions.

    Historically, large parts of the region were fenland, and projects have been underway for centuries to clear the fens and turn the land over to farming. Although the soil in the region is mostly good, the winters are cold, so most of the land has had to be given over to farming and grazing in order to see the people through the lean months. Despite this, the region has a relatively sizeable and growing urban character, distributed among a handful of major cities and several dozen towns of varying size, to the extent that only the most remote settlements do not have convenient access to a city or market town.

    Especially in the north, the region also has a reputation for its winds, which howl down from the sea with almost nothing to stop them from scouring across the region. Over the years, buildings have acquired a particular character and orientation to minimise damage done by the wind and provide maximum protection for their occupants. In northern villages, pentagonal buildings are a curious sight for some foreigners. In larger cities, tales abound of unwary folk who ventured out during a windstorm and were swept up from the street never to be seen again. Although these are mostly old wives’ tales and almost certainly apocryphal, they exercise a certain grip on the imagination. Should someone disappear without explanation, they are said to be “in the wind”.

    The largest city in the region is Talar, which had a population of around 24,000 on the eve of the Skrilling invasion. There is some concern among the burghers of the city that the decision to crown the Duke of Guria as king will lead to a decline for Talar at the expense of the Gurian capital at Ozurga, but these concerns are muted in the face of the much greater threat from the Skrillings themselves.


    Spoiler: People
    Show
    The people of the region are overwhelmingly human, although the region is rather cosmopolitan. Most of the cities have a small but significant population of dwraves and gnomes, while orcs, goblins and the occasional elf are also seen. In very rural areas, there remain a handful of satyrs, though the numbers here, never substantial in recorded history, have been in steady decline for centuries.

    The region is claimed to be the homeland of an indigenous human people called the Chiven, but the population has long since been influenced if not completely subsumed by migration by Eismiirans and Ingeboren, as well as smaller numbers of Highmen and Uisaghenans. As a result, there is little physically to distinguish the people of this region from any of their neighbours, with hair varying between blond and black, eyes of various colours, and a neutral, fair complexion. This does not stop some families claiming to be of “unbroken Ingeborean descent” or the like and pointing to their features to verify it. While descent can sometimes be inferred from a family name, fabricated genealogies to demonstrate these assertions are commonplace.

    The language of the region remains primarily Chiven in construct, but heavily influenced by neighbouring tongues and with large numbers of loanwords. Linguistic differences between cities can be pronounced, with many of them having a distinctive vernacular. As a consequence, the people of Marzilerget communicate largely in the northern trade tongue when travelling within the region itself. Some even like to claim that the northern trade tongue originated in Marzilerget itself.

    The growing merchant class and nobility alike are always keen to show off their wealth and status, and are often dressed in the latest fashions, at least in the cities. Sumptuary laws are in effect in most of the provinces, although the extent to which they are enforced varies, and they have fallen completely into abeyance in areas where the Skrillings have a significant presence.

    Although projects to clear the fens are progressing, the high water table in parts of the region make it impractical to build many large roads, and so much commerce takes place by water. In the remaining wetlands, people commonly use punts to move about, and it is said there are more boatmen in the region than there are horsemen. Certainly by international standards it is a pedestrian society. Horses are widely used for their labour, of course, and to keep the rich out of the squalour of city streets, but for cross-country travel it is often easier to venture on foot or by boat, even for the nobility. Falconry is the most popular form of hunting, as chasing quarry on horseback is often impractical, and there is relatively little in the way of a cavalry tradition among the region’s armed forces.


    Spoiler: Religion
    Show

    The Shishiyan Church is dominant in the region, although there is some variation by province. As with secular rule, there is no one central religious authority, which has helped lead to a degree of diversity. The western provinces fall largely within the purview of the Achar of Criesanl, while the rest of the region’s religious needs are at least nominally catered by the Achar based at Daron. In reality, local destars have a great deal of autonomy and so do the region’s secular lords.

    In this environment perhaps it was inevitable that Laskism should take hold in at least some quarters. Although the region managed to survive the worst excesses of the wars, the Destar of Javaket became a militant follower of the new doctrine and required forcible removal. It seems likely that Laskist-inspired rites are still practised privately in a number of locations across the region, but they are sensible enough not to advertise the fact.

    The Cathedral of Daron is the seat of a patriarch and the centre of religious life in the region. Though perhaps not the equal of great cathedrals elsewhere, the achar had embarked on a project to build a new tower when Boris’s invasion broke out. It is rumoured that the achar was considering lobbying for the Count to become a vassal of Guria in exchange for sufficient cash to finish the tower, but Tomar’s capture in the south and the Skrilling invasion put paid to that. Now the tower stands half-finished, a landmark in the city in itself.

    The Cathedral at Sarmedji holds the distinction of being the largest by area in the region, although it lacks spectacular features which make it remarkable from the outside. Rather like the growing reputation of its sister at Daron, it is more famous for what is missing from it than what is present. Due to a series of disputes with architects, masons’ guilds, loss of funds, and similar matters, the facade of the cathedral has never been completed and remains bare brick across most of its surface. Unlike at Daron, this has now been the case for centuries. Although following vassalisation to Guria there was talk of finally having the facade finished, many now see the incomplete building as noteworthy in itself and oppose attempts to change it.

    The Cathedral at Javaket is architecturally complete, but lacks a major cleric. The last destar in the city converted to militant Laskism, which ultimately resulted in street fighting. Such was the trauma of that struggle (and, for the cynical, the revenues of the vacant seat that now go directly to Daron) that no replacement has yet been appointed, and the cathedral stands empty. While minor priests and laypeople occasionally arrange services there, it stands empty for much of the time. Pressure was growing for the Achar of Daron to recommend a replacement, although with the Skrilling occupation the timing is far from ideal.

    Daron Cathedral - Shishiyan
    Sarmedji Cathedral - Shishiyan
    Javaket Cathedral - Open


    Spoiler: Resources
    Show
    Due to the combination of a relatively high level of urbanisation and the fragmented political nature of the region, there is rarely a surplus of agricultural produce, while most of the goods created in the cities end up being traded internally. The one product for which the region is renowned, however, is its beer. In the late 9th century, the brewers’ guilds of Talar, Ozurga and Javaket agreed to pool their resources and unite into a single entity. Together they proved powerful enough to take over the entire brewing industry of the region. This has allowed them to centralise infrastructure to the extent that the region now regularly produces a sizeable beer surplus even accounting for high demand within the region itself, while also giving the Guild a disproportionate amount of political power. In the years before the restoration of the monarchy it was sometimes said that the true king of the region held court in the Guildhall.


    Spoiler: Ruler(s)
    Show
    Alwayen the Blue, Queen of Lergetis
    D3
    M7
    E3
    I10
    F3

    Born: 1011
    Married: No
    Heir: ??


    Tomar of Guria, King of Lergetis in exile
    D1
    M10
    E2
    I10
    F7

    Born: 1003
    Married: No
    Heir: Avtandil of Guria (nephew)
    Last edited by Aedilred; 2017-04-11 at 06:59 PM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
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    Spoiler: Previous Avatars
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    (by Rain Dragon)

  18. - Top - End - #48
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    Default Re: Empire3! Lands of Celessa

    WIP

    The Highlands of Mi'vara
    Area 12

    Spoiler: Mi'Vara, region 12
    Show

    Spoiler: Geography
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    The northern nation of Mi'vara is a beautiful open vista of rolling plains covered in lush, coarse grass most of the year round. Many a song has been written about the wind sweeping through the grass in an interact and beautiful dance, put in contrast by the slow crawl of the clouds above. It's most interesting natural feature is an area known as the Dragon's Graveyard. Hidden away in the Mi'varan highlands, this roughly two mile area is covered in numerous white granite deposits of varying sizes. The area is named so because the granite boulders are lined up to look like the bones of numerous sleeping dragons.

    Mi'vara is split into two regions. East Mi'vara sits about one to two thousand feet above sea level, and is considered the more habitable area with cool but still enjoyable weather. It tends to have more common seasonal weather, with snow not being an unknown in the winter. Almost all of the trees natively sourced in Mi'vara are from here, and are mostly firs and pines.

    West Mi'vara rises up to an impressive six thousand feet at some of it's more extreme areas, but is in general usually about three to four thousand feet. Rain is common almost all year round, and almost always has at least one snow storm in the winter. The colder climate due to rain and altitude limits the number of people willing to live in the area, restricting it to the native Highlander nomads. Trees rarely grow in the region, as it is simply to cold even in summer to have a good growth period.


    Spoiler: People and Places
    Show

    Mi'vara has two seperate peoples within her borders. Highlanders, the people native to West Mi'vara, are a tall, broad and dark skinned people. They tend to favour horse hide clothing and generally living a nomadic life, following their herds around Mi'vara. Although they are considered the native people, they only make up about one-fifth of the population. The only long term site the Highlanders have is Craig Uchel, a large stone fortress built some eight hundred years ago. Craig Uchel maintains a relatively small population, but is often the location for clan gathers, important weddings and funerals of chieftains. Those that live within Craig Uchel are mostly an assortment of priest and shamans who maintain the teachings Arglwydd Ceffyl, a paganistic belief about the connection between the Highlanders and the animals they live with.

    Those who live in the Eastern region of Mi'vara call themselves Mi'varans. Whilst many can trace ancestry to Highlanders, they have mixed with the people of the neighbouring countries and are no longer true Highlanders. For the most part, they share some of the height and breadth of the Highlanders, but with much fairer skin. Mi'varans have much more standard clothing, but often favour horse hide over the skin of other animals, simply due to the ease of sourcing such material. Much of the Mi'varan architecture is stone, as it stands against the cold and the rain much better than wood. Whilst East Mi'vara has numerous small towns and villages, it has two major cities.

    Giat Cymdogion sits close to the border of <region 3> and <region 14>. It is one of the most multicultural cities in Mi'vara, and is the prime site of trade in Mi'vara. Almost all trade heading into or out of Mi'vara goes through Giat Cymdogion, and is a veritable metropolis due the summer, when the Highlander clans drive their herds to the city to trade and sell with both Mi'varans and foreigners.

    Brig Y Gaeaf lies in the far north of Mi'vara, and is considered the seat of power for the ruling Khan. An impressive fortress built into the side of a mountain, many claim that it was built by giants. Brig Y Gaeaf is one of the few places that is not a part of West Mi'vara, but that is still respected by Highlanders. Clans often pass by to declare their loyalty to the Khan.


    Spoiler: Resources
    Show

    With such a huge expanse of land available to them, Mi'varans cultivate numerous herd animals; including horses, sheep and cattle. Of the three, horses are the focus of Mi'vara, and very few children grow up with out having ridden a horse. The stock of horses breed in Mi'vara are know as the Cryf horse. Cryf are renowned for their strength and endurance, and make for excellent work horse as well as military horses. Although Cryf horses can be breed else where, those raised in Mi'vara are superior to those raised elsewhere.

    Unfortunately for such a cold climate, naturally sourced coal is almost unheard of. With steel rapidly overtaking iron as the primary used metal of the world coal is an important resource that is lacked in Mi'vara. Although wood could be used as a substitute, the heat produced is not comparable to coal, for either heating buildings or for metal work.

    Trading Post
    Region number Resource Quality
    12 Cryf Horse Great



    Spoiler: Religion
    Show

    Although some of the Eastern Mi'varans call themselves followers of the Shishiyan Church, most of Mi'vara is still in a transient position between Paganistic beliefs, which are still held in high regard by Highlanders, and something close to adherence to Shishiyan doctrine. Missionaries to the area have so far reported that religious sentiment to Shishiyan belief is positive and within safe margins. The only real exception to this is Giat Cymdogion, which has a higher than normal foreign population than the rest of Mi'vara. As such, many in the city are followers of the Shishiyan Church.

    Craig Uchel: Pagan belief (Arglwydd Ceffyl)
    Giant Cymdogion: Shishiyan
    Brig Y Gaeaf: Vacant
    [B]



    Spoiler: Xa'vara, region 3, WIP
    Show

    Region 3
    Region name: The Lowlands of Xa'vara

    Geography: Xa'vara is a wide open expanse of lush green grass, beautiful crystaline lakes and gentle landscape. Many of the surronding region's rivers flow into and through Xa'vara, filling it's many lakes all year round. This has helped cultivate a strong natural ecosystem throughout the region, even near heavily populated areas.

    Xa'vara's major lake is Lake Calliska, centered roughly in the middle of the nation. Although many assume Lake Calliska is one massive lake, it is actually over twenty lakes seperated by very little distance and interlinked by rivers. Each of the mini lakes is differentiated by prefixes, such as Chi', Zul', Chet' and Plu'. During the summer, ocean trout swim up the river Macheti, the river that flows out to sea, and into Lake Calliska to spawn.

    People and Places: The people of Xa'vara recognise that the regions of Xa'vara and Mi'vara were once one, but have been seperated for so long that consider the Mi'varans to be a completely seperate people. However, their love and skill at breeding horses has remained, a constant reminder of their ties to Mi'vara.

    Xa'varan cities are beautiful works of art, carefully crafted to stand on the shores and often in the lakes. Foreginers often believe that the cities they visit in fact float. This has only been a recent endevour in the last fifty years, after a major flood swept through and severly damaged large amounts of infastructure. As for outlying towns, most of them are modest and built from wood. Those who live in these outer towns and villagers whom are inclined to be farmers tend to farm rice and other water dependent plants.

    Resources: Xa'varan horses differ from Cryh Horses in that they have gone through rigorus selective breeding regimes in attempts to create superior horses for almost any purpose one can think off. Although this allows Xa'vara to sell their horses for specific purposes, they don't boast a single type of horse that can appeal to all.

    Vara on Calliska is the capital of Xa'vara, and exemplafies the recent cultural decision to include the lakes and rivers as part of their city planing. Built on the shores of Lake Calliska, it has bloomed into a civil engineering marvel, and has attracted merchants from all around. Although it is considered one of the trade centers of Xa'vara, very little in the way of commodities ever make it directly to Vara on Calliska. Instead, the merchants of the city trade in paper and promises of listings of horses and other goods.

    Chateu Le'Calliska was founded as a the summer home of some long forgotten noble on Lake Le'Calliska, the most western of the lakes that make up Lake Calliska. Since then it has florished into a succseful city that mostly avoided the damages of the flood fifty years ago. Although it is a part of Xa'vara, it has often stood apart from the other towns and cities. It's breeding focuses has mostly been towards fast, agile horses often used by scouts, couriers and spies. Rumours even speak that it is a bastion for the faith of Laskists.

    Thomas' Rest was origionally a stopping point for those on piligramigs to the holy cities of the south. Over time, it formed into a major city when the faithful tired of their travels to the south, or wished not to return north. It prides itself on it's ever faithful embrace of the Shishiyan faith, and has focused on breeding steady, mild mannnered horses for travelers.

    Horses - Great

    Religion: Xa'vara is a heavy mix of religion. With large religious push from the south, many in Xa'vara claim to be followers of the true faith. Most of these followers are based in the south and east of Xa'vara, and claim Thomas' Rest as a minor holy site. Vara on Calliska has been focused on other things, and has never really commited to any single religion. As for the Laskist in Xa'vara, almost all of them are based in the far west, in and around Chateu Le'Calliska
    Many thanks to Kris On A Stick for use of the avatar!

  19. - Top - End - #49
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    Default Re: Empire3! Lands of Celessa



    The Barony of Seloris

    Lord Vaerin


    Spoiler: Government and History
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    Spoiler: The Founding of a Kingdom
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    “Five centuries of struggle. That is what they say had befallen our people. Yet when I look to the kings and their cities around us, I see that they do not even know the meaning of the word.
    It would be my pleasure to show them.”
    - Lord Vaerin

    While there was once many groups who sought to dominate the plains of Aerok, there were few who could garner the loyalty of their people and fewer who could extend that number past their immediate group. Many tried and failed, torn apart by rival groups or internal struggles for five centuries. Five centuries of decentralized power, corruption, and war. To this day things are still the same save for one thing - The power has been centralized, and those who rule fully indent to keep their position on top.

    The government of Seloris originated under the rule of Lord Falkar the Bloody of the Selorian gang, one of several gangs at the turn of the fifth century who robbed and killed whoever they pleased. The scattered people were used to bandit attacks; To murders and to pillages, but they were never used to an offer of surrender. An offer of surrender in exchange for protection and loyalty. By the time the next gang would come around, they would find themselves at odds against the Selorians, either to meet their demise or to betray their own men and join the enemy for survival. It was this tactic of forced surrender and loyalty that sparked the Selorian rise to power. It was the fire this spark started that propelled the region of Aerok to be declared a unified province under the Barony of Seloris, ruled and governed by Lord Falkar himself sixty years into his career of banditry.

    With his resignation upon the year 1020 (Starting Year), his son by the name of Vaerin takes his place as the Baron of Seloris with high ambitions and a lust for domination.


    The Kingdom of Seloris is run as a monarchy with the King/Queen at the head of power. Descendants of the couple are to take the throne, starting with the eldest male and then moving to the progressively younger children. If no males are direct heirs to the throne, then the eldest female will take it.

    There exists a circle of nobility beneath the King and Queen known as the lords. These lords govern smaller traces of lands and provide troops and taxes to their royalty. While not as powerful as the king outright, several of these noble factions (known as houses) wield much influence in the development of the country as a whole. They function similarly to vassals, though they are given less independence and are not expected to manage their own foreign relations. Within this system it is possible for a ruler to ignore the wishes of his or her lords, though doing so for long enough would almost certainly cause a mutiny within the system.

    It is known that most all of Seloris's land was taken through military might, with the exception of Grau Kuste and Gronland. (As well as the Shimmering Coast, but they joined more on virtue of convenience than otherwise.) These two were possessed through the blood rights given to Kalthor and Dimios by the church during the Slavian civil war, in which the region was defended by allies of the faith (Shandaneer, Gobsfull, and Jauder) from the Apian threat to the south. (Joined by the Grasping Isles and the Sunlands.) Though the reigning king died in the battle, the offense was taken very impersonally. Perhaps the gang-culture of Seloris just made them to assume that such actions were part of life, and that they would have done the same.. Or it could also be that they felt the consequences given to them were adequate. Whatever the reason, no official action on the part of Seloris was taken to seek revenge since the event.

    Other lands were taken through minor battles through the years, the details of which are relatively unimportant.

    Major non-war events of Seloris included the transition to a Kingdom in the year 1042. The major houses were established shortly after, and through those years the military and demesne grew considerably.



    Region 5 - Aerok

    Spoiler: Geography
    Show

    Aerok is a place of hills and prairies that border the tip of the ‘Bay of Zaibal.’ Long shores make the home of many a fisherman’s hut, and boats that set out to fish in the saltwater sea are a common sight. Steeper bluffs line the southern edges of the region, making it beyond difficult to both set sail or dock anywhere aside from the heart of the bay. Travel is also hampered by large rocks that jut from the ground like pillars, morphed into jagged, almost artistic formations that extend up to twenty feet above sea level. They are common all the way from the shore out to the edges of the southern regions. Together these prevents fishing from becoming a major industry in the area, but provide a good defense against sea-bound invaders in turn.

    Further inland the terrain fades into a set of hills, rising and falling at intervals throughout the region. The river Kos originating from the eastmost side of the area traces its way along these hills, fanning out into a web of streams that all eventually meet the sea. Land in the east is often used for farming because of it, growing vegetables and wheat that made for common locations involving bandit raids before the Selorian Clan rose to power. Now the farms are watched over with a careful eye, producing more than they ever have under the safety of a formal guard. To the west the land becomes slightly less fertile, mostly due to a thick layer of rock located not so far beneath the arid dirt. With no rivers to feed the land its nutrients growing things becomes almost impossible, with only bushes and grass sprouting over the fields. Despite this however, the capital city of Zelt stands tall against the landscape, dotted in the very center of the region where the final rivers meet with the drier land. There are many towns across Seloris, and many more of them lie in ruins from past raids.

    Spoiler: Culture
    Show

    Aerok has a history of being a war-torn region of thieves and bandits, and even though the country has been brought under one banner it still shows in the way the people live their lives.

    The people of Aerok - Known now as Selorians - are highly independent, with few moral qualms and an innate disdain for authority. Being constrained by laws and taxes are undesirable, but ultimately better than being plagued by constant raids and lootings. With stability on the rise since the transition to kingship, crime rates are at an all time low. People are not innately drawn towards crime, but they would be if any strict leash was placed on them. A loose code of laws prevents anything from getting too out of hand - For the most part. In addition to valuing an anarchistic freedom, wealth, power and loyalty are all things that give a man much respect among the people. Knowledge is simply seen as a tool to gain power, and loyalty a result of it. Honour is looked upon as something for those who can afford it, and is easily discarded when lives are at risk. That is not to say that have none, however. The philosophy ‘an eye for an eye’ can go both ways, where a favour will often result in a favour repaid in turn. To owe someone something means much, and thus these debts are sought to be paid off quickly. A popular philosopher from many years ago went to visit lands to the west at one point, finding their code of ethics to be very different. When asked to put his values in words, he granted them the following script before returning and introducing what has since become the driving force of Yadaism in the region. The ‘Code of Nuun’ spread across the barony following its publication and is often jokingly referred to in conversation involving business across Seloris.

    Code of Nuun
    When there is danger it will be your blade that will protect you, not your honour.
    Wealth may be quickly amassed when force or subterfuge are applied.
    A reputation is built not by what you do, but how much you can hide.
    Lethal force prevents conflict from recurring.
    Your may always rely on family.
    Power must be proven by force.
    Loyalty must be earned.
    People are bastards.

    The people of Aerok are distinctly human, with a skin tone of olive and a medium stature. Darker hair colors are common, and mostly shades of brown. Foreigners are easily identified if they do not fit into this particular mold, which makes them easy targets for more experienced thieves. Clothing worn ranges from heavy cloaks and cloths in the colder seasons to light and free fabrics when the weather is warm. Snow rarely if ever falls even during the coldest season due to the Bay Zaibal functioning as a climate neutralizer. In its stead a single rainy season is granted, in which even the western part of the region receives a fair amount of precipitation. Black is a popular color to wear due to its ability to both stand out and blend in depending on the situation, though it is rarely worn to any decent social event. Gold is perhaps the most well respected color, but it is only ever used as a highlight rather than a base. Typically the more gold you have on you the better - But wearing gold also means you become a target for the lower class to rob. One who wears gold and is not robbed is one who is deserving of respect. Other darker colors are worn, but less commonly than black and gold. Bright colors are frowned upon as both impractical and silly looking.

    Before the barony was united, life was hard for most everyone. ..Everyone aside from the bandit lords, that is. Cities and townships lived in fear of raids at all times of year, and things were taken most often by force instead of trade. To escape the cycle of being robbed and having nothing to eat, people would try to join or create a gang of their own. The people with the worst morlas thrived in these gangs, and the good did not last more than a week. When supplies turned scarce then gang would turn against gang, marking the most dangerous times throughout the history of the region. Only the smartest and the strongest came out of these conflicts unscathed, but the common folk were always the ones to get the worst of it.

    With the rise of the Selorian government things had become much safer. With protection industries were allowed to grow, and things settled in a way that they never have before. Even still, just because people do not need to worry about being pillaged does not mean they have no worries at all. Thieves still roam the region clinging to their ways, with few written laws to prevent them from doing so and their punishment awarded based on how generous the baron is feeling that day. The rule for profit is no longer might makes right. You either work long and hard and have a chance of living a decent life.. or don’t get caught.

    Spoiler: Faith and Trade
    Show

    Tikite Spine [Great] is shrub located in the eastern part of Aerok that is known to have a poisonous extract when the needles are boiled. The fluid can then be added to drinks to make people see hallucinations, through larger doses lead to more serious effects such as loss of consciousness or high fever over the course of several days. It is known to be specific to the region of Aerok, and appears commonly during the summer seasons. Tikite Spine is often traded as a common drug, though there is enough of it to potentially ship large quantities across Celessa.

    Gold is highly desired by the higher nobility within the Barony of Seloris, so much so that without a steady income that it is difficult to maintain the loyalty of those within their courts. Even if the barony is under the command of a single person, no man rules alone.

    Trade Post One: Seloris
    Trade Post Two: Open
    Trade Post Three: Open


    Matters of faith often take a back seat for the people of Seloris, their skepticism born from a longstanding lack of hope for peace. With so few people living by the ideals of the Shishian church, the worship is only taken to heart by the most optimistic of people even if there are no laws specifically against it. A recent and aggressive conversion to Yadaism after the unification of Seloris has captured the hearts of almost all the faithful in the region, reinvigorating their desire to be heard and to shape Aerok into a land of those of their faith - Perhaps even correcting the government’s corrupt nature through the teachings of the exalted.

    Holy Center one: Yadaism
    Holy Center two: Shishiyan
    Holy center three: Open


    Region 4 - Plains of Cas Verrole

    Spoiler: Geography
    Show

    Inland from the coast lies an expanse of territory dominated by shallow plains and trees. The untamed wilderness lies where previously uncharted lands once existed, only mapped out and colonized first by the scouts of people of Baalbek. What they discovered was an abnormally bleak landscape, featuring a small lake around the west side of the region and the main bulk of the forest existing around it. Further west where there are no bodies of water the land is more rocky, jutting up in small spikes from the ground often about the height of ten feet. Though the soil would be fit for growing, the lack of water has rendered it dry and mostly unusable without the aid of a well. Only to the far north corners of the region do larger hills form, ending with a single mountain over in the north-west. It is not particularly tall or impressive, but hosts a fair amount of trees along its slopes.

    The people of Baalbek made no claim to own the lands nor the trees they chopped to ship back to their homeland; and that lack of a claim prevented many of their people from being harmed when the Selorian guard arrived to lay claim to the not-so-fertile land. Maps were negotiated for a fair sum and information on the region stolen from their humble foresting camps, granting the realization that the area was totally undefended. Thus the discovery was quick, and work could be set out much faster and more confidently than it could have been should they have taken the time to chart it themselves.

    By chance when the region was being rediscovered by the Selorians, the scouts elected to make shelter in a cave rather than their tents. This cave connected to a small network beneath with at least 6 other reported entrances that all lead to a single domed cavern of massive size. The whole thing appears to be unkempt, with strings of moss and stalagmites hanging from the ceiling. On the walls bear marking like the scars left by a blade against skin; deep, thin, and piercing. There was no sign of life in the cave except for a collection of easily exterminated bats, and it has since received the name of the “Hallow Caverns.”

    Wildlife in the region includes a small sum of deer that gather around the lake, a couple packs of wolves that help to keep their numbers thin, and a large collection of wild rabbit, horses and boar who prowl the more open land to the east. None of these animals are very open to human contact, and strive to hide in smaller packs when possible.

    Spoiler: Culture
    Show

    As far as a culture goes, it is hard to attribute much to a lonely lumber outpost in the woods. Before the colonization of Seloris in 1025, such an outpost was all that stood of civilization on the empty frontier. Life there was simple and traditional of the Baali people. Make much of little - And strive to please the god of harvest. Their small village was a calm one, not enough time given to its development for even a single generation to pass. However, since the days the two thousand men with steel in hand entered the area things had begun rapid change.

    The first settlement by the Selorians was an extension of that of the Baali, the people who had set up the trade post in the region. So long as they complacently accepted their new Baron then they would be free to continue as they were. Others would be forced to leave or killed upon refusal. The captain of the outpost was told to return to his land and inform their leader that the land was under the rule of Lord Vaerin now, and that if he wished for his exports to continue peacefully that they would receive a large portion of the profits or something would be traded back in return.

    With the captain gone, rule of the region was transferred to the leader of the Savvran gang by the name of Lady Lessaki the ‘Strategist,’ known across the Barony for their militant style and structure. While a great house for her was constructed, work begun immediately on watchtowers and fortifications around the village so that the few who inhabited the village of Savras (named by the Savvran gang) would not be caught unaware by any threat.

    Those loyal to the Savvran gang would soon move into the region, bringing trade, feuds, and labour with them. Over the next years the village blossomed in record speed, becoming a haven for the diligent and ruthless followers of Lady Lessaki. A rule was made soon after the formation of the village that restricted the Balli from taking up any form of arms.

    Because the region is under Selorian rule, Selorian laws and punishment are given. The code is very strict in the area. The Balli are natives to Baalbek who moved to pursue trade. They have dark skin, olive hair and hazel eyes. Selorians by contrast have olive skin tones and dark hair. The ratio of the Balli to Selorians is around 1:4, effectively rendering the culture to mimic that of Seloris but with additional racial tensions.

    Spoiler: Faith and Trade
    Show

    Wood [Minor] Is one of few immediately harvestable resources in Cas Verrole, surrounding the lake to the west of the region. The wood trade was first set up by the Balli people, who use axes and saws to make the most of the forests while still planting more for seasons to come.

    Food, particularly non game meat is quite desirable across the area. With a lack of growing room beyond the soil surrounding the lake, fruits and things need to be imported to satisfy a complete healthy diet. Without that balance sickness and weakness tends to spread, creating unrest.

    Trade Post One: Baalbek
    Trade Post Two: Baalbek
    Trade Post Three: Sardollah

    With less secure borders around Cas Verrole than Aerok, those who would preach might find themselves more at home than the cynical capital of Seloris. This tolerance has generally lead to the more devout peoples arriving in the colony, setting up several temples of Shishiyan faith. By contrast, the Balli people have roots in their own native faith with the two gods (Water and Harvest) that they brought over to the eastern world. The faith is tolerated, though discouraged by the government of the region.

    Holy Center one: Shishiyan
    Holy Center two: Shishiyan
    Holy center three: Baali Religion


    Region 6 - Basalt Ridge

    Spoiler: Geography
    Show

    Basalt ridge - also sometimes known as Fool's Ridge - is a chain of mountains leading from northeast to southwest, parallel to the ocean banks that exist so close by. The area has difinitively moderate temperatures, with a healthy dose of fog and rain to persist nearly year-round. Only in summer for a few weeks does the wet season stop, and this is the time when smart commanders make their move to take on the enemy within the mountains that the region so famously got its name for.. That, and a past that makes most historians hit their head to a desk. The ridge itself is made of the ignous rock known as Basalt, implying that the ridges hide inactive volcanoes beneath their outer shell.

    Small beaches line the shore, with nothing particularly special about them save a village designed to work alongside the high and low tides. Homes made on stilts of wood, and fishing communities scattered along the shore make for a rather peaceful sight when compared to the ruins of the Sheol empire to the west and the infighting of the Selorians to the east. However, the land was not always so tranquil.

    This time of war is alluded to best by the abandoned forts and castles that dot the sides of the mountains; primarily a crumbling wall that was once known as simply 'The Barrier' forming a connecting chain where the valleys between mountains should be linked. Though it stands crumbling and nearly unmanned, the impressive and intricate stone-work stands as a dull reminder of a home that once represented a larger community across the land. A land ruled maybe even by a king, though it was so long ago that the variations on the story have become too wildly obscured for any truth to be gleaned. Nowadays most of the land is inhabitied by quarry workers and farmers, seeking not to protect their lands for fear of foreign forces, but only to live their lives, praise their gods, and to be left alone by the world's conflicts.


    Spoiler: Culture
    Show

    It surprises many to hear that with many thousand people in the area that Basalt Ridge occupies, that there is no governmental rule. Neither does it possess any noble factions feuding for power, or an especially high crime rate. Life in Basalt Ridge is by all means very relaxed, and the people there seem to have a mutual understanding that each man should mind his own. Small communities have sprung up over the area, though so long as nothing is blatantly cruel or corrupt very few make moves to stop it.

    The main race in the area is human. They have pale skin and pitch black hair, nearly without exception. One of the primary ways of differntiating between a native Basalt Ridge inhabitant and one sent by the Shishiyan church to surpress the cult influence in the area is the difference in hair or skin tone. People there form a diverse range of heights, though nothing terribly far from the norm. Clothing in the area is made generally to be rough, durable and protective, even if unintentional. This is because most types of farm animals are unavailable to them simply by secluded nature, and so commodities like wool, silk, and the like are unavailable. This is by no means a required resource as the people get along just fine, but it is one of few things the locals are willing to pay good coin for. No religious symbols of status or jewelry are worn, even on weddings. The strife between religious factions had grown to strong over time that those even seen wearing the shishiyan symbol of their faith were hung in the streets at night or went mysteriously missing. By contrast, any seen wearing the crest of the white sign was publically burned at the stake by the shishiyan holy order. It became an unsaid rule for everyone not to wear depictions of faith soon after that, and that rule has stood for many hundreds of years.

    But the origin of this conflict goes back a long ways, to a time that few recall. A castle once stood along the ridge, ruling over the valley of Basalt with peace and prosperity. Trade was good, economy was strong, and large fortifications were made. War with the north was constant, and thus a wall need be built to repel the invaders. Many decades of work lead to the great stone gate that stretched from mountain to mountain, known today as 'The Barrier." Fog constantly shrouded the passages in which the invaders would travel.. This wall allowed them to prevent their enemies from sneaking in to conquer the kingdom when their sight was impaired. Many a large battle was had to seige the wall - To break it and the will of the kingdom that built it. But the wall held, and the fools who dared to try their attacks were met with cruel deaths by the hands of the lord of the area. The true reason these two places were at war was lost with much of the history, though legend has it that one of the lord's close friends discovered that a vile curse plagued the leaders of the area, and so he fled to a land known for it's devotion to the Shishiyan church. The Shishiyans were never those to stand idle. Hearing his plight, they demanded the lord step forwards and be exorcised. With his refusal the conflict started, and would last until the collapse of the southern southern kingdom.

    The fall of the southern kingdom would come not through the Shishiyan enemy, but from within. The same legend tells that the lord of the castle lived an abnormally long life, and over time he became more public about his faith. It was characterized by depictions of eternal life, blood, and some form of quasi-cannibalism. The belief came with it's own set of laws and tenants, once organized into a codex since burned and declared heresy by the church. The book was titled simply as 'The White Sign,' which was shown on a black book a curious symbol engraved in it.


    The contents of the book are lost, but it brought such ruin upon those who abided by it that after only a half generation of public worship the society collapsed. Unlike the other legends, there is none listed for this. However, the history proceeds as follows.

    The book and its practices caused people to constantly fall into madness; becoming rash and apathetic. In the case of a ruler, this meant ordering more and more careless actions. The defeat of the army and the collapse of the economy lead then to loss of control and finally anarchy, with only the actions of the fool king to blame. This part of history is known to none, and thus cannot be used in character. Let it serve as a warning should any player seek to delve back into the vampiric practices of the White Sign.

    The first successful Shishiyan invasion followed soon after the collapse, with followers of this heretical White Sign Cult scattered or burned. They then occupied the area, trying to instill a government repeatedly over time and always thwarted by remnants of the ancient cult. A permanent Holy Order now resides where the castle once was, known as the Sword of Truth.

    The walls that repelled those to the north were abandoned shortly after the conflict, now with many ancient skeletons that lie dormant in them. With no government and no enemies there is no reason to man the walls aside from a place to seek shelter, which rarely ever occus as the people prefer stay eerily secluded in their smaller villags. The Shishiyan faith is largely in control of the area as of the year 1035, but that power is always being silently contested.

    In Aerok, there is a gang known as the 'White Sign' gang that claims to have roots in the religious background of Basalt Ridge. Though these roots may be true, the people outside of the ridge know not of exactly what this means. Their lower profile than most keeps them from Shishiyan attention, but their hope remains that a united Selorian state might just allow their faith to take permanent root in the world once again.

    "If those of the church thought the Celestial Cult in the East was bad, they have yet to witness the atrocities of the White Sign. A heretic might not go to the afterlife, but only a monster sends the faithul there so brutally and deceitfully." -Sir Kadvak, Sixth Commander of the Order of the Sword of Truth, 827.


    Spoiler: Faith and Trade
    Show

    Stone[Minor], Basalt in particular is mined in quarries around the area. Most of the communities are self sufficent, though they still need an export to maintain a functional economy. Stone is that export, made for building and simple tools.

    Beasts of Burden are required to move the stone in the region, lest the exports stop and the economy come to a grinding halt. Basalt is simply too heavy to move on it's own, and in the last recorded case that no beasts were around to pull it poverty and famine ravaged the lands for decades. ..This also happens to be about the time of the White Sign's collapse hundreds of years ago.

    Trade Post One: Seloris
    Trade Post Two: Closed
    Trade Post Three: Closed

    Religion has played a large role in the history of Basalt Ridge. Shishiyanism and the White Sign have had a rivalry that defines the history of the lands. Everything from the ruins of the walls to the presence of the Shishiyan Sword of Truth and the secluded nature of the townsfolk. The details of this relationship are highlighted in the culture section, but the result of this is a Shishiyan dominated region with sparse cult-like influence that stubbornly refuses to fade away even after hundreds of years.

    Holy Center one: Shishiyan, the Order of the Sword of Truth
    Holy Center two: Shishiyan
    Holy center three: White Sign Cult
    Holy Order: The Order of the Sword of Truth



    Region 17 - Heilai

    Spoiler: Geography
    Show

    Like the terrain to the north and the west, this area is coated in a thick blanket of trees and mists. Coniferous and deciduous trees meet in the center of the region, forming a diverse and thick forest that thins as it moves south. The earth is shallow and flat throughout the area, with the only exception being small plateaus that form sudden drops in elevation. In these mists game leaps and predators prowl, more often than not avoiding the native humans when possible.

    What is perhaps the most interesting part of the region is the underground sea known as ‘Cerai,’ meaning birthplace in the mermaid tongue. It takes fishermen a good hour of walking from one of the main entrances to descend to the depths of the water, which connect through a very extensive series of caverns all the way to the ocean to the north-east. Mineral rich soils and a distinct lack of predators makes this place a very popular breeding ground for fish, who flock here in the mating season by the thousands. Massive harvests are done during this time, potentially enough to feed several cities.

    These underground caverns make for convenient places to start mining operations, though the area is far from overflowing with minerals of any kind. Iron and copper come come slim in slim numbers, though any precious metals that might be found in the area are absent.

    The aforementioned cavern system is not unlike that of Cas Verrole, connecting with one route to the underground sea and with the other to a single domed cavern of massive size through a small network of 6 reported entrances. The whole thing appears to be unkempt, with strings of moss and stalagmites hanging from the ceiling. On the walls bear marking like the scars left by a blade against skin; deep, thin, and piercing. There was no sign of life in the cave except for a collection of easily exterminated bats, and it has since received the superstitious name of “Witch’s Caverns.”


    Spoiler: Culture
    Show

    Defenders once stood in these lands, lead by an elected ruler who was believed to bring the most wisdom to society. This ruler would change with each decade, and over time a stable and well developed society came to be. The city of Karai stands in the forest, with dirt roads connecting the place to other regions and locations for ease of access. It is known as a popular location in finding rarer commodities, and attracts those from all over the land.

    This fame is partially what aided in maintaining this region’s independence for so long, before MP Parlayan Dağlar and Seloris worked together to besiege their city. The outnumbered guardsmen who were only ever prepared for the occasional bandit raid or crime spree held fast for their numbers, yet were not able to withstand their combined might. The democratic society was reshaped as a feudal vassal, with Lord and Lady Cinnia of House Crow taking over as the reigning leaders with hopes to make trade greater than it ever had been through any means necessary.

    People in the region come in one of two races - Human and Mermaid. Humans are what one might expect them to be in a misty forest that sees little sun; fair skinned and eager to hear of stories from lands anywhere but where they are. They carry a variety of jobs, and in the culture of Heilai equality and fairness are highly valued. Justice and order are neatly enforced, and most crime comes from outside the city. Some of their most prominent issues historically have come from the Mermaids, who exist in the subterranean caverns.

    Mermaids appear in these lower caverns, staying for most of the year unlike their aquatic companions. With the upper body of a human and the lower of a fish they find it difficult and exhausting to move any decent length out of the water. They breathe both air and water, and come in male and female forms. Despite having similar form and genders, they are not compatible for breeding with humans. Mermaid culture works mainly on a barter system, with a strong preference for things that are shiny and wearable. Life in general is considered precious, and so the people will go to great lengths to protect even minor sea-life. With the abundant fishing industry coming from their own pools, the mermaids have been long set against the heartless land-dwellers. Being stuck in the water however, the most they can do is beg.. Or drown those who get in their boats to catch the fish, which became the common practice after so many years. Eventually a deal was struck; a revolutionary peace agreement between the two people that came only once both sides managed to demonstrate their reasoning to the other through both a language and culture barrier. A certain amount of tribute per year meant that the humans would be allowed to fish, with a limit being placed based on how many fish are required to continue the cycle of life.

    Mermaids tend to prefer to sleep on the surface, such as on rocks or on the part of the shore where the tide will overlap with the land. Their hoards of valuable metals are kept safe underground, where no land-dwelling thieves could dream of taking them. No clothes are worn weather on land or underwater, as such things are considered to be dead weight when swimming.


    Spoiler: Faith and Trade
    Show

    Seafood [Great] is surprisingly the most abundant resource in the region, with harvests rivaling that of an entire coastline for an entire season in mere days. This is accomplished by the netting of the concentrated population of fish that are isolated in the subterranean caves. They return each year to this place to breed, which results in thousands of fish even so far inland as Heilai.

    Precious Metals are required to please the mermaids of the land, who otherwise fight viciously for the protection of the creatures of the sea who come to breed. Shiny objects of value do not often cross the deep pools, and so jewelry and gemstones are given in exchange for the right to fish any decent amount.

    Trade Post One: Open
    Trade Post Two: Open
    Trade Post Three: Open

    With an organized city comes on organized faith, or so the citizens of Heilai would believe. Their tribute is paid to the Shishiyan faith that dominates the area, taking the word of the Magnahar very seriously and aspiring to live up to their tenants as any good person should. This faith was ingrained long before, when the city was but a small town in the forest. Now several churches dot the area and it is rare to find one who does not attend their services and follow religious holiday. Priests are seen as wise and powerful figures, with wealth in spades to back this viewpoint. Often the elected ruler worked together with the priests to determine what was best for the community in times past, but now the church is being consoled less with the empowerment of House Crow.

    Holy Center one: Shishiyan
    Holy Center two: Shishiyan
    Holy center three: Open
    Last edited by Zayuz; 2017-06-15 at 07:52 AM.
    "What is to give light must endure burning."

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    Default Re: Empire3! Lands of Celessa

    Region 48 - Grönland

    Spoiler: Geography
    Show

    An extensive expanse of hills mark the territory of Grönland, rising even to be in some parts small mountains in their own right. These hills host few trees, but much wild grass and bushes that indicate the suitability for farming the land. Trees are absent not because the weather is too poor to support them, but because the soil is too thin for their roots to go deep. Berries and animals that burrow and graze are common in these lands, with very few exceptions. The ecosystem is however rather undeveloped, and the lack of diversity of any base species could cause the extermination of many other lives should they disappear for any reason.

    Rock formations beneath the soil are fractured and chaotic, with sedimentary layers facing every which way and remaining totally out of order. Caverns and ravines are essentially non-existent, and those that are discovered are usually totally flooded and stagnant. This does not stop the water from flowing above the surface, however. Due to the mountainous nature of the region there are plenty of streams that flow from place to place, with the main body of water forming in the valley between the three main elevated terraces and flowing to the ocean from there.

    Two main (ex) kingdoms exist in these lands, that used to abide by the names of Kasmar and the Kingdom of Gale. Both of these kingdoms is centered around one of the main mountains in the region, with Kasmar along the southern coast and Gale nearer to Salendra and Grau Kuste. In this way Kasmar had an advantage of seabound trade, but the two were allied in such a way that they usually did not compete for resources. While Grau Kuste was in its state of collapse and civilization was at its lowest, the Kingdom of Gale stood fast against the criminal and anarchistic waves that threatened to break into their country. With Kasmar at their backs with supplies, a history of mutual trade and cooperation was formed for the safety of them and all their populace. A wall stands in the main pass between their land and that of the once chaotic enemy, now simply reduced to a checkpoint and toll road for in/outbound trade.. And protection against any Satyr or bandit menace.


    Spoiler: Culture
    Show

    The populace of Grönland is near entirely human, with a select few dwarves among them. Though Satyrs once lived among those in Gale, they have since been driven out by Slavia after the two kingdoms fell to the foreign power. The humans that remain have lived there for many generations - though the dwarves may trace their lineage north-west to other Shishiyan lands. Dwarves bear the similar culture to their past by keeping their hair long and detailed, though deviating in that it does not recount a whole life’s story. Instead it might be an indication of marital status, power, or wealth. Beyond this, the dwarves share the same culture as the humans in the area; bearing a lighter shade of blonde hair and a more fair skin than most other territories surrounding them. Because the lighter colors are often associated with virtue and purity, it is sometimes joked that their lands were blessed by the maker and the only remaining sign is that of their hair - And the strange trait of having amber eyes.

    If the lands were once blessed by the creator as myth would suggest, then the province as a whole is clearly no longer under divine protection. A great earthquake along the coast ruptured their lands and villages on an unimaginable scale. While the time of this disaster is unrecorded, the effects are still seen to this day. Primarily this is noted through the large mountain that ‘appeared’ during the earthquake, but also the disarray of the local ecosystem and landmass. The earthquake chained into a flood that washed away whatever remained standing, being the source of the below ground flooding and the reason the soil levels are so pitifully shallow.

    Both kingdom were founded post the disaster, though remnants of the civilization they seek to rebuild can be found in well preserved corners of the map. These depict a favourable society with schools and a mighty army; not great in size, but still capable. The history of Gale is such that the ruler of this ancient faction brought to ruin didn’t bring the king’s son down along with the rest of his lands, and he rebuilt Gale atop his most capable remaining farmlands. A city sprung from the civilized roots, bringing their ideals of education, faith, and protection along with them. Thus the small but devoted Shishiyan city was born with a history of fighting Grau Kuste, meeting with the survivors of the disaster that settled along the coast and calling a fast alliance between them. An order of knights headed by the royal heir lead Gale, maintaining justice and order for the most part if they can achieve it.

    Kasmar bears its roots in survival and idealism, with those who did not meet with the aspiring prince founding their own city to try and reestablish daily life. Those there have a history of making the very most of what’s given to them, and using it in ways that few expect. This aspect of innovation makes them good for science and engineering, and much of the advancements in the region are due to this drive to know more.

    When Slavia invaded however, things changed. The once prince and king of the survivors were one killed in battle and the other sentenced to public execution to show the new Von Orlok line was in charge. Thousands of Slavian men kept the land under tight military rule, even going so far as to burning and looting smaller villages that dissented. Those few years under the iron fist were rough on all who lived there, coming from such a righteous and unified society. With their internal dissent and rebellion only a couple years later, the people quickly slipped from their shackles and tried to re-establish the order of knights, only to be shut down by a troop of three thousand deserters that took up arms in their lands. Their leader reigned as the new king, continuing to treat the lands just as poorly.. But with a little bit more of a focus on making sure they were safe than keeping everyone under control. When Selorian diplomats came to the people’s gates and offered to grant them protection in exchange for service, the now lost peoples took the offer and placed Lady Ijol of house Kalkeri as their new lady and ruler of the two Kingdoms. Her agenda is rather secretive, though sources within indicate rapid restoration of trade and military force in a manner such that things are brought back under control.


    Spoiler: Faith and Trade
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    Cattle [Great] is the region’s sole boon after the flooding crisis. The earth above never bore much fruit, and the earth above was in all ways displaced. But as soon as grass returned, so did the cattle; and there was nothing to prevent their expansion. This would eventually turn into a domination, with cows being one of the only steady breeds of animals in the still recovering ecosystem. No predators, and nothing to rely on save the common weed of grass. Eliminating them now would take nothing short of an extinction level event, and the locals make sure to put them to good use.

    Wood is most notably lacking in the region, and this places it in high demand. With few trees of their own, fueling fires and building homes becomes an issue. For this reason, it is nearly a requirement to import wood from their sea bound trade route from Kasmar.

    Trade Post One: Open
    Trade Post Two: Open
    Trade Post Three: Open

    Religion has and does hold a dear place to those who inhabit the area. The ideals of Shiyshian faith are once what held the people together, thereby becoming founding principles and laws in both kingdoms. No deviation has been made since then.

    Holy Center one: Shishiyan
    Holy Center two: Shishiyan
    Holy center three: Shishiyan



    Region 47 - Grau Kuste

    Spoiler: Geography
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    Grau Kuste is a lightly forested region with a moderate and wet climate hosted in its near entirety upon a large central hill that spans many miles. Though the slope is shallow, the elevation eventually builds up to around 90m above sea level making it unlikely for any flooding to seriously impede the infrastructure. Earth beneath the surface is relatively unexplored, but a sample from the area implies that it has at least a decent portion of minerals required to both craft weaponry and forge more elegant gemstones.

    Wildlife in the area tends to be more savage than other lands surrounding it, with more predatory coyotes, sea lions, and wolves. A rocky coast borders the region, known to be the site of many crashes before the introduction of the black market trade that made access to resources overseas so essential. While animal life remains strong, the plant life in the region has only a shallow bed of dirt to grow on, save for the locations of higher elevation that seem to host the most dense wilds in the area. This is likely attributed to large flood that happened a great many years ago, which wiped out the structure of society in the area and turned the people of Grau Kuste against each other and their neighbors for generations.

    The thickest of woods in the region are even above the central city on the hill, known to be a common place to bury the dead - Legally or not. Those who visit say that the trees themselves block the sun from view, and the blood from crimes past can still be seen drying on the bark of the woods. While this myth is mostly true, it fails to mention that many people still hunt and meet there regularly; most often without any consequence. Other than that, most of the land is limited to shallow woods and coastlines with the occasional river or road jutting through it.


    Spoiler: Culture
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    The main city is known as ‘Sanctuary,’ which is about as true as it is safe. By some miracle the large city atop the hill managed to remain intact during the flood, but with all the farmlands and mining operations flooded out people started to starve within. This caused a spike of thievery that escalated into banditry and chaos, where the people were said to be trapped nearly a year with no food and only salt water from the sea. Any natural gardens were quickly looted, turning man against man in a desperate attempt to claim the most resources that never really ended - Even as the water gradually wore away and things returned to normal.

    A certain tension exists over the land, with Selorian law enforcement moving in and coupling with the Slavian deserters that had occupied the area to establish a greater control. Suppressing a people who have been more concerned with daily survival for most of their lives than their morals or reputation is difficult, if not impossible. Fortunately with the Kingdom of Seloris coming out of a similar situation on their own, the king knows only to impose more loose laws that allow people to continue as they mostly were before tightening his grip on the area. Offers to more influential individuals are made to (try to) guarantee their loyalty and suggest mutual benefit are one of the most common ways that such control is being established. Because the rules are not strict, ‘crime’ is technically quite low. When compared to a global consensus of what should be considered criminal, it is phenomenally high. In the end, the Selorian law comes down to ‘pay taxes, don’t kill anyone (unless you have a good reason), and don’t mess with the new government.’

    The people in the region are exclusively human, but before the flood brought those in the area to desperation this was not the case. Dwarven and Satyr groups were ganged up upon by the majority of humans, raided or murdered with the simple excuse that they were ‘not like the others.’ A particularly wealthy elven family managed to maintain control of their possessions in the region, becoming one of the heads of the black market with time and gaining a reputation for being cunning and patient beyond compare. One more famous rumor is that the lord of the family tricked a man into selling his family into slavery with a risky business proposition that took nearly two decades to fail, which was shut down in the shadows by the elves simply because they didn’t feel like financing it anymore. No action is taken to confirm or deny these rumors, but none wish to test them.

    People are not reclusive despite the danger of the city, most well enough to prepared to defend themselves and smart enough to know where to avoid any trouble. Even if gangs and thugs war over every second street corner, if you’re well liked you’re not often touched. The same applies to people that are feared. If you’re neither feared nor well liked, you’re in for a rough time in Grau Kuste. The exception to this style of law are those in the agriculture business. Since the famine ended, those who owned farms acquired an immense respect. They remain untouched by the chaos of the city, and are only ever robbed by those truly to desperate to survive otherwise.

    The ports on the coast of the region are large and bustling with foreign trade, pirates, and fishermen. Known as the most happening place in the region, the ports are regularly monitored by the trade lords in the area to make sure their shipments remain unharmed. Attempted heists are regular, but success rates are pitifully now. Those caught are given no mercy, and none are foolish enough to try and stop them.

    While Slavia was in charge very little changed in the area, as they were still adjusting to the regions customs before their soldiers turned traitor and abandoned their posts.


    Spoiler: Faith and Trade
    Show

    Ships [Great] are a feature of the region, with so much black market sea bound trade. Ship manufacturing is required to keep such a large industry afloat, and the builders are more than happy to outsource their crafts to foreign peoples in exchange for a fair bit of coin in return.

    Sedatives such as alcohol or drugs are still more or less required imports to keep people from acquiring it in other, less legal ways. Addictions too powerful to break coupled with a culture of people who remained fractured and disordered for several generations makes for a society that isn’t afraid to murder a few authority figures to get these substances into the region if need be.

    Trade Post One: Open
    Trade Post Two: Open
    Trade Post Three: Open

    Holy Center one: Shishiyan
    Holy Center two: Shishiyan
    Holy center three: Shishiyan
    Last edited by Zayuz; 2017-06-15 at 07:53 AM.
    "What is to give light must endure burning."

  21. - Top - End - #51
    Barbarian in the Playground
     
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    Default Re: Empire3! Lands of Celessa

    Ynys Y Corsydd
    Region 62

    King Ramsay Dyfarniad Teulu of the Corsyddi
    Diplomacy: 4
    Military: 4
    Economy: 3
    Intrigue: 2
    Faith: 1


    History and Government
    Spoiler
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    Isolated from the rest of the continent by the often stormy straights known as "Sianel gyda llawer o stormydd", or just the Sianel and an unprofitable target for military conquest, the land of Ynys Y Corsydd was left to its own devices for many centuries. It was brought under the umbrella of the Shishayan Church many centuries by a missionary known locally as "Dyn a ddaeth â'r grefydd" who is venerated locally as something of a Saint. Out on the fringes of the continent, though, oversight of orthodoxy was weak and it was perhaps that that led to the ruling family, the Dyfarniad Teulu, falling under the influence of Laskist preachers. The reigning king sought to fight the orthodox church for their disproportionate revenues but was driven to extreme madness as the orthodoxy sought to condemn him as a heretic. Taxes were raised to punish the church and the people suffered as the church divided its alliances between king and church.

    Ynys Y Corsydd was ripe with tension and this tension was inevitably exploited by a charismatic man. Dawydd Terfal arose as a revolutionary leader Seeking to seize power in a populist uprising Terfal was known for his invigorating and bombastic speeches that stirred great crowds to action. Ostensibly Terfal promoted the cause of the people separate from church conflict but in actuality much of the masses that composed what mobs he gathered were orthodox supporters or opposed the monarchy for other reasons. However Terfal led the charge that ended the royal line in Ynys y Corsydd and for that credit he gathered a following. While Terfal had claimed to be for the people's seizure of administration he was discontent to leave the anarchy that followed the collapse of the monarchy and with a band of loyal followers gathered at his back proceeded to bully, bribe, and intimidate various rival factions to gain complete control of the island.

    Terfal and his commissariat pobl materion mewnol (CPPM) ruled the island "republic" as a paternal guiding hand to a people just now discovering their nationhood. Bonds of brotherhood and comradery fostered a great hope in the people and many great things were planned though most of what Terfal dealt with were uprisings against his seizure of power, the annexation of Redrock, and what ended his brief rule, the devastation of the island by Hawa Despoiler of the Young.

    While Terfal and those loyal to his cause held together for over three decades the invasion by Hawa on the heels of the loss of the "Red Army" in Redrock and Terfal's disastrous and devastating decision to revoke aid from the friendly Neverese or knightly goblins of Jauder in favor of attempted negotiation broke Terfal's hold on power. What people remained on the island following the incredible loss had lost all faith in their "glorious leader" and what remained of the reconstituted Red Army abandoned the floundering Terfal for the newly arrived King Ramsay. Ramsay, son of Goblin King Floyd and Queen in Exile Mabyn Dyfarniad Teulu, arrived on the island in 1051 as a freshly battle-hardened seventeen year old warrior and forced from the portly and elderly Terfal a concession of power. It was a token gesture, for Ramsay stood unopposed by any true foe upon the island. A king returning to a broken kingdom finds a people desperate and deeply wounded by the world with no one but himself to guide them.

    King Ramsay was raised in conditions ill befitting that of an average royal prince. He was born in Gobsfull during the disastrous reign of King Floyd the Harper to Mabyn of the Corsyddi royal house who had been wed to Floyd under the auspices of Terfal. Perhaps it was then some respect for this consideration that stayed a more violent resolution to ending Terfal's claim to leadership. Nevertheless, Ramsay was little more than a toddler when his father's court was chased from Gobsfull and sought refuge in Jauder. Ramsay spent much of his late childhood and early teenage years amongst the goblin knights of Jauder. It was from these small, often dismissed creatures that he learned the art of swordplay and riding, albeit a hog rather than a horse. He kept company with some of the Keeper's Pages, changelings raised in Jauder society to serve as teachers and instructors for the short lived goblins from whom he received a partial education befitting a nobleman. Ramsay and his family had constantly sought sponsors and aid to reclaim their throne but for years all they received was sanctuary in Jauder. However, as Terfal's government faltered against Laskism and at last as Hawa's slave ships set upon the island's beaches the Corsyddi royals found true aid in the form of troops and gold from those fleeing the Terfal regime and Hawa's unimpeded advance. Ramsay moved swiftly to secure Redrock though it seemed in the sudden action by the King he ran afoul of the Jauder Knights who were seeking to capitalize on what they felt owed for protecting Ramsay and his family those many years. Despite this battle Ramsay persevered and the better for it to Ynys y Corsydd itself where he has been crowned King.


    Terrain
    Spoiler
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    Ynys Y Corsydd is a very low lying island composed predominantly of saltwater marshes. A few high places - the recently reoccupied royal castle of Har Llech for example - do exist and are dry the majority of the year but most places experience seasonal or even daily flooding. Most structures are made of the local reeds - cyrs lleol - and the vast majority are somewhere between boat and house, built to float when the tide rises and settle unobtrusively on the mud when it recedes. Cyrs lleol grow strong and fast and are used for all matters where other nations would use wood as the few stunted trees that survive in the marshes are too twisted to make fine lumber.

    To the south east of the main island sit two smaller islands - Ynys Llai Cyntaf and Ynys Llai Eraill. Ynys Llai Cyntaf hosts a large monastery and is the primary religious centre of Ynys Y Corsydd while Ynys Llai Eraill is largely unoccupied.

    The largest town, almost entirely floating, is Tref Fel Y Bo'r Angen Mawr, or just "Tref Fel" which was the revolutionary capital and remains an important hub. The majority of trade though takes place in Dŵr dwfn which has a large port.


    People
    Spoiler
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    The people of Ynys Y Corsydd are short dark haired human people largely accustomed to their lives in the marshes. As the majority of them live on floating boats they have a rolling sailor's gait. Amongst the old monarchy the richer citizens lived on dry land and lacking those sea legs was seen as a marker of class - such class divisions are largely inconsequential following the ravaging of Hawa.

    Open agriculture is rare due to the lack of solid land but there are some fields that grow a local variant of rice. Predominantly though people live on fish with fruit and veg requirements provided through a thick paste (cawl trwchus) made from boiling up the leaves of various marsh plants - this paste (often boiled in water to make a broth) is the closest Ynys Y Corsydd comes to having a "national dish".

    While never densely populated the enslavement and killing of large swaths of the population by the Skrilling warlord Hawa Despoiler of the Young and her child soldiers has more or less decimated the island's population. Many remote villages have been abandoned and survivors cling together in tight knit communities. Many families have been torn apart by the violence and a great sense of solidarity and grief dominates the national culture.


    Resources
    Spoiler
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    Cyrs Lleol grow in great numbers and are easy to harvest, sufficient to supply all of the island's needs for wood and have spare to export. Under the Revolutionary government shipyards were build and suipbuilders instructed in creating finely crafted ships. However the low lying and saturated ground is totally unsuitable for mining rendering Ynys Y Corsydd low on stone and, more crucially, utility metals.


    Religion
    Spoiler
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    It would not be unfair to say that King Ramsay and Dawyyd Terfal shared similar views on the Shishiyan Church. Whatever their personal opinions however the fact remains that the Church has played a major role in shaping the island's recent history. Initially converted over three hundred years ago the island's propensity to withdraw from the mainland made it a natural retreat for Laskists fleeing persecution on the continent. Many of the most hardline and revolutionary Laskists came to Ynys y Corsydd and they found a sympathetic ear in the king. When the Grand Mahangar Masuma declared Laska a heretic and had him executed those who opposed the king found papal cause to turn against him. The Church sought to establish its own sort of control but underestimated the strength of Terfal and in allying with him doomed their own prospects to the fringes of society. It was this dismissal of clerical matters in a region rife with revolutionary sentiment and extremely devout Laskists that sparked a seemingly endless battle between Laskist and Orthodoxy. Meurig, a royal officer of some renown, became a hero and martyr to the Second Laskist Wars only to have his sacrifice rendered moot years later by Grand Mahangar Ava Jay's reconciliation of Laskism with orthodox belief. It was good fortune Ramsay and his family had not attempted to join cause with Meurig for his effort was doomed though the relation between Laskism and royalist sentiment among the Corsyddi was still made clear.

    King Ramsay practices the Laskist rites though appears not to be a man of great faith. The reconciliation between Laskism and orthodox belief is hoped to be a sign for the peace to come for the island's people.

    Location Religion
    Har Llech Laskist heresy of orthodox Shishiyan Church
    Ynys Llai Cyntaf Orthodox Shishiyan Church
    Tref Fel Orthodox Shishiyan Church
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

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