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  1. - Top - End - #31
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    Default Re: EMPIRE4! Lands of Emjata

    Overvan (Region 89)

    Spoiler: Overview
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    People: humans
    Resource: medicinal herbs (great)
    Required resource: hard metal
    Religion: Gamle Mater

    Ruler: Bjorn "The Archer" Olafsson
    Diplomacy: 4
    Economy: 7
    Faith: 4
    Intrigue: 4
    Military: 5

    Bjorn is the son of Olaf One-Eye. He is tall and fit, with short blond hair. He has a good mind for trade and tactics, but is more intellectual than most Overvann leaders. Jarl Bjorn is far less aggressive than his father, and more trusting, sometimes to the point of naďvete.


    Spoiler: Terrain
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    Overvann is dominated by its rocky coasts which make sailing hazardous, and by its frequent storms. Inland, it is a land of pine forests and hidden glades. On the southeastern coast, at the seaward end of a great fjord lies the capitol, Festning. In the west are mountains which the Overvann fear and avoid.
    Festning, City of Many Ships. (capitol)
    Festning is a bustling port city in the least dangerous part of Overvann's coast. It sits next to a major river, and is the site of the warlord's longhouse, and the citadel of Sikkerhet. A large portion of the Overvann fleet is parked here most of the time.
    Jotunheim
    The westernmost city of the Overvann. It is the training ground for new warriors.
    The Rock of a Thousand Skulls (landmark)
    A deceptive stretch of coast in the northeastern part of Overvann which claims the lives of many inexperienced sailors. Overvann patrols frequently scavenge the rocks for usable resources preserved from shipwrecks. (It's the little grey bit on the map)


    Spoiler: People
    Show

    The Overvann are a race of people who have pale skin, light blond or red hair, and generally tall builds. They usually wear drab, simple clothing. The majority of the men are hunters or fishermen, with a large number of soldiers as well. There is a strong religious and cultural tradition, which drives all of Overvann life. The Overvann erect rune stones across their isles, which are believed to have magical powers against evil spirits. They also have a strong warrior tradition, specializing in coastal raiding. Their strongest warriors are berserkers who use special herbs and chants to whip themselves into a frenzy before battle. The Overvann avoid the mountains for fear of Jotun (see religion) The Overvann did not live here long before Dejan's conquest, rather they arrived on ships from the northwest then migrated east.

    There's a second people group in Overvann lands. The Innfodt have light brown skin and dark hair, and are native to the area. They are skilled hunters and trappers, and excel at guerilla fighting. There are some elves and half-elves among them. The Innfodt are not oppressed by the Overvann, but some want their ancestral lands back. Innfodt sometimes serve as advisors to chiefs, and there have been a few Innfodt berserkers. The Innfodt wear bright colors, beads, and feathers. There has recently been talk of admitting an Innfodt leader to the Assembly, but such an action seems unlikely.


    Spoiler: Government
    Show

    Overvann is governed by the Assembly of Chiefs, the meeting of the leaders of each clan. The assembly elects one of their number as the High Warlord, a title which passes from father to son. If no suitable heir exists, the chiefs compete in increasingly dangerous trials of prowess until only one remains with the courage to continue. These trials claim the lives of many prospective warlords.


    Spoiler: Dejan
    Show

    In the time of Dejan, the Overvann resisted conquest for about a year and a half, but were eventually overtaken when they could not produce enough metal weapons and armor to keep up, and the Innfodt joined Dejan's forces in return for trade deals. Once the emperor died, the Overvann returned to their ships to fight off their governor. They succeeded, but suffered heavy losses. Now they are ready to claim their place among the world's new powers.


    Spoiler: Resources
    Show

    Medicinal herbs and seaweeds are the primary export of the Overvann, and quite plentiful in the rough seas and dark woods.

    Trading Post: Festning Fish Market (Overvann)
    An island just off the coast of Festning. It is heavily guarded as the economic centre of the nation. Many things other than fish are traded, but the island still stinks of its titular commodity.

    Trading Post: Grand Meeting of the Overvann (Open)
    A bustling open-air market in the center of Overvann.

    Trading Post: Innfodt Hunting Camp (Ti Linnad)
    The Overvann trade fish for land-based game, herbs, and furs here. It's hidden in the forest, but still accessible.

    However, the hard metals needed for advanced construction are rare in Overvann. They trade or raid for what they need.


    Spoiler: Religion
    Show

    The Overvann are split between Jaleyong-bo and their traditional beliefs. Gamle Mater are a system worshipping gods, ancestors, and animal spirits. It emphasizes glory in battle. The religion also emphasizes the importance of runes. Women (and only women) can become seers following the religion, who use runes to work magic, creating stronger runes by combining lesser ones. Few seers remain able to use more than the most basic runes. Seers also have the power to see and speak to spirits (hence the name "seer"). The most feared spirits are the Draugr, the vengeful undead corpses of warriors, and Jotun, the Ice Troll of the Mountains, a feared creature akin to a bogeyman.

    The Innfodt almost entirely worship Jaleyong-bo, but both groups want to convert the other.

    Holy sites.
    The Grotto of Ancestors (Gamle Mater)
    A sea cave on the western coast. It is an important spiritual site for young warriors coming of age. It is believed to be the home of many great ancestor spirits.

    The Great Rune (Gamle Mater)
    A big runestone just outside Festning. It wards against evil spirits.

    Wolf Isle (Gamle Mater)
    The site of initiation rites for berserkers. They must survive on the island for a week alone to complete the ritual.


    Tevrus
    Region 90
    Spoiler: Terrain
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    Tevrus, called Kalkstein in the tongue of the Overvann, is a karst landscape, a fertile plain sitting atop limestone bedrock littered with caves and sinkholes. There are few aboveground rivers in Tevrus, but rather many underground ones which occasionally surface only to flow beneath the ground once more. On the surface, Tevrus appears to be a land of rolling hills and occasional limestone ridges.

    Krenn
    Krenn is the capital of Kobold lands. The underground city is dominated by the great marble cathedral to the Perjianist gods in its center, and is bisected by a swift underground river.


    Spoiler: People
    Show

    Tevrus is populated by settlers from Overvann and other nearby regions, but the main bulk of the population is rarely seen. The people of Tevrus are Kobolds, diminutive reptilian humanoids who live in the caves under the surface. They farm various fungi for sustanence in lightless gardens, feeding their crop with the corpses and dung of any creature they can find, including their own kind. Kobolds echolocate, but such methods are ineffective in larger caves, so they also farm glowworms to use as lighting in their cities. In addition, they mine the limestone of the region to create extra living space, and are more than willing to sell their stone to surface dwellers for construction. The Kobolds are renowned as excellent workers of stone, and their underground cities are often described as exceedingly beautiful and ornately carved. They practice communal living, treating every Kobold as equal to every other and sharing resources amongst themselves, but this does not make them immune to strife. Kobolds tend to be incredibly zealous, promoting their religious beliefs above all else, to the extent that they often murder those they deem heretics.

    Colonists from most nearby regions live on the surface of Tevrus. Their cities are reinforced by towering limestone walls and often watered by deep wells. They have shaky relations with the Kobolds, mainly centered around trade, but in some more isolated communities, Kobolds are feared and shunned, sometimes even burned at the stake for their intense religious beliefs.


    Spoiler: Government
    Show

    Tevrus was conquered by the Overvann Assembly of Chiefs, but the Kobolds are allowed a great deal of governmental autonomy. They have an elected leader, called a gerontarch, who is one of the oldest and wisest Kobolds. The gerontarch has the right to demand tribute from the other Kobolds, and to form their armies.


    Spoiler: Dejan
    Show

    In the time of Dejan, the Kobolds wouldn't fight, but rather retreated into their caves to hide from the invaders. Their government was not significantly altered, because it lacked significant power. Suffice it to say, they were easily conquered. After Dejan's fall, the Kobolds remained cautious and isolated for fear of a new conqueror.

    When Dejan conquered their lands, the king at the time was killed without an heir, and once Dejan's empire crumbled, the surface dwellers were thrown into turmoil. Eventually, a new royal family arose, but they were put to the sword by Overvann soldiers.


    Spoiler: Resources
    Show

    Limestone is plentiful in Tevrus. The white mineral is useful as a dye or pigment, a building material, and also to create caustic lime, a substance which burns and eats away at the skin, often used as a trap in Kobold vaults. The material makes up much of the bedrock throughout Tevrus, and is quarried by both Kobolds and surface dwellers. A secondary economic gain (although not worthy of a resource) is underground river travel. Kobolds man barges which travel up and down the underground rivers common to Tevrus, carrying passengers and freight.

    Trading Post: Kobold Aboveground Marketplace (Ti Linnad)
    A pile of loose limestone that the Kobolds collect and sell by the cartload, above an entrance to a major mine.

    Trading Post: Main Underground Docks (Open)
    A location where many barges dock along an underground river, bearing goods from all across Tevrus.

    Trading Post: Lone Mountain Foothills (Destroyed)
    The area around the Lone Mountain is a primary site of limestone mining.



    Spoiler: Religion
    Show

    The Kobolds are a fragmented people in terms of religion. The majority are Perjianist, a good number follow Jaleyong-bo, and some are now following the Overvann religion of Gamle Mater. This division often causes conflict among the Kobolds, with rival cults waging war on each other in secret and occasionally in the open. Kobolds have a tendency toward becoming zealots for their religious beliefs, and

    Holy sites.
    Misty Peak (Gamle Mater)
    A lone mountain in the center of Tevrus is a center of religious meditation.

    The Crystal Caves (Gamle Mater)
    This area of cave is filled with magnificent gypsum formations which cause it to glitter in the light. It is said to be especially close to the land of the dead.

    The Grand Cathedral (Gamle Mater)
    The Kobolds erected a magnificent underground marble cathedral to the gods of Perjianism.


    Region 91
    The Black Marsh
    Spoiler: Terrain
    Show
    The Black Marsh (or Svarte Myr, in the language of Overvann) is an expansive and gloomy forest and peat bog. Rainwater from Tevrus flows into the valley and soaks the land, creating a damp and treacherous environment. It is easy for travelers to get lost in what seems to be trackless wilderness, but hidden roads wind throughout, allowing the canny access to the hidden cities of its inhabitants.
    Gates:
    The city named simply Northgate is the nexus of all the major roads in the Black Marsh. It sits on the northern edge of the region, near the mouth of a cave from which a river flows. The city is a ramshackle collection of huts on stilts connected by rope bridges, all designed to prevent spring floodwaters from posing any danger to the people there. From the city, caravans of horses in autumn and canoes in spring set out to the centre of the marsh to collect peat. Two other cities, Westgate and Southgate are very similar, although their locations are different.
    Auna:
    The true capital of the Black Marsh is a secret city at the heart of the region, constructed atop a solid, sturdy hill. Auna is a simple city of stone, the rocks which make up its walls dredged from the swamp muck. It is here that the protection of the region is organized, and here that trade is regulated, but few outsiders ever glimpse the secret heart of the marsh.
    The Secret Cities
    A few other cities are scattered throughout the marsh, but their locations are carefully guarded secrets. They are usually fairly simple, constructed more like the gateways than the capital.

    Spoiler: People
    Show
    The people of the Black Marsh are human, tending to have brown skin and dark hair and eyes. They traditionally wear shades of green and grey, blending in well with their home. They are known to be quiet and reserved, as well as exceptionally patient. They see great significance in the seasons, especially spring and autumn, as times of significant change in their land. Their culture is built around the cycle of life and death. When a child is born, they are immersed in the marsh for a brief moment, then when they die, they are thrown back in to feed the plants.

    Spoiler: Government
    Show
    The Black Marsh is governed by the Wardens, an organization of scouts and spies which ensure that the price of peat is never too low and organize evacuations of threatened cities. The Wardens, in turn, are organized as a monarchy. Their head, Varus Kesmar, swore fealty to the Overvann assembly after his daughter, Aeshra, was married to High Warlord One-Eye's son. The Wardens also have the duty of protecting travelers in the marsh, and they have frequent patrols along the roads of the region to watch for stray outsiders, then silently use lanterns to lead the wanderers back onto safe ground. Some bandits emulate this strategy to trick travelers into drowning in the swamps.

    Spoiler: Dejan
    Show
    When Dejan's armies arrived, the people of the Black Marsh did what they have always done in the face of invasion; they retreated into the secret fortresses of the Wardens and let the swamps destroy their enemies. They sent occasional parties with lanterns to further confuse and frighten enemy soldiers, until their lands gained a reputation for being haunted. However, the strategy did not work for long. The forces of Dejan overran the puny defenses of the Wardens. The Wardens were punished severely for repeated assassination attempts against the governor assigned them, and they were all but wiped out and lived in hiding until Dejan died.

    Spoiler: Resources
    Show
    The Black Marsh is rich in Peat, a highly flammable material. Peat is the primary source of fuel for heating and cooking once dried, but is a massive fire hazard to keep around. The peat bogs in the region are also rich in iron, but there is no system in place to harvest it.

    Trading Post: Northgate (Ti Linnad)
    The northern trade city of the Black Marsh sits near a river flowing from a cave mouth.

    Trading Post: Westgate (Open)
    The western trade city of the Black Marsh is at the edge of a small lake.

    Trading Post: Southgate (Destroyed)
    The southern trade city of the Black Marsh straddles a mighty river which flows southeast to the sea.


    Spoiler: Religion
    Show
    The Wardens are fairly religious, currently worshipping Dejan, but the common folk shun organized religion and instead focus on their worship of the natural cycle.

    Holy Sites:
    The Tower of Rule (Dejanism)
    A spiraling tower in Auna is a center for ancient religious ceremonies.

    Destroyed
    The cathedral in Westgate collapsed into the swamp when it was abandoned due to plague.

    The Sunken Church (Dejanism)
    This old stone church is partly sunken into the swamp, but new additions are constantly being built to prevent that from happening.


    Delwin (84)

    Terrain
    Spoiler
    Show
    Not so harsh and terrible as ‘Ridi’r to its north nor so pleasant as the fertile valley to the east in Tevrus Delwin has historically been broken down into three semi-autonomous but interrelated “zones.” Along the west coast straddling and claiming the straits that serve as barrier to the interior is the Bay of Tin Men, so named for the ten large statues clad in armor forged from tin that stand decrepit but unfelled and unrusted on either side of the strait, five along the northern bank and five along the south. The ten Tin Men are said to have been commissioned by a pre-Dejanic lord of the straits to commemorate his forces, purportedly only ten men strong, seizing and uniting the northern shore under one banner, a unity that has been maintained by all rulers of the straits in the centuries since whatever truth this ancient tale told of had come to pass. The straits, and thus the Bay, are ruled from the city of Del which lies tucked just under the southern jut of the strait protected from the raw blusterous winds of the sea but still close enough that ships might easily swarm out from its harbor upon those who attempted passage without permission.

    The second “zone” is geographically smaller but wields significant power within the region. South and inland from Del lies a stretch of green land claimed by feudal agriculturist lords who oversee the cultivation and harvest of the food that feeds Del and the wood that builds their houses and ships. While the coast city has historically and formally laid claim to dominion over these lands the actual inhabitants pay little heed to city edicts, respecting only trade and coin for their labor’s bounty not law or obligation. The collection of orchards, farms, and foresters are collectivized under a cabal of major landowners who are capable of sponsoring their own private forces of mercenaries leaving ultimate control over the fate of their crops in their hands. The struggles between Del and the Green that Winds, as the stretch of fertile cropland is known, could fill tomes of history nearly long enough to rival the history of Dejan.

    The final “zone” within the territory collectively known as Delwin are the Riddled Mountains the tin-ore rich mountain range that dominates the eastern portion of the region and has helped keep the region isolated from affairs to its east for centuries. Few sentient creatures live in these harsh mountains, humans that do being sponsored mining villages supported by the patronage of Del, or any other party with deep pockets and an interest in Tin. Otherwise lone ‘Ridi’x hunters seeking to overcome the Mountain’s treachery and the reclusive mountain kobold clans are the primary inhabitants. Mountain lions and fiercer wander the mountains and their many caves and tunnels, once dug by kobolds but now left abandoned, have become haunts for many a terrifying beast. It is a harsh life to pursue in the Riddled Mountains and compensation runs high for those who manage to convince men to work despite the high rate of mortality associated with a miner’s living in the region. The mountains received their name in reference both to the tunnels mined decades ago by kobolds “riddling” the mountain as well as the number of traps and tricks left by those very same kobolds upon their mass exodus east.


    History
    Spoiler
    Show
    History prior to Dejan is history prior to a unified Delwin for in all the centuries prior to the Conqueror's arrival the Riddled Mountains had never been successfully claimed by any Lord of Del or the Green and the city struggled to maintain equal footing with their cantankerous agricultural partners. Dejan’s arrival in Delwin heralded the coming storm that would be Dejan’s total seizure of northern Regner and Del served as a forward operating post for a significant portion of Dejan’s army and navy as they prepared to continue their conquests north that all of Emjata might be claimed. This period of imperial martial law is looked on with mixed emotions by modern day inhabitants of the region. While the occupation was brutal towards those who sought to expel the Empire the Avakonians also brought with them much knowledge, theory, and trade whose bounty was not stripped from the region when Dejan’s empire fell but remained and still strengthens the region.

    When Dejan was struck by lightning and his great achievement crumbled without its visionary to helm it Delwin was claimed by one of the Conqueror’s squabbling relatives who bequeathed it as a gift to the native Lord of Del who promised to send soldiers to aid their claimancy to the throne. Unfortunately for the claimant but fortunate for the Lord of Del his chosen claimant to support was assassinated by another rival and as bickering came to center on warmer and more desirable pieces of Dejan’s empire Delwin sunk back into isolationism. This time however the “zones” were one region united in beliefs and history. When the Syndicate came down from Bhule first boldly laying claim to tin production in the region and then sending Lauret Danderdhuf, daughter of the Donne, to seduce the heir of Del, Lucio Pelbrook, the Green that Winds had panicked. Fear of a strong power behind Del threatened their leverage over the city-state but it soon became apparent that despite the Syndicate’s shady reputation it seemed Lauret and Lucio were in truth two young lovers looking to enjoy life. Such a Lord of Del was to the liking of the Green Lords and their support for Lucio saw him appointed to succeed his father sooner than expected. As of 145 the city is ruled by Lord of Del Lucio II alongside his wife the Lady of Del Lauret.


    People
    Spoiler
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    Del is occupied majority by humans although a few ‘Ridix and Bloodless inhabit the city and there exists partially underground and integrated with the sewers a small ghetto of kobolds. The Green that Winds is ruled by a human elite although many of the workers are kobolds serving in indentured servitude or slavery alongside more highly compensated human laborers. ‘Ridix are most commonly met civilly in the Green, seeking trade for a hide or meat hunted in the mountains or serving one of the lords of the region as bodyguard or enforcer. The draconic people largely live their lives parallel to the human majority, finding roles to function as within human society while not abandoning their roots as mighty hunters and fighters within their own community. The Ridi’x who inhabit the region are those, or descendants of those, who wandered south from their homeland out of either boredom or curiosity and found a life for themselves in the new land they had wandered into.

    A few small clans of kobolds still inhabit the Riddled Mountains although the majority of the small lizardfolk population is believed to have migrated eastward into Tevrus decades ago pursuing some unknown goal. Those that remain in the region are known to be especially paranoid and xenophobic, actively attempting to kill or ensnare anyone, including rival kobolds, who intrudes upon their perceived territory. Living in warrens nestled deep within the winding hollows of the Riddled Mountains all campaigns to permanently eradicate the menaces has met with failure and unnecessary blood loss attempting to fight the creatures in their tunnels. It has been the standing policy of the regional powers to simply mark the Riddled Mountains with tales of caution and dissuasion of the unprepared to journey into them though this has not stopped the yearly reports of missing people and attacks by the kobold clans against those who “intrude” rightfully or wrongfully. This danger is seen by many ‘Ridi’x who inhabit the region as a challenge, a gauntlet to be tried against and many a bold hunter has sought to lay claim to the pride of having walked the length of the mountain range without dying to kobold trap or ambush.

    Given the reputation of the kobolds remaining within the Riddled Mountains the clan who chose to cooperate with Del following the conquest of Dejan are viewed with great suspicion by the human inhabitants of the region. Allowed an unused portion of the city near the sewage drainage into the sea the kobolds of Del are a proud clan despite their mistreatment by their supposed allies and proudly proclaim themselves the “smartest clan in all the land” for their cooperation with Dejan and now the successive leaders of Del since Dejan’s death.

    The humans of Del and the Green that Winds are similar in stock to those of Yemur with almond eyes, darker hair, and olive to yellow skin although there is some evidence that the paler men from Overvann may have at one time mingled with the territory’s populace as red hair or blue eyes are known to pop up on rare occasion among both nobility and common man. The style of Del is the style of the Green that Winds and the style of Del attempts to replicate whatever the style is in Avakon. Which is to day Del might appear to a well traveled scholar an amusing and dated caricature of the Imperial capital twisted and turned by the cooler northern biome.


    Government
    Spoiler
    Show
    Del is ruled by the Lord of Del, currently Lucio Pelbrook, an elected monarch chosen with input from the Green Lords who rule the Green that Winds as well as the petty lords of Del, those with significant ownership over trade in the city. Nominally the Lord of Del is a first among equals within the nobility of Delwin although in practice Lords of the Del have been at times ironfisted autocrats and at others weak willed puppets for another. Largely the power wielded is entirely dependent on the personality of the current Lord of Del.

    The ‘Ridi’x recognize no lord as their own although on individual basis some ‘Ridi’x have sworn to protect or uphold the judgment of a local lord who has offered them something valuable to them in exchange be that access to hunting grounds or something more personalized. As with the ‘Ridi’x of Ridi’r those in Delwin respect personal prowess above all other metrics although life among humans has introduced additional metrics to their worldview, albeit ones they are largely dismissive of.

    The kobold clan in Del, the Yiga Bab Bab, are ruled by their own gerontarch similar to the kobolds of Tevrun, deferring leadership to the oldest and presumed wisest kobold of the clan. It is believed the mountain clans likely do the same although such is unconfirmed given how little is known regarding the reclusive mountain kobolds.

    The Green that Winds is ruled by five major lords, the Green Lords, who own each nearly one fifth of the arable land that composes the southern rump of the region. The lords are familial legacies from warriors who came either in ancient times or in the conquest of Dejan and were rewarded for their service with swaths of land that their families have since held for generations.


    Religion
    Spoiler
    Show
    The Grand Hollow - Deep within the Riddled Mountains but easily found for all tunnels eventually lead to it lies the Grand Hollow where formerly the vast clans of kobolds met before the migration. Too large and indefensible to be claimed directly by the mountain clans who remain this site holds a powerful spiritual role for all the kobolds of the region and its central location makes it a prime spot for Ridi’x to leave their marks to prove they journeyed the mountain hollows. As Dejan was the last non-kobold to bring fury enough to bring the mountain clans to heel it is veneration of the conqueror in the ritual of the Dejanite Cult that dominates the hidden cave shrine. (Dejanism)

    The Green Way - Inheritors of ancestral practices and seeing importance in tying to tradition the lords and their servants in the Green that Winds officially patronize the spirits of Jalyeong-bo. Of late the Ridi’x have taken to the veneration of Dejan as brought to them in revelation by the Ridi’x Vugr from ‘Ridi’r. Not desiring to upset their primary muscle the lords have agreed to tolerate open veneration of Dejan within their territory as well as traditional spirit worship. (Dejanism)

    The Temple of Del - Founded in the wake of Dejan’s conquest the Temple of Del has remained a stalwart bastion for orthodox Perijanism in northern Regner. The priests have struggled to find much fertile ground for expansion but enjoy a reciprocal relationship with the city’s leaders acting as councilors in times of trouble, a service believed to insure they remain a permanent fixture to the city’s politics. (Dejanism)


    Resource
    Spoiler
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    Tin - Although the Riddled Mountains are dangerous and infamous for their deadly pitfalls and traps they are equally rich in tin ore. Having been mined for centuries and for a time under Dejan supplementing the tin out of Wybrez for bronze forging the mountains are valued as much as they are feared. The ravages of Crabbin Fever in Delwin cost the region dearly with many succumbing to the disease including the entirety of a mining town in the mountains too isolated to receive anything resembling proper care. Currently the mountains are at their lowest output in centuries.

    TP 1: Whitefeather
    TP 2: Overvann
    TP 3: Destroyed
    Last edited by bc56; 2018-09-18 at 10:12 AM.
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  2. - Top - End - #32
    Barbarian in the Playground
    Join Date
    Jun 2016

    Default Re: EMPIRE4! Lands of Emjata

    Something something these losers.

    Spoiler: Summary
    Show

    `Ridi`r
    Region: 85
    Population: `Ridx (Pretty much draconic tieflings. Humans with scales and horns. Actually descended from humans.)
    Resource: Dead monsters (and the many things which can be hacked off them)
    Resource needed: Wood. (And every other plant, basically)
    Religion: Dejanite, more or less (It's mingled with their own local legends quite heavily at this point)

    Ruler: `Dveri`x `Xo`hagv (http://www.giantitp.com/forums/shows...&postcount=358)

    Diplomacy - 2
    Intrigue - 1
    Military - 4 (3+1)
    Faith - 3 (2 + 1)
    Economy - 3

    `Dveri`x, the current Xedx of `Ridi`r, is in many ways the perfect example of `Ridx nobility - Tall, Strong, tough, skilled in battle, and functionally an illiterate thug. When he slew an `Xo`hagv, thus taking the title of 'biggest thing killed', he became entitled to challenge his predecessor for the crown. After a crushing victory, the rest of the nobility now listened to him, as and when they felt like it.

    So everything continued as it was. Until the rest of the world discovered them, and `Dveri`x suddenly had actual work to do.



    Spoiler: People
    Show

    Once, the `Ridx were human, and a fierce warrior people, before Dejan's invasion. It's people held fast to the bitter end, refusing to surrender and exacting a bloody toll on both sides. With almost the entire royal family part of, and slain in, the military, and `Ridi`r was finally brought to heel. Then, barely months later, Dejan was dead, and the empire collapsed. With no leadership and a broken country, `Ridi`r fell apart. Many fled as refugees, but many others stayed, still refusing to give up on their homeland. With no one else to lead them, soon the hunters that kept them from starvation came to be lauded as nobility, and the hands that guided.

    But the land that remained changed. And those that remained changed with it. By coincidence or not, around that same time, the `Ku`Gxe`dhok began to infuse the land and its creatures with magical energy, and the humans were by no means immune. Most grew in size, strength and aggression, and many took on draconic traits. Consuming such creatures served only to hasten such changes. Or so they believe. In truth, the divergence from humanity happened over a thousand years ago, and while the influence of the magical energy is real, it's power is little more than a gentle nudge, rather than a sweeping force of mutation.

    The `Ridx revere strength and the hunt above all, so much so that `Ridx surnames are taken from the most impressive hunt that person has completed. Those with surnames are considered nobility, the `Ridx, tiered according to the slain beast. Everyone else are merely Ridx, and are treated as an inferior servant class. Any Ridx who gains a kill would immediately become a `Ridx, but most lack the opportunity to do so. Unlike most cultures, education and literacy are seen as the hallmark of the lower classes - cheap tricks used by the weak to level the playing field, and beneath those who are strong. While the Ridix aren't respected, they are useful, as they handle the manual and intellectual duties the `Ridix are unwilling or unable to.

    The `Ridix compose approximately an eighth of the region's population. While the Ridix greatly outnumber them, the fact that the Ridix are by design the strongest and most martially skilled members of society, and the ones who provide the food, tends to prevent any real uprisings from occurring. In addition, outside of individual edge cases, the Ridix are usually treated with a relative amount of basic decency, even if they are seen as inferior.

    The `Ridx are incredibly individualistic - all that matters are the deeds of the individual. Parentage counts for nothing (save some early life opportunities) and they lack a concept of inheritance completely. The possessions of the dead are claimed by any who want them, with duels settling disputes. To simply be given something is to not have earned it, and for it to therefore not be rightfully theirs. Similarly, they place little focus on time, focusing almost solely on the now. They keep few records, partly because of a the loss of their written language, and partly because the `Ridx deem anything forgotten to have not been worth remembering. They also pay little heed to the future, and keep no calendar, and have no names for any temporal concepts beyond the immediately tangible (such as day and night, and the seasons).


    Spoiler: Terrain
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    `Ridi`r is a strong contender for world's worst place to live. Between the jagged peaks, biting cold, violent storms, rampaging monsters and almost exactly zero arable land, `Ridi`r has gone uncontacted for so long simply because their neigbours assumed no one would be stupid enough to live there.

    The `Ridx are plenty stupid enough. Their cities are set into holes carved from the faces of the mountains, and built around the cascading waterfalls that sustain them, though the majority of their more impressive structures predate the collapse. More modern construction is usually basic and functional.

    Though riddled with cave networks, the `Ridx have made no attempt to colonize them. The monsters got to them first, and they make great hunting grounds.

    `Ku`Gxe`dhok:
    A monolithic landmark visible from most of `Ridi`r, the `Ku`Gxe`dhok is (probably) a rock formation that more or less resembles the desiccated corpse of a dragon, if said dragon was approximately three thousand feet long. Legend has it that they are the remains of the dragon Dejan slew at the dawn of `Ridi`r, which is a completely untrue story, but the glowing stone where the dragon's heart would be, the size of a small building and visible at night as an extra violet star, is indeed the source of the magic that infuses the land. It's body collects rainwater as a lake, which then flows through the mouth, and is the origin of the waterfalls and rivers that feed the entire region. Equally, they believe that the storms that sweep from the ocean are the rage of the fallen dragon's mate, unceasing after all these years. For this reason, even the `Ridix fear the ocean that their land borders, and would never willingly go onto it, for fear the dragon will find them and make them the target of its anger.

    Va`j `Va`dvu`kaj Xo`dh:
    Capital of `Ridi`r, Va`j `Va`dvu`kaj Xo`dh (Lit: Stone dyed red by falling blood) is as hard and unforgiving as the surrounding mountain sides. With little flat land to build on, most of the structures are set into the gaps quarried out for the stone used to build them, with hewn stairwells providing passage between tiers. The entire old city is built around the falling waters, none more so than the lodge of the Xedx, through which the waters directly flow (this is the `Ridx equivalent of indoor plumbing). While most of the nobility keep their servants on site, Independent Ridix (mostly craftsman and laborers) cluster in the lower reaches of the city, in cramped (but sturdy) buildings. Such buildings are usually homemade, and shared with anyone the builder likes enough to live with.

    `Ridx architecture tend to be austere stone affairs architecturally, older buildings often curved to allow the winds to pass more easily over them. Such techniques are lost now, and newer buildings are much similar, but still of the same local stone. They do, however, tend to be heavily decorated, to whatever the taste of the current owner is, often in a style best described as tacky hunting lodge.

    Qaxir: A small town that would be completely unremarkable were it not for it's location as the lowest and outermost settlement in `Ridi`r. As such, it gets to handle almost all of the foreign traffic, and on the path to becoming a true trading hub. It's somewhat more accessible too - the area is merely rough stepland, rather than the craggy hills and peaks further inland.


    Spoiler: Religion
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    Though a handful of ruins speak of another religion prior to Dejan (most predating him by hundreds of years), these days those of a devout bent revere Dejan himself. Not as a mortal who challenged the heavens as mainstream Dejanites do, but rather as the pinnacle of the hunt. The belief remains that Dejan was the one who slew the dragon that became the `Ku`Gxe`dhok, and in doing so achieved a feat none could ever hope to match. As such, dead or not, he remains the top of the `Ridix totem pole, granted the name `Dhejar `Ku`Gxe`dhok. The position is completely symbolic, given that he's not around to have opinions.

    Now that the rest of the world has turned up, and the `Ridix are staring to hear everyone else's take on him, there's a small but growing movement that believes hunting the dragon wasn't Dejan's greatest achievement. It was hunting a continent. And some of them are pushing to follow in his footsteps.

    Religious centres:
    The hall of memory: (`Ridix Dejanite) - Less of a temple, and more of a theatre, the hall is where the tales deemed worth remembering are told, and preserved for future generations. And also twisted, inflated, and frequently just plain gotten wrong.

    That big ruined temple near the coast: (Seemingly Jalyeong-bo) - An unnamed temple that hasn't been used for anything except spare stone since before the collapse. The stone worn to an almost glass like smoothness by the ocean storms is a testament to its age.

    The shrine by the lake: (Unknown) - A shrine on the shores of the lake in the `Ku`Gxe`dhok. Few know of it's existence, fewer still believe it to be real, and none have any idea where it came from or it's purpose, though some form of worship of the violet stone seems likely.



    Spoiler: Resources
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    The beasts of Ridire are a varied bunch, though they're all large and vicious. From the `Xo`hagv, fifteen foot leonine creatures whose manes seep from between hardened black scales and form into spikes as tough as horn, to the `Dvu`gra`dvu`ka`j, amphibious drakes that leap from their nests in crevices behind waterfalls to ambush unsuspecting prey below (and then climbing back up the hard way), they provide the bone and scale that replace metal for Ridiri craftsman, producing equipment that is easily on par with steel, if requiring more skill to work. The bones are also sometimes used for furniture, though it's really not ideal. Or comfortable. In theory, many of the creatures probably have alchemic properties, but no one cares enough to find out.

    However, the main thing provided by the beasts is meat. While vegetation is present is Ridir, almost all of it takes the form of hardy grasses and mosses that, while able to support the herbivores forming the base of the food chain, are useless to the Ridix. As such, hunted meat makes up over ninety percent of the Ridix diet, the rest supplemented by river and coastal fishing, and personal scale attempts to grow crops by the Ridix.

    Though they have no need of metals except as a fancy luxury, wood is another matter. In addition to the vast array of construction options wood provides, both internally and externally, the Ridiri lack bows. Not for any honour based reason, but simply because they've yet to find something that can be used to make them. And archers hunt much faster than swordsmen. In addition, it would (hypothetically) allow them to take to the seas, and expand their fishing operations.


    Spoiler: Language
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    `Ri`vegx has a handful of quirks that trip up outsiders. The most obvious one is the usage of Ground consonants (represented by a preceding `)- a sound similar to rolling a letter, produced by the interaction between the larynx and the rigid scales that cover the `Ridix throat. It is speakable by humans, but very hard on the throat, and it takes some practice to be able to switch it on and off mid word quickly enough to speak the more complex compounds.

    Second is the concept of word strength - Words come in two gendered forms, denoted by whether the first consonant is ground. A ground start is a strong word, while an unground start is a weak word. For example, the strong "`Vah" means blood in the body, while the weak "vah" refers to blood that has been spilled. Most words have a strong and weak form, and these are usually the major trip ups for diplomats. Ungrinding a single consonant can turn a statement of respect into a grave insult, with only a very minor change.

    On a more meta note, yes, this is a conlang I have in the works. And it is hell to write on this forum, because of all the html tags. They lack a written language presently, so all words are phonetic transcriptions, in so far as I can manage with what I have.

  3. - Top - End - #33
    Orc in the Playground
     
    GreenSorcererElf

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    Sep 2013

    Default Re: EMPIRE4! Lands of Emjata



    Spoiler: Region 10: Llët̨sällë
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    Llët̨sällë
    Region 10

    Spoiler: Terrain
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    The far western corner of Llët̨sällë is mountainous and rough, dominated by the mountains which separate it from the deserts of Regno. Though the true mountains die down before long, a line of tall hills continues its path. Roughly following the angle of the coast, the long sloping curve of hills divides Llët̨sällë in two.

    Between the hills and the sea the land is mild and pleasant. Wide grasslands are broken up by occasional stretches of forest or farmland. Many small rivers flow out of the hills, generally finding the sea before converging into major waterways. The coast is spotted with fishing villages, and while there are plenty of larger towns living off fishing and the sea-trade, only one is large enough to truly be called a city. Located across from the northeast corner of the island at the mouth of the largest river north of the Tipëzvär, Dääg'ılas is a major naval power and the principal rival of the islanders for dominance over the sea trade in the region. The southern border is defined by the river Tipëzvär, and the region near the river is spotted by old cities and older ruins.

    Moving up into the hills the land becomes rougher and more heavily forested, and more sparesly populated. Beyond the hills is a broad valley, with a river flowing from the western mountains to eventually join Tipëzvär not far from the three-way border between D̨vatla, Llët̨sällë and [Region 11]. Gentler than the hills, the valley is still rougher than the coastal regions. The southeastern portion of the valley is ruled by the major cities along Tipëzvär as a remote hinterland. The northwest is dominated by the city-state of Lakhko beside Lake Noghisiin.

    Out in the great gulf is the large island Hathgjil. The western coast is rocky and barren, rising quickly to high hills. The eastern coast is more hospitable, and along with the center of the island resembles the coastal region across the strait to the east. On the north coast of the eastern bay is the merchant city of Nhereiloth. Off the northern coast of Hathgjil is the much smaller Isle of Dragons.

    Spoiler: History
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    The southern region near the river Tipëzvär has a long history. With ancient cities and old ruins from the Ghëkigh and older civilizations. It is widely claimed that the Ghëkigh originally came from the coast of Llët̨sällë before conquering the First People. During the later Tëhlër̨khët invasion, Llët̨sällë was the last region to fall with Lakhko and Hathgjil only ever falling under loose and distant rule. The old Ghëkigh culture remains much stronger in the north and on the island.

    Llët̨sällë also benefited during Dejan's conquest from being more distant from the Conqueror's homeland. After seeing the defeat and devasation inflicted on the more southern and eastern Tëhlër̨khët, the region was quick to surrender and avoid the same fate. After Dejan's death, Llët̨sällë's position along the border between two of the successor kingdoms saw it become a common battlefield. The steady decline of the successors quickly saw it gain independence, and while the river cities remained under the rule of culturally assimilated elites, the more open and less urban expanse to the north quietly returned to the old ways.

    Spoiler: War with D̨vatla
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    In 107 IR the D̨vatlan armies crossed over the river near Khlıghat, intent on expanding his kingdom into Llët̨sällë. As the river city-states scrambled to regroup after early defeats, Prince Jaksa rose to prominence. One of the oligarchs of a city further downriver, and fiercly pro-imperial, Jaksa was able to negotiate support from Lakhko and the island. Having gathered all the forces he could, and despite being still outnumbered by the D̨vatlans, he lured Fëkälis into a trap near N̨id̨sli. Utterly destroying the invading army, and nearly killing their king, Jaksa was hailed as a hero in Llët̨sällë.

    Knowing that the D̨vatlans would return, Jaksa spent the next several years trying to forge alliances with the city-states to the south, across the river in [Region 11]. Old rivalries and petty arguments made the process difficult, and rumors accusing Jaksa of wanting to eventually force the southern cities to swear fealty to him as king in exchange for protection made it even more so. Eventually the islanders distanced themselves from the prince, hoping to negotiate their own deals with D̨vatla and the southerners decided against tying themselves to a weakening alliance beyond their borders.

    When the D̨vatlans returned in 114 Jaksa, outnumbered and abandoned by potential allies, was defeated despite a heroic effort which nearly saw him emerge victorious once again. The prince was killed in the fighting, and Fëkälis returned his body to his home city for proper burial, out of respect for such a dangerous rival. The river and coastal cities fell to the invaders, though were generally granted generous terms to encourage others to surrender more quickly rather than resist. After holding out for a short time, Lakhko surrendered in exchange for similarly generous terms.

    A stalemate emerged in the gulf, as the D̨vatlans lacked the naval power to really threaten the island but could make life difficult for the islanders. Eventually, the rulers on the island agreed to pay a yearly tribute to D̨vatla in exchange for being left alone.


    Spoiler: Government
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    The southern city-states are ruled by the descendants of imperial governors and locals who adopted imperial culture as a means to expand their power under Dejan and his successors. As central, unified rule broke down they all followed their own paths, and now there are a scattering of different styles of government. Monarchies, oligarchies, and even a couple democracies (with full citizenship and voting rights restricted to native freeborn adult males with sufficient wealth, naturally).

    Most of the coast, and the island, is loosely ruled as tributaries and protectorates of one of the major naval cities: Nhereiloth on the island, Dääg'ılas in the north, and Ghehevs̨lam, the weakest of the three, near the mouth of the Tipëzvär.

    Far to the north, Lakhko is ruled by the ancient dynasty that predates the Tëhlër̨khët invasions and managed to hold onto power throughout the succession of foreign powers that "officially" ruled the city-state.

    Spoiler: People
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    The people of Llët̨sällë are a mixture of four major influences. The ancient Ghëkigh throughout the region, the Tëhlër̨khët and imperials mainly in the south with only weak influence in the north and on the island, and northern peoples from beyond the borders in the far north.

    The coast and river regions are dominated by the Ghëkigh-influenced Tëhlër̨khët culture also common in D̨vatla, though it has been heavily influenced by the imperial culture widely adopted by the elites after Dejan's conquest. The people of the island and the far north have resisted Tëhlër̨khët and imperial culture and still consider themselves to be Ghëkigh, though their long separation has resulted in a great deal of cultural differences with Lakhko also being influenced by occasional contact with those living further north.

    Spoiler: Resources
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    The major export of Llët̨sällë are products derived from Dragon Shrimp. Plentiful in the water of the gulf around Hathgjil, the several different varieties of shrimp all share a compound in their shells that adds a peculiar taste and spicy heat to food. While the shrimp are ubiquitous in local cuisine, only two derived products are widely exported. The first is a powder made from shells left over after the meat was removed. The shells are processed according to local recipies and ground, giving a powder with the characteristic heat and flavor. The second is a shrimp paste made from smaller shrimp. In addition to the heat and general dragon shrimp flavor, the fermentation process adds another unique flavor which is generally considered an acquired taste outside Llët̨sällë and regions closely tied to it by history.

    Spoiler: Religion
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    In the past, the old Ghëkigh religion that eventually became Tëlir Geza dominated Llët̨sällë. Public support for the old region eroded during the imperial purges, though rumors tend to crop up every few years of secret cults following the old ways. The public emergence of the Tëlir Geza cult during the founding of D̨vatla makes the rumors more believable, but no similar public reveal has yet occurred in Llët̨sällë.

    The void was largely filled by Jalyeong-bo, despite imperial attempts to introduce Perijanism. Abhidi also established a significant presence, which has been growing in recent decades and now threatens to overtake Jalyeong-bo.

    In the years since the D̨vatlan conquest Jalyeong-bo has collapsed completely in Llët̨sällë. Initia was introduced by Regno, and Tëlir Geza brought back by the D̨vatlans. The arrival of the dragons disturbed the relatively stable balance between the three faiths, with one taking up residence on Hathgjil and another not far east of the region. The dragons eventually inspired fanatical followers, who continued to cause turmoil in the region for decades before being dealt with.

    Holy Centers

    The Shrine of the Sea – Dragon Worship (166)
    Jalyeong-bo
    Initia (116)

    A major shrine in Ghehevs̨lam, and the largest in Llët̨sällë. It is dedicated to the spirits of the sea, and to a lesser extent the river flowing into it.

    Initia began spreading into the region around 116 IR. By 121 the Jalyeong-bo community had declined enough to no longer be able to maintain the large and expansive Shrine of the Sea, and it was taken over by the local rulers who allowed Initiates to establish a presence in some of the associated buildings. Over the next several decades the Initia community expanded, and eventually took over the Shrine fully, turning it into a major center of learning.

    Regno and the Initiates adopt a welcoming attitude towards the dragon V́ahíhuȷ́. Though the D̨vatlans are less eager to be so accepting of the new creatures, they do not interfere with the Initiates at the Shrine of the Sea's efforts to dedicate themselves to documenting the wisdom of the "Father of Silence."

    The Dragon Shrine – Tëlir Geza (142)
    Jalyeong-bo
    Located on the Isle of Dragons north of Hathgjil, the shrine is dedicated to the dragon spirit said to sleep within the great gulf.

    One of the last significant holdout of Jalyeong-bo in the region, there was little opposition when the Tëlir Geza priests came to the island to resanctify the shrine as one of their own temples.

    The Temple of the Reflection of the Shadows of the Hills – Abhidi (194)
    Abhidi
    Dragon Worship (176)

    Build beside, and extending out into, Lake Noghisiin near Lakhko, Hills' Shadow is the largest center of Abhidi in Llët̨sällë and enjoys the patronage of the rulers of Lakhko.

    Neither its status as one of the leading centers of Abhidi in the D̨vatlan territory, nor the patronage of the rulers of Lakhko were able to protect the Hills' Shadow from the fanatical followers of the dragon V́ahíhuȷ́. After the monastery fell to a sudden and unexpected raid by a mob of fanatics, efforts to resist the spread of dragon worship ended with the lord of Lakhko being deposed, exiled and replaced with a loyal puppet.

    The combination of the remote location of Lakhko, and the local dragon worshipers' dedication to V́ahíhuȷ́ instead of Vev́aq́aq́advo allowed dragon worship in the city-state to survive the latter's downfall. Its end came more than a decade later, when the deposed former heir returned with the backing of the Thousand Swords and Abhidic monasteries across the D̨vatlan territories. The dragon worshipers are driven out of the city, and Abhidi is restored in one of its most important strongholds.


    Spoiler: Region 11: Reflas
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    Reflas
    Region 11

    Spoiler: Terrain
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    The highlands of southern D̨vatla continue into the eastern corner of Reflas. The elevation falls steadily towards the west, though a line of hills extends southwest from the highlands, running parallel to the river Gakhus. Most of the region is open, flat grasslands with scattered forests and crossed by wide, slow rivers. A small pocket of relatively high terrain exists on the northern peninsula south of the Tipëzvär (which forms the northwestern broder). The peninsula is unusually rough, with rocky hills, and impressive cliffs along the coast.

    Besides Gakhus and Tipëzvär along the borders, the largest river is the Takhzalak, which runs east-to-west from the highlands before turning south to avoid the hills of the peninsula and empties into the wide bay that forms most of the coast of Reflas. Two major cities lie alongside the Takhzalak. Roughly midway down the river is T̨lısbakh, the dominant power in the region before the D̨vatlan conquest, and near the mouth of the Takhzalak is Däz̨ëlis. Once one of the most powerful and influential cities of the region, Däz̨ëlis claims the honor of having been the ancient capital of one of the most powerful kingdoms of the Ghëkigh. More recently it has declined substantially, and is now politically unimportant, though it retains begrudging respect from the other cities due to its history.

    On the south banks of the Tipëzvär is Näkhsigh. A principle rival of T̨lısbakh during the later stages of its expansion, and also often in conflict with the other river cities over control of trade up and down Tipëzvär, Näkhsigh is a wealthy city of merchants and artists.

    In the valley of the Gakhus River in the south, the terraced rice farming of further south is ubiquitous. Far upriver, where the highlands narrow into the line of hills, is Pas̨ttetl. Further down, the valley is largely dominated by Vissänghat and Ksëgëdis. Ksëgëdis is not far from the coast, and maintains a notable sea-going navy. Although it cannot truly compete with Izbefe and the League, Ksëgëdis has significant influence over the coastal regions of southern Reflas.

    Spoiler: History
    Show
    Reflas considers itself to be the true center of Ghëkigh, and later Tëhlër̨khët, culture. For much of the history of the three regions, the wide, fertile lands of Reflas were the heartland of power while D̨vatla and Llët̨sällë were on the periphery. Dejan's conquest broke the power of Reflas, and the region experienced more intense attention than its northern neighbor from his successors, due to its history of being richer and more important.

    As the power of the imperial successors declined, the various cities become more and more autonomous, eventually becoming independent and feuding city-states. T̨lısbakh eventually emerged as the strongest military force in the region, and was able to slowly expand its influence over other, nearby cities. The rulers of T̨lısbakh were able to establish a loose hegemony, but never had any real control over most of the other cities. They were unable to maintain their position when faced with not only the threat of invasion from D̨vatla, but also D̨vatlan attempts to divide the cities in Reflas and turn them against each other. In the end, D̨vatla was able to conquer the region piecemeal, and T̨lısbakh lost a lot of prestige due to its inability to organize effective resistance.


    Spoiler: Government
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    Reflas is divided into various city-states and small principalities, formed during the decline of imperial power as local governors became increasingly independent. The most powerful cities cluster around the three main rivers, and are in constant conflict over control of the production and trade of silk. Faced with the threat of D̨vatla, more and more of the city-states turned to T̨lısbakh, which had already established a loose hegemony over much of the region. The D̨vatlan invasion significantly hurt the influence and prestige of T̨lısbakh, as it proved unable to maintain ia cohesive front against the invaders, and the region was divided and conquered piecemeal.

    Spoiler: People
    Show
    The people of Reflas generally resemble those of D̨vatla and Llët̨sällë. Lightly tanned, with skin color generally being somewhat darker along the coast and paler further inland. Culturally, the empire and its successor had a stronger impact in Reflas than in its northern neighbors. Historically, the region has been very wealthy due to the silk trade, and the people generally see themselves as the center of art and culture in northwestern Emjata. At their best they are generous patrons of culture, at their worst they are pompous and conceited. While Dejan's conquest destroyed the old order, it did expand the market for Reflas's silk. Those who were willing to embrace the new, imperial, order were able to become extremely wealthy.

    Spoiler: Resources
    Show
    While silk can be produced in various areas across Emjata, Reflas is the only source of the highly regarded Giant's Silk. The silk is produced by a particularly finicky variety of silkworm which does not flourish well outside of Reflas or its closest neighbors, and which was named due to the silkworm's preferred food source. Local folklore describes the silk being originally gathered and woven by giants, who either taught humans their methods, or had the knowledge stolen from them by humans.

    Spoiler: Religion
    Show
    Like D̨vatla and Llët̨sällë, Reflas was once dominated by Tëlir Geza, which was thoroughly purged by the empire and its successor. Attempts to introduce Perijanism, or Dejanism, were largely unsuccessful and Jalyeong-Bo and Abhidi slowly became the most common faiths in the region. More recently, Tëlir Geza has been reintroduced through the effort of D̨vatla.

    Like in Llët̨sällë the arrival of the dragons caused some religious turmoil, though Reflas suffered less extensive and less long lasting trouble from it.

    Holy Centers

    The Shrine of Rock and Sky – Tëlir Geza (180)
    Jalyeong-Bo
    Tëlir Geza (144)
    Dragon (172)

    Located in the hills in the rocky northern peninsula, the Shrine is a large, isolated site dedicated to the spirits of the rocky earth and the wind blowing in from the sea.

    The last notable site of organized spirit worship in the core Tëhlër̨khët territory, and one founded by followers of Jalyeong-bo rather than converted decades before from native traditions, the seizure of the Shrine by Tëlir Geza priests was a clear sign of the end of the influence of the spirit faith in the region.

    The sudden appearance of the dragon Vev́aq́aq́dvo at the Shrine, after days of raging storms, shocked the priests attending the remote site. After it made its modifications and left again, the shrine became a popular pilgrimage destination for dragon worshipers. Beset with difficulties from the dragon, the D̨vatlans were unable to do much to prevent the fanatics from seizing the shrine.

    The fall of the dragon broke the dragon worshipers. It was not long before they were driven out of the shrine, which was rededicated to commemorate the downfall of Vev́aq́aq́advo.

    The Temple of the Reflection of the Rushing River – Abhidi
    Located just outside of Pas̨ttetl, the temple is rather small but highly respected. It has produced many highly regarded monks, and is considered to be the foremost center of Abhidic thought and philosophy in the region.

    The Temple of the Singer – Tëlir Geza
    A relatively new important center of religion. D̨vatlan efforts to reintroduce Tëlir Geza in the region were most successful in Näkhsigh. The god Nehın̨altlı found a large following in the city, and construction of a new temple was begun. While relatively small, the Temple of the Singer has become one of the leading centers for his worship.


    Spoiler: Region 13: Dažytija
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    Dažytija
    Region 13

    Spoiler: Terrain
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    In the north of Dažytija, the highlands of eastern D̨vatla and northern Perivan are linked by a wide plateau of rocky shrubland. The plateau is sparsely populated by nomadic and semi-nomadic tribes, with the only major settlements clustered along the river in the north and west.

    The south of Dažytija forms a large basin, surrounded by the northern highlands, the hills of Perivan, the mountains of Astrand, and the hills of the far side of the Gakhus valley in Reflas. More fertile than the north, though still somewhat dry due to the rain shadow from the mountains to the south, it is populated by tribes closely related to the northerners. While more settled than their northern cousins, the southern tribes still follow a largely pastoral lifestyle.

    The inhabitants of the river cities tend to be more closely related to the people of D̨vatla, Reflas, and the lower valley of the Gakhus. While there is clear cultural influence from the tribes to the east, the cities generally resemble those to the west. Unlike the tribes, which rely almost entirely on herds of animals, the cities make extensive use of agriculture, irrigated by the river and its tributaries. This becomes especially true in the southwestern corner, where the ubiquitous rice farming of further downriver begins to appear.

    Spoiler: History
    Show
    For much of history, Dažytija had been a wild frontier. Located, along with Perivan to the east, between the Ghëkigh and Tëhlër̨khët kingdoms to the northwest and Siestok to the southeast, the tribes lived relatively isolated from the rest of the world apart from periodic raids against the cities on the east bank of the Gakhus, occasional attempts at conquest, and trade based on local copper production.

    Dejan conquered the region quickly and easily, taking advantage of rivalries and the constant fighting between tribes. A handful of tribes joined the Conqueror, hoping to use his support to crush their rivals and expand their own power. Dejan only sent a relatively small force, as he was distracted with his conquests elsewhere, but it was enough to shift the balance of power. When he finally turned his attention to Dažytija, it was already loyal. Declaring the tribal chieftain who had conquered in his name to be his imperial governor, he quickly moved on to the next conquest.

    Less heavily populated than many of the nearby regions, Dažytija was largely neglected by the local successor state. The imperial governor and his Gedvilaičiai tribe seized control of the southwestern cities, adopting a settled lifestyle and becoming a dominant power over the middle stretch of the river. Most of the rest of the region slid back into the old ways, beyond his control.

    In the middle of the First Century IR, the powerful city of Këpääs on the far side of the river expanded its power over the northern cities of Dažytija and was able to force the northern tribes to accept the city as their overlord, at least in name. Later, as Këpääs was drawn into a prolonged struggle with the rising D̨vatla, an alliance of northern and southeastern tribes were able to push to the river. Žvelgutis and his Erdvilaičiai tribe followed the earlier model of the Gedvilaičiai, settling in Dalachpaika and declaring himself a king. After Këpääs surrendered to D̨vatla, Žvelgutis and the D̨vatlans negotiated an agreement, recognizing the river as their border and making an uneasy almost-friendship to allow them to focus elsewhere.

    Žvelgutis turned his attention south, and began a struggle for supremacy in Dažytija with the Gedvilaičiai. His son Karijotas defeated his enemies and united the region, taking a daughter of the last king of the Gedvilaičiai as his wife to claim legitimacy for his descendants. As D̨vatla also continued to expand, he grew worried over the threat his western neighbor posed and sought an alliance. He eventually accepted an offer of marriage between his eldest daughter Viligailė and Khäsglis, also acknowledging his new son-in-law as a loose overlord. With none of his sons having survived to adulthood, Karijotas declared Viligailė as his heir, intending to preserve his kingdom's influence by uniting it with D̨vatla.

    Spoiler: Government
    Show
    Much of Dažytija falls under the rule of the tribes. Governed variously by councils of elders or single tribal chieftains, politics is dominated by shifting networks of alliances and rivalries, and long memories of past friendship and feuds. The victory of the Erdvilaičiai saw the establishment of a loosely united kingdom stretching along the left bank of the Gakhus River. The tribes also recognize the queen, though in their own tribal way which consists mainly of sending regular tribute and expecting to be left alone in return.

    The marriage of Khäsglis and Viligailė was expected to unite the two kingdoms. The king's death made things more complicated. However, Viligailė still became queen after her father's death and her son Vëkhglis (Vaišvilkas) is expected to follow her, as well as being a prominent D̨vatlan prince.

    Spoiler: People
    Show
    The people of Dažytija fall into two groups, though with a significant amount of mingling. The inhabitants of the river cities are closely related to those further west in D̨vatla and Reflas. The tribespeople are unrelated. Generally following a pastoral, semi-nomadic lifestyle, they are tough and noted for their endurance. They are also independent minded, stubborn and quarrelous, though loyal to their friends. Usually thin but wiry they are very lightly tanned or slightly pale with black hair and grey eyes being the most common.

    The tribes make extensive use of a number of dyes and pigments. The most important being red and yellow ochre, red from a local insect, black charcoal, green malachite, blue azurite, and blue and yellow from plants. While the pigments are widely used for a variety of purposes (including simply looking nice), they also have ritual meaning. They are used to color holy objects and sites, and also people's bodies. The different colors, and combinations of colors, carry complicated nuances of meaning.

    Copper is also highly regarded by the tribes. While they have a long history of bronze, importing tin from the southeast to combine with their plentiful copper, they also value copper itself for aesthetic reasons. Often considered even more beautiful than silver and gold (though much easier to acquire), highly polished copper is commonly used as jewelry and ornamentation.

    Spoiler: Resources
    Show
    Dažytija is notable as a major source of copper. Plentiful, high quality ores, useful fluxes, and even an unusually high amount of native copper contributed to the region being a major source of copper across Inyaka.

    Spoiler: Religion
    Show
    The river cities, like those across the water, historically followed Tëlir Geza before it was suppressed by the imperial successor empire. Abhidi largely filled the void, though Perijanism is also present. The tribes followed a variety of Perijanism, modified to place greater than usual importance on minor gods adopted as patron by particular tribes.

    Holy Centers

    Zighëdkär – Abhidi (171)
    Abhidi
    Open (148)

    An important city in the far north and the site of the largest and most influential Abhidic monastery in the region

    It's number depleted by the great effort to spread knowledge of the plague cure, the great monastery is abandoned after conflict breaks out among its few remaining monks over whether or not to accept Sattyathanya.

    The old great monastery is eventually restored by Abhidic monks from the core D̨vatlan kingdom funded by the royal court. The monks of the rebuilt monastery begin work to push back against the spread of Sattyathanya thought and reestablish Abhidi among the Dažytijans.

    Sivazih – Tëlir Geza (180)
    Perijanism
    Destroyed (143)
    Tëlir Geza (147)
    Dragon Worship (177)

    Located in the southwest, not far from the river, the Gedvilaičiai capital became a major center of Perijanism in Dažytija. While the river cities generally tended more towards Abhidi, the tribal kings in Sivazih remained devoutly Perijanist and built a number of impressive temples.

    The plague eventually brought the end of the Perijanist influence in Sivazih. With large numbers of people turning to the gods for protection or healing, the priesthood is wiped out by the sickness. The survivors flee, hoping to save themselves, and the temples are left empty and the gods abandoned by the people who feel abandoned by the gods.

    The religious power vacuum was filled by Tëlir Geza, under the patronage of Queen Viligailė. The queen arranged for several of her personal priests, originally sent to tutor her ill-fated son Vëkhglis, to journey south and reconsecrate the abandoned temples. The involvement of priests of Tëlir Geza in curing the plague contributed to the popularlity of the faith among the Dažytijans, and the people of Sivazih happily returned to the old gods.

    The last major religious center to fall to dragon worship before the fall of Vev́aq́aq́advo, the temples in Sivazih are seized by an alliance of lowland tribes that have decided to worship the dragon.

    Dragon worship in Sivazih only lasted a few years. The defeat of the dragon broke any support it had among the tribes, and the popularity of Tëlir Geza, and especially Haslutlu, increased dramatically.

    The Temple of Peaceful Reflection – Abhidi (Sattyathanya)
    A new Abhidic monastery, founded by a lowland tribe near the shores of the great lake in 142 IR. A number of prominent members of the tribe had been converted by Sattyathanya monks from Palmor several years before.

    Becomes the main center of Abhidi in Dažytija after the collapse of the great monastery in Zighëdkär in 148. Retains its preeminence until the early 170s, when the D̨vatlan funded reestablishment of the great monastery causes a growing rivalry between the Sattyathanya and Orthodox Abhidics.


    Spoiler: Region 14: Astrand
    Show
    Astrand
    The League of White Sails
    Region 14

    Under new leadership as a vassal/tributary

    Spoiler: Terrain
    Show
    The League sits along the coast of a fertile region, composed of many steep hills. Atop those hills there are many hamlets and villages, most within close sight of one another. The coast itself is green and fair, and has many great seaports. The interior is reasonably well populated, but only very loosely controlled by the coastal cities. The far north is dominated by confederations of villages and towns which often refuse to recognize the authority of the coastal city that claims them. The climate is warm, almost strangely so, and rainfall is intense. The plants and animals are brightly coloured and everywhere, and new travellers often find the heat and humidity hard to take.

    The long coastline is steep, with cliffs along most of its run, and broken by many deep and narrow fjords. The many habors and port-cities can be found in the fjords: usually wherever some small amount of flat land can be found along the water, but often climbing haphazardly up the valley walls.

    Starfall, the largest of the port cities and erstwhile capital of the League of White Sails, is roughly central along the coast. Its fjord is not especially large, though it does divide the city into distinct parts. The Western Town contains the shipping harbors and warehouses, and is where much of the work is done. The Eastern Town is smaller, and is largely made up of residential districts, where those who can afford to live across the water flee the crowds and stench of a busy city.

    [XX THREE MORE CITIES AT LEAST XX]
    [[OOC: Imagine subtropical Norway, basically.]]

    Spoiler: History
    Show
    The rocky cliffs and narrow fjords of Astrand's coast do not at first appear to be particularly inviting places to establish major harbors. The fjords did serve as useful hideouts for less-than-honest sailors and ships that might have difficulty finding as warm a welcome in more discerning ports. The earliest known history of the region is thus dominated by foreign reports and complaints about the countless pirate havens and smugglers' hideouts. Slowly these grew, and eventually transformed into legitimate mercantile cities with a unique culture born out of the eclectic mix of sailors and glory-seekers from across Emjata who found their way to Astrand.

    In the glory days of the empire, the cities that would band together to form the League produced many bold merchants. These merchants sailed far and wide, and built a network of strong contacts all across their local region, and indeed Emjata as a whole. When the empire began to collapse, great fortunes were made off the rubble, but the declining writ of central power forced withdrawal, first from the periphery and then finally from the vast majority of Emjata.

    Nonetheless, the collapse strengthened the hand of certain merchants, and when at last the central government's authority collapsed over their home cities, the petty warlord who sought to take control found his entrance to the city blocked by a hedge of well-paid spears. The conflict was swift and bloody, but when it ended, the cities who had thrown off the imperial yoke rapidly bound themselves together into a confederation for mutual protection and support, forming the League of White Sails.

    This situation could not last forever, and the greatest city of the league, Starfall, soon found itself chafing at the bit; why should other cities have equal authority and say in the councils of the league to a city twice their size and with triple the commercial import? In retrospect it was no surprise when with bribery, intrigue, and just the slightest threat of military force the head of the most powerful commercial family in Starfall forced the council to elevate its patriarch to the permanent office of High Admiral, and give him complete control over the military affairs of the league.

    The League remained a powerful trading concern, but relatively diffuse, with only limited central authority. The first concern of High Admiral Edward Waverley was to assert more consistent authority over the center. Unfortunately for the newly minted would-be-king his efforts proved hamfisted and ill-conceived. The three largest cities next to Starfall bound together in a pact of treason and led a coup against Edward in 109 IR. While the conspirators proved successful in eliminating the High Admiral, their bloody attack only invited reprisals and blood oaths sworn in vengeance. The region soon descended into civil war as families split into feuding alliances bent on their foe's destruction at all cost. The impassioned action of the locals soon drew the attention of the remnant of the Avakonian Empire which swept into the region and through bloody determination seized Starfall and the other major cities in 113, and managed to force a cessation of hostilities within the next two years.

    The Empire installed an imperial governor, but came to an arrangement with the Waverly family who still survived in Starfall. Burkhart Waverly, the eldest surviving male heir at twelve during the Avakonian intervention, was to be entrusted with the reigns of rulership following his eighteenth birthday. The young man had been expected to be little more than a less experienced imperial governor, but has quickly shaken such notions. Of quick intellect and keen senses the young Burkhart, or Buck as most who know him call him, showed promise to be more than just an imperial bureaucrat.

    Peace would prove short-lived. Within only a few years of the successful imperial intervention, unrest began to spread again as the farmers and townspeople in the hinterlands rejected any efforts to impose rule by outsiders and the city-dwellers chafed under attempts to limit their traditional rights. The situation was only made worse by imperial intervention in Perivan. Fear began to spread throughout the cities of the League of White Sails that they would soon be treated similarly, with their native rulers assassinated and replaced with foreign puppets of the empress.

    The unrest continued to spread and intensify, until the arrival of Khäsglis of D̨vatla in 125 IR. The young king rode through Astrand, denouncing the empire and calling on the cities to cast off the shackles of oppression and join him. Convinced by his promises of respect for the traditional freedoms of the cities, or merely doubting his rule could be any worse than the empire's, the cities swore fealty to the D̨vatlan. Avakonian rule in Astrand ended with enraged citizens storming the imperial administrative center in Starfall, and Burkhart somewhat reluctanctly raising the winged banner of D̨vatla above a cheering mob.

    Spoiler: Culture
    Show
    It is said the future can be seen in the League. It is filled with new men, resplendent in their freshly acquired wealth but clad in oddly austere dark robes. The armies of the league are citizens, for every citizen is bound to serve in the urban militias, and they are well-paid and well-equipped; indeed, they even sometimes care about what they are fighting for, as the end of crude authoritarianism has led to a much more responsive government, and even one with aspirations of democracy. Their solid hedges of spears have turned back many aspiring conquerers, and will turn back many more before their day is done.

    The humbling at the hand of the Empire has dampened some democratic spirits among the people although a great will towards collective prosperity and equal worth of citizens remains present among the people. The fact that they are, again, under the rule of a foreign, authoritarian ruler is not lost on the citizens of the League. So far D̨vatla has proven willing to constrain itself to acting as a distant, loose overlord. With the chaos and misrule of the imperial occupation still a recent memory, few are unwilling to send their taxes and tribute north in exchange for safety and security.

    Spoiler: Government
    Show
    The furthest northern reaches of the region, where the rule of the southern cities was always tenuous at best, remains beyond the grasp of the League. The river valley in the northwest has been quietly annexed into the vassal city-states of Reflas, with little complaint from the cities. The League itself is largely a thing of the past, the repeated attempts by the Waverleys of Starfall to centralize power into their hands has soured many of the other cities on the idea. The cities rule themselves, governed by some form of near-democracy, or at least oligarchy with a façade that the opinions of the common citizenry matters. Signs of royal authority are rare beyond the winged emblems adopted by the citizen militas, and the regular taxes and tribute sent north.

    Spoiler: Resource
    Show
    The hamlets of the interior hinterlands grow predominantly Rice in terraced farms watered by the ample rainfall.

    Spoiler: Religion
    Show
    The League has no official religion, but the most common religion in the cities is Perijanism; while followers of all religions can be found in the trading ports, the old religion of the empire still commands a plurality. Holy sites are scattered, but all Perijan: the most important are

    The Cathedral of Anma
    Located in Starfall and dedicated to the god of trade, a wealthy and rapidly expanding temple complex centred around a great golden statue of the god, where offerings are made before every new voyage.

    The Holy Island of Irin
    Located shortly off the coast, in the middle of a great reef and home to an ancient and decrepit abbey dedicated to Rieba, goddess of the sea. The reef makes for a perilous journey, and the lonely and quiet island is surrounded by countless wrecks: the last remains of those who fell victim to Rieba's wrath.

    The Silver Lake of Rei
    Only a few hours walk from Starfall's city walls, the Silver Lake is a traditional purification site and a popular pilgrimage site on holy days. Dedicated to a local goddess not widely worshipped by Perijanists outside Astrand, she is said to be a daughter of Khompur and the patroness of the rice harvest.


    Original
    Reggie's (Unofficial) Second League

    Spoiler: Region 16: Zachodnie
    Show
    Zachodnie
    Region 16

    Spoiler: Terrain
    Show
    The western portion of the Kingdom of Siestok, Zachodnie is itself divided into two major, distinct regions. The west is rocky and largely barren. Steep hills and sudden gorges make for a broken, difficult landscape. Were it not for the marble, the only inhabitants would be those living in the quiet villages tucked away in hard to reach valleys and hillsides and enjoying a peaceful and isolated pastoral life. The abundant, and high quality marble makes the region much more attractive to outsiders, and a significant population has grown in the fringes, quarrying the stone and transporting it out of the rough terrain. Apart from birds, the most common large animal is a local variety of mountain goat, which easily live in the rough, rocky terrain which would be impossible for less surefooted animals.

    Moving eastward the broken hills fade into a verdant lowland that formed the heartland of old Siestok. Rivers flowing from the surrounding higher terrain water wide, sprawling stretches of farmland which provide food for a patchwork of cities. The largest of the cities are the old royal capital Leszkow, and the prominent port-city Przystań. Unlike the western coast, which lacks good, safe natural harbors due to the cliffs and rough, rocky terrain, the coast of the Uhraiya is pleasant and heavily populated with fishing villages and busy harbors.

    Spoiler: History
    Show
    Along with its eastern neighbor Wybrčz, Zachodnie was once part of the Kingdom of Siestok. A local power which dominated the tin trade across much of Emjata, Siestok was overwhelmed by Dejan. The king was forced to flee the capital and take refuge in Wybrčz as the invaders swept through his kingdom, holding out for only a short while longer. After Dejan's death, the former king's son seized control of the region from his power base in Wybrčz and declared a restored, independent Siestok.

    Struggling to maintain independence against the Inyakan successor kingdom, the new Siestok eventually fell to the Avakonians. The kingdom was formally split into the eastern and western provinces of Wybrčz and Zachodnie under the empire, and the two provinces began to grow apart. As a useful source of marble for construction projects, a fairly densly populated province and a strategically important frontier against northern neighbors, Zachodnie was treated favorably by the empire.

    Growing resentment, driven by abuses committed by a corrupt governor and exasperated by petty grievances, boiled over in 105 IR. The region fell into unrest, which spread like wildfire across the rich farmlands until a combination of greater attention from Avakon, purges of corrupt officials undertaken by the Inquisition and aid sent down from Perivan calmed the unrest. Many of the malcontents, though satisfied with the improved situation, gave credit for the improvements solely to Perivan, and continued to blame the empire.

    The following decade saw sporadic outbursts of unrest. They were quickly handled, however, and rarely grew to be any significant concern. By 120, increased imperial pampering in the region and demand for marble led to a booming economy. The breakdown in relations between Perivan and the empire caused some tension among those who fondly remembered Perivan's previous aid, but overall things remained peaceful until the war.

    Spoiler: Government
    Show
    Once a part of the Kingdom of Siestok, the more populated eastern part of Zachodnie had a relatively strong, centralized government under the king. After the disruption of Dejan's conquest and death, the Avakonian Empire restored strong, effective rule and brought the wild, western hills under firmer control. Somewhat isolated from the rest of the D̨vatlan kingdom, it is now ruled by a native satrap working to reestablish secure control after the imperial loyalists were purged.

    Spoiler: People
    Show
    Like its eastern neighbor, Zachodnie is populated by humans, dwarves and goblins. The purple or lavender hair of the Cynlud is less common than in Wybrčz, due to the relative rarity of the flowers which produce the color. Somewhat separated from their eastern neighbors by the division into distinct provinces, and with less obvious distinction between the native humans and imperial immigrants, the native and Avakonian humans have merged into one group more completely than in Wybrčz.

    While dwarves can be found throughout Zachodnie, they are most common in and near the western hills. Far more comfortable in the broken, rocky terrain than humans, the hills are often considered to be their land. The dwarves are noted for their skill at working with stone, and have produced many famous architects and sculptors.

    The goblins tend to be seen almost as outsiders, an attitude they generally embrace. They tend to gather in the cities, prefering the busy, bustling and crowded city life. Every city or town worth noting has at least a small goblin district. Like in Wybrčz, they have a reputation for cleverness and trickery, and many are skilled merchants and craftsmen. While their outsider status means discrimination is not unheard of and they are usually thought of as not very trustworthy, a large majority of humans and dwarves see them as more useful than a nuisance, at least in the cities.

    Spoiler: Resources
    Show
    The most notable and highly sought-after resource in Zachodnie is the marble quarried in the western hills.

    Spoiler: Religion
    Show
    The old Kingdom of Siestok followed a typical variety of Jalyeong-Bo, with a particular focus on festivals held in honor of the spirits. Perijanism has spread with imperial influence, and while it has not entirely replaced Jalyeong-Bo it has become more ingrained in local culture than in Wybrčz.

    Leszkow – Perijanism
    The capital of Siestok, Leszkow became the seat of the imperial governors and provincial capital. The heavy imperial presence caused quicker and more significant spread of Perijanism. The governors oversaw the construction of a great temple dedicated to Khompur and built with the finest marble and most impressive design the hill dwarves could devise.

    Building on the successful introduction of Tëlir Geza in Perivan, priests are sent further and make their way to Leszkow. Their attempts at conversion prove poorly managed, and are abandoned not long after 150 IR.

    Przystań – Tëlir Geza (152)
    Jalyeong-Bo
    The largest and busiest port in Zachodnie, Przystań is also the location of one of the largest and most impressive festivals. Held in honor of the water spirits who help crops grow through the rain and rivers, and provide fish and trade through the ocean, the festival has seen the growth of the local shrine which hosts it.

    Despite the earlier failures to convert in Leszkow, Tëlir Geza finds a foothold in Przystań. Though the priesthood's more extensive experience in turning people away from spirit worship does prove useful, the real success comes from unorganized and unofficial conversion efforts filtering into the prominent port city along with the increased sea trade with D̨vatla.

    The Spirits' Shore – Perivite Shamanism (169)
    In a surprise to almost everyone, the old Perivite form of spirit worship began to spread in Zachodnie in the late 160s. Taking root along the coast, and especially among the goblin population, it remains a minority, but a surprisingly robust one. The faith was supposedly introduced by an unknown traveller who learned from the shamans in the Cave of Smoking Glass but who was not, the stories claim, a native Perivite. The traveller has since disappeared, if he ever existed at all, but several shamans claiming to have been taught by him gathered at a remote location along the Uhraiya coast, declaring it to be spiritually favorable. The Spirits' Shore has become the center of the shamanistic movement, and many outcasts and disgruntled people of Zachodnie have made their way there to learn the secrets of shamanism and the spirit world.


    Last edited by Aventine; 2019-02-16 at 11:18 PM.

  4. - Top - End - #34
    Halfling in the Playground
     
    WhiteWizardGirl

    Join Date
    May 2018

    Default Re: EMPIRE4! Lands of Emjata

    Lindeen
    Population: Anyone who can wield magical gifts. large populations of gnomes and humans
    Resource: Wine
    Resource needed: Stone
    Religion: Balance



    Vashta Narada

    A stoic Oamanni, she abandoned the ships of her people and traveled to the fabled lands of Lindeen where she took up the mantle of a student. Her magical talent was tested and she emerged from the schools of Jalyeong-Bo and rose up the ranks of the elite before eventually becoming its ruler. She is stoic, some believe even emotionless but that is not true. She cares deeply but a ruler must be detached for inevitably hard choices must be made and so cut herself off from emotion with a spell designed to trap them within a reliquery jar. This is done with every act she committs that must be done for the nation but is repulsive personally. Over time this frequent cleansing of emotion has made her appear distant.

    Spoiler: HISTORY
    Show
    Pre Dejan- The land of Lindeen was known as the land of the little peoples, a nation of fields and meadows they established farms of fruit trees which went for miles these rich lands maintained many villages of gnomes, halflings and humans who all lived under the divine spirits of the Linderlow a holy place the lands were named off of. They spoke of a guardian spirit who lived within protecting them in exchange for sacrifices of food, cattle and even crimnals. The land was rich and times were good.

    Dejan Rise- The Linderlow dies at the hand of Dejan. Their ancient spirit protector was destroyed and they were forced to bow and surrender before he left and continued on his conquest. Hard times fell on the region after this, while Dejan was not a tyrant his actions had doomed the region to mediocrity and starvation and the little people scattered some of their communities even perishing.

    Dejans Death- Lindeen experienced a traumatic shift with the death of Dejan. The gnomish peoples who had remained were met with waves and waves of foreign citizens from Avakonia all preaching the same thing, the joys of magic and of faith. Despite the hate between the rival religious factions the ones whom the gnomes had gathered during their migration and subsequent return were not so divided. They brought with them people who were united in their hate for the anti magic legacy and looked to bring about a means to unite magics, but not the gods and spirits who granted such power. Communities developed but what really made Lindeen special was the capital. Hoshlarow was a capital for all peoples. It united under the idea that so long as someone had a gift for communion and magical connection they could succeed. This gathering of worshipers wielded their spells to form three distinct and prominent districts promoting magic through Perijianist wizards, Jalyeong-Bo shamanism and Abhidist clerics. The most powerful were brought to a center spire that reached out to the heavens known as the Shareek. These changes in society did not reform without blood. Many had come with nothing but a dream and plenty of the existing residents had little to no magical ability and all of them were forced into slavery for the nation to keep the utopia in existence. Food, labor and construction was provided by the slaves while the military and advanced magics were developed within the districts with the Shareek at its center pouring the infinite into its hallowed halls.


    Spoiler: TERRAIN
    Show
    Vast open fields of glens and hills, with hidden alcoves of beautiful trees and splits to discover a variety of stunning and beautiful natural elements where wood land beasts and gnome villages lie nestled snugly in natural holdings once protected by a now dead spiritual guardian. This land radiates a calming and scenic beauty right up until it reaches the outskirts of Hoshlarow where that energy goes from serene to wild bustling madness! Alchemists, sorcerers, clerics and researchers all gather together creating mad genius inventions. They use magic to create miracles in this place. The city is labyrinthine and changes drastically depending on which of the three districts someone enters.

    The abhidist district is a series of glass and mirror buildings with soft round shapes creating a very soothing and calm feeling to their homes.

    The Perijianist district are classical Avakonian style with massive temples to their various gods and is more uniform then the other two districts.

    The Jalyeong-Bo district is the most chaotic of the three districts, each home wildly different and effected by many different regions of Emjata.


    Spoiler: PEOPLES
    Show

    The peoples are a various and unique collection of magic users from all over the country anywhere where the policies of Dejan were particularly destructive has at least some inhabitants from that region living among them. Any who actively traveled or avoided the empire found themselves on the footsteps of Hoshlarow. Humans, Elves, dwarves, even strange foreign creatures who ran from their home are found here amongst this eclectic mess of a home for the magically inclined.

    The most populous of Lindeen still remain the gnomes. They stand at 3’6 on average and appear with a variety of unique hairstyles and bizarre tattoo work based on an ancient form of magics used in their earliest days probably a means of bringing the spirits into their blood and feeding them part of themselves in exchange for power and protection. They are a generally good natured people, but have a tendency toward emotional mood swings and overly passionate in regards to certain issues.


    Spoiler: RELIGION
    Show
    Religion is secondary to the magics born from it. While the faithful do gather in the heart of Hoshlarow, most present are more interested in the power that can be pulled from such beliefs to better Emjata. They do this through a strict balance, no church or faith garnering more power then another and wielding them all for their perspective power which is both tested and pushed to its limits within the capital and its specific regions. There is a deep desire for those who came to Lindeen to conquer the gods and to wield their power on behalf of man.

    the current Hinderlow council is maintained by Initia Magus Leucippus
    Jalyeong-Bo shaman Euclid
    Perijianist cleric Bion



    Spoiler: TRADE
    Show
    Vast vineyards of sweet wine grapes beautifully personify the stunning terrain and legacy of the region, with the bountiful soil providing no end of health and prosperity to the territory. This is followed by magical agriultural upgrades further supplementing the lands which contain such bounties.

    Maintained by a vast network of slaves they are watched and kept in line by wardens, powerful mages armed with extensive punishment and battle magics.

    TP1- Lindeen controlled
    TP2- empty
    TP3- empty

  5. - Top - End - #35
    Troll in the Playground
     
    QuintonBeck's Avatar

    Join Date
    Apr 2013
    Gender
    Male

    Default Re: EMPIRE4! Lands of Emjata

    Karys (48)


    Spoiler: Geography
    Show
    Contrary to the hard culture that resides there Karys is a region dominated by subtropical woodlands and verdant farmlands fed by the seasonal rains from the Uhraiya. Despite the presence of scattered woodlands within the region most of the land has been heavily curated by the karysites into becoming the Empires breadbasket via a complex system of crop rotation and water management. A traveller could spend months counting the prodigious irrigation canals, dams, and artificial lakes of the region. Even the regions rocky hills have been altered by the Karysites to house elaborate terrace farms. The only exceptions to this are the coastal marshes and southern woods. Livestock farmers in the region regularly harvest the abundant scrub chickens, guinea pigs, and Uhariyan sea snails.

    Like much of Northern Estesnsule, the woodlands of Karys are filled to the brim with cyprus, oaks, and palm trees with Avakonian moss hanging lazily from the branches. Those whom cross through the area must be constantly aware of the plethora of poison vines and thorn bushes that lie on the forest floor. Off the beaten path lie sea sloths, cobras, a wide variety of lynxes, and the rare stegomastodon. While many of these creatures are content to mind their own business, they are fiercely territorial. Stegomastodons are ornery enough to serve as a symbol to both the local Dejanite priests and the warrior elite.

    Landmarks
    Elephantos The Millenium City- On the coast of the Uhariya, Elephantos is the largest city in the region. Rumoured to have been founded by the first Karysite queen a thousand years ago, Elephantos represents the confluence of modern Avakonian engineering with traditional Karysite architecture. Like many cities in the heartlands of the Empire, Elephantos is blessed by marble temples, sewage systems, and aqueducts that contrast with the traditional winding roads and bright pastel dyed wooden homes of the city. The main road of Elephantos is a large cleared avenue leading from the south gate to the harbor at the northern edge of the city lined by 12 arches built by the 12 greatest Karysite queens. Each of the solid granite arches depicts a scene of a Queen in battle fighting side by side with her elite мајка company against a variety of foreign opponents.

    Tomb of the Queens- 20 miles Northwest of Elephantos lies a 800 year old Perijanist temple complex nearly lost in a sea of Cyprus trees. Unlike many of its siblings, underneath the complex lies a massive necropolis housing the great Queens of the Karysites. The Temple is overseen by elite perijanist priests and Karysite warriors, and while they maintain the temple, access to the Necropolis is limited to the most sacred occasions lest untimely trespassers become cursed. Each mummified queen is housed in her own burial chambered adorned with jewels, embroiled Stegomastodon tusks, and gilded weapons wrapped ritual tapestries. Of course a few queens does not a necropolis make, each burial chamber houses between 200 and 1000 warriors attendants and family members.

    Naós Ton Mitéron
    Situated on a scenic plateau overlooking miles of woodland Naós Ton Mitéron is a Dejanic Temple dedicated to training the мајка company, elite Karysite warrior women, and the Dejanic priestesses. While this place was once a Perijanist temple, legend has it that this is the area was where Dejan gained to loyal of the Karysites by defeating their champion in a contest of skill receiving the blessing of the gods. Here perspectives are trained in both the martial, philosophical and mystical going through a rigid unforgiving curriculum that's persisted for century.


    Spoiler: History
    Show
    The Karysites have a long and storied history with written records going back to about 700 years and oral histories going back even further. Centuries before the time of Dejan, the Karysites were ruled by an military despotate, using the мајка company to control the populace with an iron fist. For a time great glory was bought to Karys, but soon the despot become overtaken by greed, while the army grew weak and sluggish. In a bid to save Karys from corruption the мајка company and the Perijanist priestesses deposed the despot, installing the first Queen from the ranks of мајка company. In a bid to secure her throne Queen Bisera purged the Karys generals while elevating the priestess breauacry. As time went on the мајка company rose from a simple military unit to an elite group of skirmishers and bodyguards tasked with protecting the queen and the Perijanist priesthood. After the reign of Bisera, Karysite history would be defined by 12 great warrior queens each of expanded the influence of Karys throughout Estensule bringing glory and treasure back to the palaces of Elephantos.

    By the time of Dejan’s conquest the Karysites had aligned themselves with the Pelogosian league and promised to join Dejan upon two conditions. First that he defeat a champion in a contest of archey and that Karys receive a portion of the loot Dejan obtained from his conquests. As Dejan went from Corner to corner of Emjata the мајка company gained fame and fortune as a legendary cadre of invincible female warriors, second only to the feared cavaliers of Dejan himself. After his death Queen Jenasia Zhekurus leveraged the continued use of the мајка company and the bread basket of Karys in exchange for a Karysite dynasty ruling the empire.


    Spoiler: People
    Show

    The Karysites are of middling build with skin of near uniform golden beige, with a large segment of the population having freckles. Many Karysites poses brown eyes, but green eyes are seen as a mark of high class. Hair among the Karysite varies from curly dirty blonde to a dark brown. Both men and women braid their hair into a variety of styles, especially within the cities, as unaltered hair is considered ritually unclean within the public sphere. Aside from the Karysities there is a small minority of foreigners, primarily merchants and slaves, have resided in the urban areas of the region since the formation of the Empire.

    The Karysites posses a martial culture that values, discipline, honor, cleanliness and athleticism. What makes the Karysites unique is that these traits are seen as distinctly feminine, due to centuries of rule by the Karysite queens and the priestly class. Because of this, the elite soldiers, priest bureaucracy, and aristocracy are primarily female lead. While its theoretically possible for men to rise the ranks, men find it necessary to don feminine attire in order visually embody these values, the most prominent example being the last king of Kayrs had wearing feminine clothing within his court. War and strength are frequently lionized by Karysite writers as a way to achieve glory and earn ritual cleanliness. Vast parades are organized within the region to commemorate the great battles of the past and vulgarly display loot from foreign lands. Each social class has strict codes of conduct that determine how they must conduct public affairs, ranging from the reasonable, to the outright bizarre. Those who commit taboo’s within Karys are considered unclean and can only maintain their standing by proving themselves in the field of combat or selling themselves into bondage.

    A famous institution within Karys is the legendary мајка company. Stretching back centuries the мајка company’s creation is steeped in myth and legend. Though the most common story is that a wise general low on men desperate to defend the temple Naós Ton Mitéron recruited the women of the nearby villages in an attempt to protect one the site from northern barbarians. As the story goes 300 wives, sisters, and daughters fought for five days and five nights to protect the temple. In return Khompor blessed them that as long as women guarded the temple the Karysites would never see defeat. Typically, the мајка company recruit from the unmarried daughters of the landed class at the age of 11. Once recruited they are trained in archery, slinging, hand to hand combat, and Stegomastodon riding. In battle they serve as elite foot skirmishers and occasional mastodon riders. Many of the мајка company also learn of the great Perijanist philosophers along with a syncretic mixture of Dejanic and Perijanist mysteries. Out side the battlefield members of the company serve, as guards, priestesses, and even generals.


    Spoiler: Resources
    Show
    Due to centuries of cultivation and land management wheat is in great surplus, making Karys the breadbasket of the Empire. The regions verdant fields are fed by a system of wells, artificial lakes, and irrigation canals that supply water all year. Many farmers also alternate planting wheat, with legumes and leaving the land fallow in order to maintain soil quality. Unfortunately the region lacks preservatives, which could help the food travel so much further.

    Elephantos
    -The regions largest city, positioned to receive grain from all parts of region and export it throughout Emjata.
    Teemos - A city on the Eastern border of the region, connecting much of Estensule to the gates of Palmor. While in the past the city rivaled Elephantos in size and scope. The fall of the Fresia, and subsequent collapse of Antonius's successor state shifted trade routes away from the city.
    Argos - On the road to Avakon this city handles much of the overland trade between Karys and the west. This city is most famous for its arena where warriors from throughout the land face each other in combat.



    Spoiler: Religion
    Show

    Perijanism was once the dominant faith of Kayrs, but over decades the myth and of Dejan has gained influence over much of the populace. Most whom practice the Dejanic cult, heavily blend their beliefs with existing faiths in order to foster wide spread adoption of the faith.

    Holy Centers

    Temple of Argos (Dejanite)- Home to perhaps...fanatical Dejanites. The Temple of Argos is one of the most prominent Dejanic sites within the empire, due to its possession of a vast library of though by Dejanic philosophers from all of Emjata.
    Naós Ton Mitéron(Dejanite)
    Tomb of The Queens (Perijanist)
    Last edited by QuintonBeck; 2018-05-30 at 07:23 PM.

    Spoiler
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    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

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

    Join Date
    Jan 2018
    Location
    Paranoia land

    Default Re: EMPIRE4! Lands of Emjata

    CESARIA



    Spoiler: History
    Show

    While until recently Cesaria was a group of scattered City-states. It was once a mighty... one region kingdom. Much wow. But in reality is was lead by a dynasty of kings. While these may have been mediocre leaders on a world scale, rather unconcerned with expansion, and militarily weak. As the empire of Dejan rose, the Cesarian king did nothing. He sat there, unconcerned with this strange king. After all, people rise and fall all the time! He'll be fine! When Dejan comes, he'll just raise a small army, fend him off, take some more land, and continue to rebuild after the latest Mortovium. Then Dejan actually came. Despite their very greatest effort, they put up what would be described by anyone else as token resistance. After the complete destruction of a few border towns and the destruction of their army, the king was murdered. And there was much rejoicing. They did not want to surrender, but having deposed their own monarch, it's not too hard for the foreigner with the giant army to take the throne. After this, the Cesarians did not like Dejan. They were more militarized, less localized, and ruled by what they viewed as an upstart. Then they didn't. With the increased interaction with the surrounding areas, the constant need for sheep to provide clothing and food for Dejan's ever growing army, and a constant inflow of money, the people of Cesaria quickly became patriotic. VERY patriotic.
    Then Dejan died. The (governor? What was Dejan's ruling system? I'm going to say governor, just to further the Rome similarities because Proconsuls.) ordered a full year of mourning for Dejan, and the mass sacrifice of rams, both to the newly divinized Dejan and to force the sheep into mourning. (This isn't all that absurd, there are similar instances from our own history, like when Shaka ordered the mothers of a bunch of animals killed after his own mother died.) Before this year was even done, the infighting began. There are four empires now. Sure, Cesaria already technically belonged to one of them, but the people didn't much care. And so, civil war. Starting with two sides, it gradually descended into more and more, and as the four empires split apart further, so did Cesaria, though this relation was not infinite. Eventually, Cesaria settled down into fifedoms, but fighting a civil war for someone kind of sticks them into your cultural memory. And despite their history, the ancient Cesarian kings have been completely forgotten by the average civilian. They perceive that Dejan ruled, and don't really think of before, and if they do, they perceive it as some kind of dark age.
    Cesaria is a relatively new kingdom, on a world scale. Only recently united by a ruler who could be less described as great, and more as better than the rest of that generation's idiots, by the title of Rexan Crassus. In the time that has passed, they probably haven't gotten much better. From then on, the most power individual, by any form of appointment, or none at all, was referred too as the Crassi. (A king could be a Crassi, as could a president, or even someone who made so much money they eclipse the actual government in power. The title holds no power, it is simply an honorific.)
    Before that time, it was a group of petty dukedoms, fifedoms, and at least one that declared itself an empire. It was not of course, actually an empire. Before that still, it was part of the Dejanite empire, of course, and an eager component at that. Not especially important, but glad to be a part of greatness. Much of the petty squabbling was initially caused by extreme disagreements on who was the true successor of the Dejanise. They now aspire to find the next great empire, and become a vital part of it's success, or if necessary, become that empire itself.
    Cesaria has also always had a strange, nigh supernatural prevalence of sheep, to the point where it has occasionally become a problem, with them destroying all the grazing material for miles around. These times are known as the times of Mortovium, or times of the Death Sheep. (The sheep are not actually magic, they are simply a mass that violently overgrazes, leaving other animals starving, and then moves on, collecting any sheep in the last area as it does so.)

    Spoiler: Terrain
    Show

    Cesaria is mostly flat, open ground, pocketed by very occasional valleys, often referred to by residents as the Convalacras, or "Lands of grazing," and the occasional bubbling stream or brook. Three notable cities exist in Cesaria; Oviteram, Aliqa Licarm, and Magnoram. Oviteram exists in the center of their territory, serving double duty as a trade hub for the surrounding area and a shelter from any large enemy forces that would manage to reach Cesaria's juicy center. It is also the oldest, though for most of it's history it existed as a relatively small settlement, only the hub of a small area, later elevated by being made the acting base of Rexan Crassus, the unifier, while he waged his campaigns. Most goods produced in Oviteram are than exported to Aliga Licarm or Magnoram. Aliga Licarm is built near a large inland body of water, (Mechanically either the river for 22 or 24, or the lake for 20,) and the smallest of the three, though it is has lasted the longest as a a large settlement. Magnoram, whose name derives of a gradual corruption of an old phrase for "Great coast," as this city was initially founded by former residents of Aliga Licarm, is the largest and newest of the three cities, as well as both the greatest exporter and importer of goods. The rest of the empire is mostly small towns, with lone houses being quite rare. "Castles" are rather common unifying points for several small town sectors that were previously petty kingdoms, but most of these were horrible, and true castle like structures are rare. Other sites of note would be: Sinerra, the primary source of stone and other minerals, a moderate settlement with one of the only true defensive fortifications, and one of the first petty kingdoms to swear fealty to Rexan Crassus, and Nemoribus, the only forest of note, which also houses a settlement of the same name. While wood is scarce, it is not so much so to be a significant problem.

    Spoiler: People
    Show

    The people of Cesaria are generally timid. Shepherds are a very common profession, but not so common as to eclipse all else. Most are short, stout people, who refer to themselves as the Pastori Qui. Minorities are, while not second class citizens in the classical sense, still looked down upon by the general populace. While it doesn't advance to racism, they generally experience some hostility. However, if these people have some sort of claim to Dejanite power in their ancestry, this is very much reversed, as Cesaria's strange obsession with the Dejanese will probably never stop persisting.

    Spoiler: Resources
    Show

    Sheep. As mentioned earlier, Cesaria has a lot of sheep. Not just domestic sheep, but wild ones as well. Several kinds of rare, semi-magical sheep are found in the herd, but these are rare enough that they aren't considered an export in any way. For instance, the Aes Ovium (Lit. Metal Sheep,) who's horns grow hard as metal. Though mechanically yeah, the resource is sheep. Sheep sheep sheep. Lots of sheep. YAY SHEEP! Lacked resource is crops, as it is very hard to grow crops when there are roving bands of angry nomnom sheep who eat them.
    Trading Centers:
    Center 1: Cesaria
    Center 2: Cesaria (bought out in round 16.)
    Center 3: Unowned.

    Spoiler: Religion
    Show

    Due to their Dejanite obsession, many Cesarians are Dejanese (Religion, not nationality.) However, Jayleong-bo is a large minority religion, easily the second largest, and enough to have a religious center, though the Cesarian practicioners can be at best described as... Slightly deviant. That actually remains a general theme of Cesaria, as the Dejanites alike practice a slightly altered faith, worshipping Dejan as the great king to unify the world in greatness, instead of the murder murder stabby stab king.
    Spoiler: Religious Centers
    Show

    Center 1: The great temple of Oviteram: The largest Dejanese temple of the region, and a place of many pilgrimages by the surrounding area.
    Center 2: A Jayleong-bo center, and one of the main differences of Cesarian Jeyleong-bo: They believe this particular valley is sacred. That's about it. Known as the Manes Collem, or Valley of Spirits.
    Center 3: Known to the inhabitants as the "Second Temple," and as implied by the name, is the second largest Dejanite temple, located in Magnoram.

    Last edited by Fire Tarrasque; 2018-06-09 at 03:02 PM.

  7. - Top - End - #37
    Pixie in the Playground
     
    Griffon

    Join Date
    Jul 2018

    Default Re: EMPIRE4! Lands of Emjata

    The League of White Sails
    Region 14

    Spoiler: History
    Show
    In the glory days of the empire, the cities that would band together to form the League produced many bold merchants. These merchants sailed far and wide, and built a network of strong contacts all across their local region, and indeed Emjata as a whole. When the empire began to collapse, great fortunes were made off the rubble, but the declining writ of central power forced withdrawal, first from the periphery and then finally from the vast majority of Emjata.

    Nonetheless, the collapse strengthened the hand of certain merchants, and when at last the central government's authority collapsed over their home cities, the petty warlord who sought to take control found his entrance to the city blocked by a hedge of well-paid spears. The conflict was swift and bloody, but when it ended, the cities who had thrown off the imperial yoke rapidly bound themselves together into a confederation for mutual protection and support.

    This situation could not last forever, and the greatest city of the league, Starfall, soon found itself chafing at the bit; why should other cities have equal authority and say in the councils of the league to a city twice their size and with triple the commercial import? In retrospect it was no surprise when with bribery, intrigue, and just the slightest threat of military force, the head of the most powerful commercial family in Starfall forced the council gathering in his home city to vote his family the permanent office of High Admiral, and give him complete control over the military affairs of the league.

    He, of course attempted to centralize, and attempt which ultimately failed, mostly due to the fact that after his betrayal of the rest of the league, political opposition to centralization was higher than ever. The invasion of the Empire, and the coming of the Plague, completely dashed his hopes. The Admiral died quietly, killed by the plague, or so his opponents say.

    However, it was not only the Admiral who perished. The plague ravaged the League, killing and warping noble and commoner alike. The Magic of the Perijians was ultimately ineffective, and the people turned from Perijianism to other religions for aid. It was Initians, Gezans, and Abhidists who ultimately provided a cure, and the people of the League flocked to their temples. The political structures of the league came together for the first time to disseminate the cure in a united effort.

    In the aftermath of the Plague, the League was greatly changed. The government had finally centralized, due to the demands of the Plague, and the doctrines of Initians and Abhidists had blended together into a new, syncretic scientific religion, known as Hermeticism. Rather than have a single High Admiral, the League now had the Council, an assembly of equals, each one a representative of one of the merchant cities in the region. Of course, Starfall still retained its predominance over the rest of the League, with its representative being the First of the Council, though the family holding the position had changed.

    Spoiler: Terrain
    Show
    The League sits along the coast of a fertile region, composed of many steep but ultimately quite small hills. Atop those hills there are many hamlets and villages, most within close sight of one another. The coast itself is green and fair, and has many great seaports. The interior is reasonably well populated, but very poorly controlled, and the League's writ almost exclusively runs to the port-cities. Starfall is roughly central and on the coast, and is the largest city by far, although many people live in other port cities.

    The climate is warm, almost strangely so, and rainfall is intense. The plants and animals are brightly coloured and everywhere, and new travellers often find the heat and humidity hard to take.

    The coastline's ports are not traditional harbours. Rather, they are deep and narrow fiords, nearly any of which could be used to berth a ship. Starfall's port is not an especially large fiord, but is nonetheless large enough to effectively bifurcate the city, and the two-hundred-meter wide expanse will be very challenging to bridge. So far the city has a thriving ferry-boat service, which remained intact despite the Plague.

    Spoiler: Culture
    Show
    It is said the future can be seen in the League. It is filled with new men, resplendent in their freshly acquired wealth but clad in oddly austere dark suits. The armies of the league are citizens, for every citizen is bound to serve in the urban militias, and they are well-paid and well-equipped; indeed, they even sometimes care about what they are fighting for, as the end of crude authoritarianism has led to a much more responsive government, and even one with aspirations of democracy. Their solid hedges of spears have turned back many aspiring conquerors, and will turn back many more before their day is done.

    Spoiler: Resource
    Show
    The hamlets of the League interior grow predominantly Rice in terraced farms, built when the region was the granary of the Great Empire.

    However, the hills have long been stripped of useful metals, and Hard Metals are rare.

    Spoiler: Religion
    Show
    The League has no official religion, but the most common religion in the cities is Hermeticism, the new Initia-Abhidist syncretism. While followers of all religions can be found in the trading ports, Hermeticism has become the new great religion of the League. Holy sites are scattered, the most important ones are
    1) The Golden Society of Hermetics in Starfall, once a Perijian temple, it has become home to the center of Hermetic research and activity within the League.
    2) The Temple of Erells, where Gezan priests have taken up prominent place, being positioned in the rural areas of the League.
    3) The University of Starfall, just outside Starfall's city walls, home to Initia scholars who collaborate with the Hermetics on research.

    Spoiler: Hermeticism WIP
    Show

    Hermeticism is the syncretism of Initian scientific thought and Abhidi Mysticism, and is the study of the Aspects of God. Each Aspect is attributed certain properties as a facet of God, and with proper study of runes and application of various principles, an Aspect Scholar is able to invoke power from the very nature around them. Careful study and meditation is the primary method by which Hermetic magic-wielders gain their power. As a blend of Initian and Abhidi beliefs, it has the best relations with those two religions, though other religions are at least tolerated.

    The structure of Hermeticism follows the same organization as Initia does, with ranks of Aspectus, and inscribed runes. The principle difference is in a different organization of studies. While Initian scholars are expected to study wide-ranging fields, Hermeticists tend to specialize in one of five different Disciplines, corresponding to one of the Facets of God.

    The Aspects of God
    • Potentia - The Power of God - Astrology: Corresponding with the Fire aspect of Initial, the Power of God is the primal forces of the natural world. More varied than mere fire, it includes great earthquakes, tidal waves, storms, and any great upheavals of nature. The study of the Power of God is connected with the study of Astrology, the great arrangements of the Sun and Stars in the sky. Sun and the Stars are the greatest symbol of the Power of God, and by studying them correctly, a Hermeticist may divine the influences of God upon the lives of mortals, along with understanding the secrets of manipulating the Power of God.
    • Anima - The Vitality of God - Alacrity: The Vitality of God corresponds with the Water aspect, and represents the Living God, the portion of God that resides in life. Followers of Anima study Alacrity, delving deep into the workings of living beings, and how they interact with the magics of the world. This includes both healing the body, and improvement of it, a follower of Anima can be faster and stronger than any ordinary man with the correct rituals and spells.
    • Materia - The Substance of God - Alchemy: The Substance of God corresponds with the Earth aspect, and represents the Existing God, the God that is present in all objects. Alchemy, the Discipline of Materia, is the study of the manipulation of base material objects, and their transformation into higher forms. Masters of Alchemy can turn Lead into Gold with great effort, though the cost is high in magical terms, more than the value of the gold itself. Alchemy's practical applications, however, are in the material studies, creating stronger and lighter metals.
    • Cogitatio - The Mind of God - Theurgy: Corresponding with the Air aspect, Cogitatio studies the consciousness of God, and is the most esoteric of the Disciplines. It is partly practiced through deep meditation and contemplation on the nature of God, and thus, the nature of Existence as a whole. Studying Theurgy in this manner, at it's most base and practical level, allows for the enhancement of thought, assisting other researchers by bringing their minds closer to God. Far more mainstream practices of Theurgy utilize great rituals to invoke the consciousness of God, and invoke God's assistance. Theurgy in this form was the primary dissemination of the Cure in the League.
    • Concordia - The Unity of God - Thaumaturgy: Corresponding with the Spirit aspect, this is the study of the connections between different worldly objects, as all things are facets of God. Utilizing the discipline of Thaumaturgy, one may combine various other Aspects, through symbolically utilizing worldly objects which represent those aspects. By combining these Facets, as well as utilizing various runes and magical methods, one may endow worldly objects with properties of those other objects, creating mystical creations.

  8. - Top - End - #38
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Re: EMPIRE4! Lands of Emjata

    Country: Jintha
    Region : 108

    Spoiler: Summary
    Show

    Has special wood needs books / scrolls.

    Amphibious Bipedal Turtles that live in a land where life is mostly decided by the high and low tide. All decisions need approval of an council of elders.


    Spoiler: Terrain
    Show
    Terrain:
    The land of Jintha has a unique ecosystem which fully resolves around the tides. With the difference between high and low tide being between around 10 meters and rarely as high as 20 meters the majority of fertile land is located on plateaus that reside at this height. When the tide is high all that can be seen above the waves are islands, each of these islands houses either farms husbandry or forestry and the islands on the edges of the country house trading posts.

    When the tide is low the salt water drains from the country (apart from a puddle here or there) and reveals the hills the plateaus reside on. Some have a steady decline in height while other have a death drop down. At the ground level of the terrain unique flora and fauna have developed from the unique stone wood trees which have the qualities of wood while wet but gains the properties (except for weight) of stone when dried to the flying frog which is often used as children's pets.

    In the center of the land lies the ganzir geyser which is located over a vast network of underwater tunnels which connect to magma chamber. Eruptions happen twice per day on an exact 12 hour cycle.

    Most of the villages are located at the bottom in giant holes which form network between caves these holes are permanently filled with water. Light only reaches the dwellings higher up and near the openings of the holes making light a luxury most Volzen do not have in their homes but as they do not need it to navigate under the waters this has not provided any other downsides. Major cities of note are the capital Zandar to the south and the trading hub Hansru to the north.



    Spoiler: People
    Show

    People:

    The Volzen are a race of amphibious bipedal turtles their three fingered hand are excellent tools for digging up the silt left behind from the receding tide that is used to fertilize their farms. The general fashion is shorts for commoners and robes for nobles. The tools used are hand axes for forestry, sickles and plows for farming and big rocks for husbandry. The shells on their back grow harder the longer they live and they have an average life span of 150 years.

    The villages they live in generally span between 800 to 2000 Volzen however exceptions are found in trading hubs and the capital Zandar which house significantly more. The nobles tend to live higher than the commoners but most still live under the high tide sea level, only the richest tradesman and highest nobles having housing above the waves sometimes including libraries with paper books / scrolls and lawns to relax on. The plateaus are mostly used for work such as farms, forestry and husbandry with the occasional noble housing and taverns for the none water breathing visitors.

    The villages are rules by a council of elders which in turn send a representative to the grand council to convey their villages wishes where the grand council must come to a unanimous decision in order for the vote to be carried.

    In their spare time the adult Volzen like to sunbathe and read about ancient history on either imported books / Scrolls or on the coral tablets that all native writing is on while children like to play games like Rock or Friend (hide and seek) and flying frog racing.



    Spoiler: Resources
    Show


    Resources:

    Abundance/Export: Stone Wood these trees unique to Jintha provide unique wood which while wet can be used as normal wood and when dried gain the properties of stone but retains its weight this unique property was gained because of the tenacious silverfly which burrows itself only in the stone wood trees. As the trees get harder the silverfly's evolve to borrow through this new level of hardness and this cycle continuous.

    Import: Books / Scrolls are very hard to find in the land of Jintha with the water destroying most if not all paper that people do manage to collect do not survive for long.

    TP1: Hansru controlled by me
    TP2: Zildan not controlled by me
    TP2: Trisvar not controlled by me


    Spoiler: Religion
    Show

    Religion:

    Although the Volzen are not deep into their religion it is hard to argue when proof has been provided it works the major religion of Jintha is quatl Perijanism with most emphasis on Rieba however Xincoatl is still heavily featured among the many shrines that dot the land. There are three major religion sites in the land the grove of Rieba to the south, the grove of Xincoatl to the north the last remaining grove is in the far western reaches of the land whatever god used to be worshiped has been long forgotten and the ruins of the grove lie silent.

  9. - Top - End - #39
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: EMPIRE4! Lands of Emjata

    Sfaďr (106)

    Spoiler: Summary
    Show
    Has Platinum, needs Gems.

    South & west is hot and dry, north & east is lush and flat. Mostly humans, some elves that immigrated long ago. Individualist culture. Architecture is the national art. There are 6 elected regional Governors who elect the ruler. We have elven-Abhidic mojo that allows us to mine platinum.


    Spoiler: History
    Show
    Predejanic history

    People have been settled the in land of Sfaďr since time immemorial. At first, there was a kingdom that is said to have erected the southern mountains as a barrier against the then-savage southern nations. The ancient civilization supposedly had abundant access to magic, which they used to make Sfaďr a safe haven for all forms of life.

    Ermunahíldiz the queen ordered one more artificial mountain to be built: one that would be so high as to reach the planets, so that they, too, may be collected and added to the realm’s collection of treasures.

    When it had seemed that the Sfaďri were half done with the task, the mountain shook and fell, obliterating the kingdom. The Rúgari (see Geography) is said to be the place on which the bulk of the mountain fell, undoing the ancient magic that made Sfaďr a realm more blessed than any other.

    From that time on, the Sfaďri people never had a monarch for fear of such ill-advised decrees. They formed powerful local governments. It is recorded that thrice did the restless Tëhlër̨khët cross the borders of Sfaďr from the West, and thrice were they repelled by the Sfaďri, who had been united under the banner of Nithard the Stalwart.

    Under the Sun Banner of Avakon

    While Dejan the Conqueror was nigh-invincible, he still paid attention to every terrain feature; indeed, that is one of the things that made him such a fearsome opponent. And so when he conquered Sfaďr (easily, as none of the local Sfaďri rulers were willing to commit troops to defend the other), he knew his armies would have more and more supply problems as they progressed north, given that the mountains separating the north from the rest of Emjata were almost impossible to cross with carts laden with supplies.

    He therefore made Sfaďr a supply point for his northern armies, and improved the infrastructure, notably ordering the construction of Haumikilaz Pass, a wide road that crosses the mountain range at one of its lowest points and leads to Súthberg, connecting to roads leading to Andavenpolis, a city which was founded during the early Imperial era.

    As the required laborers and administrators moved to Sfaďr, and large investments were made, the country flourished. Dejan died soon, but that didn’t affect the country’s growth much. Rich Avakonians have discovered the Sfaďri platinum, the rarest of metals, and had opulent residences with platinum-coated roofs. Súthberg became one of the richest and most populous cities in the world. Some called it the “Avakonia of the North”.

    After the Empire

    The declining Avakonian Empire did not have the resources to maintain far-flung territories, so Sfaďr broke away peacefully and became one of the most powerful and civilized post-Empire states in the north.

    Due to the trade routes falling apart, it had been slowly declining and losing contact with the outside world to the point that many foreigners marked the land as “terra incognita” on their maps. In 121 IR, the old-fashioned government, whose workings had not changed since Avakonian times, finally succumbed to economic and cultural pressures and fell apart entirely without specifying who should govern next.

    Nearly every military officer, noble and mayor declared themselves the ruler of some territory. A free-for-all power struggle engulfed the whole country. One by one, weaker leaders were defeated or formed coalitions. Eventually, six great countries emerged, having absorbed all others. Each had many graveyards’ worth of dead. From the few merchants that still traded with the outside world, they heard news that the Avakonian Empire was on the verge of being destroyed by other, new great kingdoms that had formed since Sfaďr lost contact with the south. The leaders signed an uneasy truce and military alliance in 132 IR, to protect themselves, should the foreign kingdoms invade.

    As time went by, the states in the alliance grew closer. They undid the horrors of the civil war together and invented a new system of government. Finally, a single leader of the whole of Sfaďr has been elected in 157 IR.


    Spoiler: Geography
    Show
    The southern and western parts of the country, called Rúgari “the Red-dry”, are dry, as they suffer from rain shadow cast by the mountains surrounding them, the Haumikilaz. The Rúgari consist of rocks and steppes. The central mountain range divides the Rúgari into the regions of West Rúgari (obviously the part west of the mountains) and Temple of Besso.

    The lowlands of eastern Sfaďr border the magnificent river Mollis, which joins Norbar further north. The East is humid and vegetation-rich. Beware however of the many swamps and marshes. Contrad, the capital of the region, is a great city on the river, whose economy is primarily based on trade.

    The northern region is wetter, warmer, and its winters are rather mild. It is said that a fraction of ancient Sfaďri magic still protects this part of the country. Beaches of white sand line the great northern bay - Ascerb Bay. The typical northern biome is a flat grassland. Northerners make a living as fishermen and farmers. The coastal city of Andavenpolis is where Avakonian culture is preserved the most, as much of its population descends from Avakonian families, which immigrated during the Imperial era. Sfaďr was distant enough from the capital for the prices to be much lower, but developed enough to provide adequate services.

    Overall, the region is rather easy to defend, being protected by natural barriers (mountains, the ocean and the river) from all sides. This is part of the reason why Sfaďr has an individualist culture: until Dejan the Magnificent came, no foreign ruler wanted to cross the high mountains to conquer a region so distant from the center of Emjata, so having to closely cooperate with others to protect oneself wasn’t a necessity.

    The de facto capital Súthburg was founded long before Dejan. However, most of its growth took place during the Imperial era. The city is located slightly north of the center of the country, and in ancient times it sprawled across six hills. The lack of trade and failing infrastructure caused the population to decline, and now the city occupies only three. Of these, the northern two are considered to be Súthburg proper and on the other side of a desolate field, gray with abandoned buildings, lies the Foreigners’ Quarter. It was built when foreign diplomats and merchants first started to arrive in Sfaďr, to provide safe accommodation and luxurious amenities for the foreigners (and also in order to easily keep a close eye on them). It is separated from the rest of the city by a high wall and entry is only possible through the guarded gates. This made it a safe haven during the civil war, especially for the old noble families, some of which moved there.

    Transmikilaz is the Avakonian-Sfaďri name for the region of Inyaka north of the great mountain chain that stretches east to west. Contact has been lost with much of it after the Imperial era, and given the absence of signs and well-maintained roads, attempts to explore the region would have been largely unsuccessful.

    Sometimes, Transmikilaz is used as a name for Sfaďr only, as in the post-Imperial era, Sfaďr was, or regarded itself as, the most important place in the region. Secondly, the Sfaďri have lost contact with the peoples outside their region, so by using Transmikilaz, a Sfaďran may be referring to the part of it that he/she knows – Sfaďr.


    Spoiler: People and Culture
    Show
    About 90% human (Transmikilazi/native, Avakonian, tribespeople)

    The people of Sfaďr are of average to somewhat short stature, but they more than make up for this with their broad shoulders and muscular build. The most common eye color is gray; more often than not a Sfaďran’s hair is curly. A somewhat unusual characteristic is that most Sfaďri are left-handed.

    The traditional dress consists of a bright-colored cloak, long contrasting trousers or skirt, a shirt with an irregular stripe pattern, sandals and knee-high socks. The clothing is usually flaxen or woolen.

    In some rural areas of Sfaďr, it is not taboo for a woman to bare her chest in public. However, this is not much of a common occurence, as for most of the year it is simply too cold not to be clothed fully.

    Each Sfaďri local governor must contribute soldiers to the national army. If there aren’t enough volunteers, conscripts are drafted. While both men and women can volunteer, only men are normally drafted. However, if there aren’t enough capable men to face the threat, women can be conscripted too.

    Due to strong discipline, clandestine occurences between male and female soldiers are rare. “Double drafting”, as the practice is called, has disadvantages too, for example, in the civil war there were villages whose entire adult populations died, leaving no one to raise the children.

    Other than the preferential drafting of men, Sfaďri society doesn’t discriminate between the sexes very much. One of the core tenets of the Bessian school of Abhidic philosophy is that specializing is inherently detrimental, and that one should try all lifestyles. Applied to gender roles, this means that women should also try being the earners and protectors and men should look after the children half of the time, if possible.

    The Sfaďri belief in individualism makes many of them approve of vigilante justice. There is a well-developed dueling culture, and dueling is fully legal and not murder if both participants consent.

    The law is enforced and security is provided by the military. Members of city councils act as judges. Theft of private property is a more serious crime than in other cultures, on the other hand treason doesn’t earn you an immediate death warrant, as it does in much of the world. However, it still is a serious crime. One might think that a state that is lax towards challenges to authority might not be very stable, but this doesn’t seem to be the case. Some philosophers have hypothesized that this is because the rebels don’t feel so threatened by the government and so are amenable to non-violent resolutions.

    Punishments include, in general order of severity: fines, community service, beating, branding and execution. Imprisonment is almost unheard of as a punishment, though confinement of important adversaries, hostages etc. is common.

    As for the socioeconomic classes, most Sfaďri families live in houses that belong to them and can afford small luxuries once in a while.

    Those who have a better job than most, such as city council members, or those who possess large tracts of land, can live a worry-free life. They can afford to have many days off work to philosophize or indulge in a hobby. While they would like to claim to have a strong, healthy relationship with the lower class, the reality is that the members of the two classes don’t meet or talk very often, each following a different path in life.

    There are very few really wealthy people, even less than in other countries. They are usually merchants. They frequently sponsor building projects and public services. Some do this to increase their reputation and to gain favor with the government (which mainly consists of the middle-class citizens), others out of a desire to see the extravagant projects come into existence, and yet others because of simple altruism.

    Below all of these are the poor who struggle to survive every day. There are not many of them, but they discredit the Sfaďri belief in everyone’s personal freedoms to choose by existing and not having many of these freedoms. Some dislike or ignore them because of this. The government also thinks that having poor people in the country is a problem, and various solutions are being tried.

    Noble families from Avakonian times still exist in Sfaďr, but their influence has been drastically reduced by reforms. Taxes now go straight to the government, and private armies are no longer allowed.

    Slavery is not illegal, but is frowned upon and rare. Much more widespread is the practice of getting financially desperate people to be your servants for minimal pay.

    About 10% elven (Amauri)

    The elves are not native to Sfaďr. In ancient times, after the ancient kingdom’s collapse (the kingdom was real, though its feats are exaggerated to some degree), but before Avakonia became the center of the world, an elven tribe, to which the Omubui of Lasciemno are related, came to Sfaďr.

    The humans there lived in a dark age. People no longer believed there was more to life than the day-to-day work with a few simple pleasures, like gambling or good food. Nobody was willing or able to pay artists or entertainers. There were barely any towns, let alone cities. Most of the population lived a pastoral, semi-nomadic lifestyle.

    Then, about a hundred years into the dark age, the elves came, bringing with them their love of crafts, their refined culture and Abhidi, their religion. Slowly but surely the country livened up again. In exchange for the humans’ hospitality, they shared some of their knowledge, and both cultures changed forever.

    The elves settled and benefitted from the sheer size of the human clientele, selling them jewellery, metalwork, and rare goods brought from the east where their relatives live.

    The humans combined the elven meditation techniques with what little they remembered of the powerful Perijanist rituals from the Kingdom Era, which were particularly advanced in the art of creation and perfection of matter. However, soon they discovered that humans’ bodies are far less attuned to nature in contrast to those of elves. The most a human could do by invoking the aspects of Abhidi was bend a blade of grass.

    Later, it was discovered that by removing the surface layer of gems and dipping them into a special concoction, the gems become receptive to receiving energy from moonlight. The moons act as four giant mirrors in reflecting sunlight, mirror being the symbol of Abhidi. Drawing on the energy in the charged gems, humans can recognize and alter the aspect of Abhidi in materials. This ritual is called dwimmercraft. More specifically, its most common uses allow the meditating person to recognize the material they’re touching, determine its spatial extent (useful when you can’t see the whole thing) or alter its shape. Due to the necessity of touching the target and meditating for at least a few seconds, weaponizing dwimmercraft has been deemed impossible.

    About one fourth of elves live like their predecessors did, in the wilderness. However, Sfaďr doesn’t offer that much in the way of forests, so some of these elves live in caves in the mountains. These elves are governed by chieftains and druids, who are respectively the most powerful and spiritually attuned elves around. They are devout adherents of Abhidi. They organize in clans and families, led by a dominant head.

    Nearly all of the elves living in towns in the human manner live in the Foreigners’ Quarter and its hinterland, and as such they are ruled over by the Governor of the Quarter. Historically, the most important elven clans controlled the Quarter, but they were deposed in a coup in 125 IR. The reason for the coup was the mafia-like behavior of the clans. All Governors of the Foreigners’ Quarter have been elves so far, as the Quarter has an elven majority.

    Taxes are very high, as the elves have an “all for one, one for all” mentality – contributing to the common good is viewed as a citizen’s most important duty. On the other hand, the money is well spent.
    Lowlifes and human peddlers are kept out by the stable wall and vigilant watch, nobody dared to invade the Quarter even at the height of the civil war, and the infirm are taken care of relatively well.

    The elves have always kept to themselves, especially during and after the civil war. The elven community is effectively a state within a state, ignoring most of human politics. They are legally associated with Sfaďr only at the highest (constitutional) level.

    Contrary to (human) popular belief, the elves don’t have secret passages under the mountains. They do, however, make use of their excellent geographical knowledge to transport goods to and from neighboring regions quickly, avoiding bandits and toll roads alike.
    Most elves are crafts(wo)men and merchants. Some have more shady jobs in the service/entertainment sector and the black market. It is thought that they dislike the menial jobs like farming or sheepherding.

    Amauri means “dark ones”. The reason why the elves are called dark is unknown – the elves’ complexion is pale, resembling moonlit human skin. Folk etymologies propose that elves wore only dark clothing in the past, or that the name refers to their alleged preference for shadowy places. The Amauri are similar enough to humans to be mistaken for such on a cloudy night. What makes them different is their hair, whose colors vary between purple, red and yellow. It is typically worn in a single long braid by the women. Elven eyes have slit pupils. Elves tend to age slightly slower than humans.

    The elves speak a dialect that might be called French on Earth. They used to speak a language different from that of humans, but over centuries of contact, so many loanwords and grammatical patterns were exchanged that the two are now mutually intelligible.

    Half-elves are shunned by elves and humans alike, as they don’t fit into either culture and are perceived to be unattractive. No half-elf has held a public office in the history of Sfaďr. It is then no wonder that few wish to marry a member of the other species. For example, when an attractive young elven man has a human admirer, her friends will likely advise her to forget him.


    Spoiler: Government
    Show
    The current governmental system was established in 132 IR. It is the result of a union of six states which has been growing closer. Some are concerned that further unification will distance the leader of the alliance more from the common folk and give them more power than any one person should wield. However, the majority of people are enthusiastic about the fairly progressive leadership and support the elites.

    There are six Governors, who each rule over one of the countries in the alliance. They can elect and dismiss the Leader of the Sfaďri Free Alliance.

    Almost anyone can run for Governorship by participating in a competition that takes place once every 9 years in each region. The exact theme varies by region and by the historical period, but all competitions are aimed at selecting a wise, strong and ruler. The competitions are often life-threatening, and it is fairly common for some competitors to die. The competitors’ performances are scored by a panel of elders. Obviously, the participant with the highest score wins and becomes the Governor for that region. A person may run for governorship any number of times.

    The judges that select Governors aren’t impartial, they might give a few more points to a relative of a current governor or to an heir of a wealthy family. Political dynasties do exist in Sfaďr, but the successors need to be at least a little physically and mentally able.

    Since the new government has been formed after the war, Goveronors (even the general populations of the six regions) have been traditionally anxious about the balance of power in the alliance, secretly suspecting the others of trying to usurp control over the whole country. Many peculiarities of the SFA result from this political atmosphere, such as Súthberg not being declared the de jure capital of the country.

    On the local scale, there are powerful city councils who govern not only cities, but also the adjoining land. They are appointed by the Governors or their deputies.

    The regions and their current Governors are:

    -Foreigners’ Quarter (Sir Varden Bandeson. Little is known of him, but he he must be plotting something secretly if he is so cooperative with the humans, which is unusual for an Amauri.)

    -West Rúgari (Dame Rosagund Luitbertien, still an impetuous but bright child. Apparently one of the tasks in the West Rúgari Governor competitions is crawling though caves, which advantages thinner participants, i.e. children.)

    -Andavenpolis (Sir Lull Radeburg, a former merchant. Is suspected to be corrupt. Having ample experience in the world of money and power, he will reject prevarication and glibness in negotiations.)

    -Contrad (Dame Clothild d’Arberonto, reliable and conservative. Popular, but inexperienced in politics.)

    -Temple of Besso (Sir Médard Ansfing, the High Priest of Temple of Besso. Many seek his counsel, and it is said that he knows even the name of your unborn child. Tolerant of other religions.)

    -Súthberg (Sir Anatole Theophanous, whose noble family came from Avakonia. Sympathizes with the poor, and thinks making the common folk content is the mark of a good ruler. This goes against the elitist tendencies of many Sfaďri.)

    Current ruler:
    Sir Gerold Blanc, a middle-class man from southern Contrad in his late twenties. He is charismatic, and has managed to convince all six Governors to vote for him after it was decided that the country would have a leader. Reinvigorating Sfaďri culture and economy, making them no longer mere shadows and derivatives of the past is his primary reason for wishing to lead Sfaďr. He is a nominal Abhidic.

    He has decided that his goals would be accomplished best through military and economic might. Also, he has been sending incognito observers to foreign countries to assess the current political scene.


    Spoiler: Faith
    Show
    State religion: Abhidi
    When the elves came, only a few people converted to Abhidi. It did not become the dominant religion until it was discovered that the Abhidic techniques could be used for mining platinum (and other minerals) and until Besso published his geometrical treatises. Besso asserted that geometrical figures were the most important reflections of Abhidi. They can be constructed from any material and inserted into any work of art. Thereafter, the Sfaďri people have paid special attention to shapes. For example, six-pointed stars and hexagons are believed to bring good luck, and are worn in the form of pendants or earrings.

    Worship of Abhidi was tolerated by the Empire. Unrest in the strategically placed region was something that could threaten the Empire’s territories further north.


    HC1 (Temple of Besso): Abhidi
    In the lowest valley of Rúgari stands an old temple, built in -39 IR and well-kept since then. It is made of unhewn black local stone held together by clever fitting of the gaps of one stone into the protrusions of another and thick resin. Were it not for its regular shape, it might have been confused for a cave sometimes. That does not make it any less awe-inducing. On the outside, numerous overhangs and spirelets dazzle the viewer, seemingly defying the pull of the ground. Inside, many marvelous paintings and statues decorate the serene altar, while not disrupting the peace of those who enter.

    The temple was built in honor of Besso the Hermit, who has inspired the manifold Sfaďri rules and forms of architecture with his theories on geometry. The art is a point of pride for the Sfaďri, and one of their reasons why it’s their culture that’s superior to anyone else’s.

    HC2 (Home of the Aspects): Initia
    Spoiler: Journey of Magi Indago
    Show
    When the wave of diplomats from Regno flooded the world, among them, though noticed by few, was Magi Indago of family Garrio, father of Magi Vorbi. Following the philosophy of the Aspect of Air, the Magi journeyed around Inyaka aimlessly, going to lands he heard interesting rumors about, and attempting to spread Initia with little success. Nevertheless, he didn’t lose spirit.

    One day, Indago had been contemplating the Aspects when he heard the conversation of two elven merchants strolling by. They were talking about a war that has raged in their country for five years. Indago knew of no such war or country, so, curious to know more, he stopped them to inquire about its whereabouts. One of the merchants, Lyebault, was returning home and offered to take Indago along with him. Indago was too excited about his discovery to send a message about it to Regno.

    When they crossed the mountains to Sfaďr, they went straight into the largely elven city of Foreigners’ Quarter. Lyebault said it was dangerous elsewhere, and Indago saw that he was right; along the way they saw burning villages, armies maneuvering endlessly, and scavenging animals and birds feasting.

    Nonetheless, the Magi thought the land to be beautiful. The flowers almost shined with vibrant colors, and the old buildings scattered throughout the landscape, although in a state of disrepair, had a kind of magnificence he had never seen before.

    They arrived at the Quarter, and soon Indago felt the eyes of the crowds on him. One of his kind, a half-elf, was rare here, and not welcome, explained his companion. They hurried inside Lyebault’s home, where Indago was told many stories of Sfaďr, like the myth of the ancient kingdom.

    The next day, Indago said farewell to Lyebault and left to explore Sfaďr on his own. He wanted to go to the renowned temple of Besso first, but he was captured along the way by scouts of one of the warring states, Hiltland, as he was deemed suspicious by them. Indago was wary of using his magic power against them, not wishing to make himself known as a threat to be eliminated. He was taken north to their coastal capital, and presented to duke Alberic, who asked him about his identity.

    The Magi correctly deduced that the Sfaďri like visibly impressive feats – according to the story, their mythical kingdom performed many impossibly grand spells – and made flowers of fire bloom in the sky, to support his claim that he was an official diplomat of Regno, a distant land, and much power had been vested in him.

    Alberic was suitably impressed, and granted Indago the freedom of movement within his realm, but forbade him to leave altogether, thinking a foreign diplomat would be a valuable asset to have after the war, whether serving as a hostage or an ambassador. Indago was assigned bodyguards that enforced Alberic’s rule.

    Indago spent three years in Alberic’s country, learning the peculiar ways of the Sfaďri and showing them the Aspects’ workings. He had no trouble attracting students; the life goal of many Sfaďri is to know as much as they can about the world.

    As the end of the war approached, Indago was told by one of his students that Rúgari troops were closing in on Hiltland from all sides. Neither side guaranteed the survival of civilians. The Magi didn’t want to leave the other Initiates behind. In spite of that, he decided it would be better to flee the country and negotiate with the attacking army’s leader.

    In the night he fled. Air itself gave him speed, and soon he appeared in front of the Rúgari soldiers. They detained him, but soon he was led to the commander’s tent. Lyebault the Merchant was there; he had been searching for Indago since his disappearance, and, having tracked him to Hiltland, travelled alongside the Rúgari army. It was he who arranged for Indago’s current audience with the commander, instead of Indago being taken (as is usual for detained persons) to some lower-ranked, possibly close-minded officer.

    The friends greeted each other warmly. Indago told the commander of his captivity in Hiltland, and answered her questions about the terrain there, the enemy’s preparatory military maneuvers and the composition of the Hiltland army.

    Answering his request, the commander also told Indago that she was never going to kill civilians. On the surface, she had been sending mixed signals to everyone, including her troops, to trick the enemy into defending villages that she wasn’t going to attack.

    At the dawn of the next day, the battle with the most participants on both sides in Sfaďri history took place. It was more tiring than bloody. After 5 hours of intense stonewalling and cautious advances, duke Alberic knew that he wasn’t going to win. He ordered his army to surrender, boarded a ship and sailed away beyond the horizon.

    The civil war effectively ended, and Indago went back to Andavenpolis territory, formerly known as Hiltland, to make sure the teachings of Initia were firmly rooted in Sfaďr, for he had to return to Regno as soon as it was possible, at least temporarily, to reunite with his family and tell of his journey.

    Having ordained a few Speakers, Indago left for his homeland in 166 IR. After he left, the Sfaďri initiates negotiated financial support from Sir Lull Radeburg for a new Cursuri building, replacing the provisional one. Besides providing more space and a nicer environment for the study of Initia, the new building was to impress Indago upon his return. Each of them did their part in the grandiose project.


    The Home of the Elements is an observation tower and an Aspect Campus. It is located in the northern Andavenpolis region, on a lone hill in the middle of vast grass-covered lowlands. It is built of chiseled white stone bricks, and the slate roof is polished so well that it shines during both day and night.

    The central tower is surrounded by a garden. It has a pentagonal cross section. Connected to it by flying buttresses that also serve as bridges are five smaller round towers, each themed after one element. Each tower’s base has an adjoining entry hall.

    From the top of the central tower, one can see the land, the ocean, and the sky very well. There is astronomical equipment in the tower.

    HC3 (Flute of the North Wind): None
    Where the north side of the Haumikilaz Mountains meets Mollis, a weather-worn gray rock full of round openings stretches for two Sfaďri miles. When wind blows from the north, it passes through the holes, producing a beautiful sound. People come here to listen and meditate. It is regarded as a sacred place by the Sfaďri. It isn’t associated with any particular religion.


    Spoiler: Trade and Resources
    Show
    In ancient times, it was discovered that the northern side of Haumikilaz is abundant in a white metal, Platinum. Unlike gold, it naturally contains impurities, which make its properties unpredictable, and it resists any attempts to smelt it. For these reasons, it was barely used for even the crudest of items before dwimmercraft was invented. Using dwimmercraft, a smith first removes the impurities, then he beats and stretches the platinum into a rough shape with his tools. Finally, he uses dwimmercraft again to carve the details of the object and smoothen its surface.

    With dwimmercraft being used for many mundane tasks, the Gem consumption of Sfaďr is great. Abilities like telling apart a solid gold ring from a gilded one by touching them (the user can determine the spatial dimensions of the substance – they can tell if the gold goes all the way through or if it’s just a surface layer) aren’t even considered supernatural. And while the gems can be reused, a bit of them is shaved off in every recharging and they also gradually lose quality.

    TP1 (Haumikilaz Pass): Sfaďr
    The old Avakonian road, now repaired, is where countless goods will cross Sfaďr’s southern border. At least the government, which expended much of its budget on the repairs, hopes so.

    TP2 (Foreigners’ Quarter): None
    Súthberg has declined greatly, but the elves in the Foreigners‘ Quarter somehow kept trading with other lands all throughout history. Do they really have paths through the caves that they tell no human of?

    TP3 (Contrad Port): None
    Although Sfaďr has a northern coast, the port near Contrad, the biggest on Mollis, is the most important Sfaďri port, as it is located close to other civilizations and in very safe waters. Platinum is shipped to the eastern nations in return for materials that cannot be found in Sfaďr.





    Cesaria (102)
    Written up by Fire Tarrasque, edited by me

    Spoiler: History
    Show
    Before Avakonia

    While until recently Cesaria was a group of scattered City-states. It was once a mighty... one region kingdom. Much wow. But in reality is was lead by a dynasty of kings. While these may have been mediocre leaders on a world scale, rather unconcerned with expansion, and militarily weak. As the empire of Dejan rose, the Cesarian king did nothing. He sat there, unconcerned with this strange king. After all, people rise and fall all the time! He'll be fine! When Dejan comes, he'll just raise a small army, fend him off, take some more land, and continue to rebuild after the latest Mortovium.

    During Avakonian Rule

    Then Dejan actually came. Despite their very greatest effort, they put up what would be described by anyone else as token resistance. After the complete destruction of a few border towns and the destruction of their army, the king was murdered. And there was much rejoicing. They did not want to surrender, but having deposed their own monarch, it's not too hard for the foreigner with the giant army to take the throne. After this, the Cesarians did not like Dejan. They were more militarized, less localized, and ruled by what they viewed as an upstart. Then they didn't. With the increased interaction with the surrounding areas, the constant need for sheep to provide clothing and food for Dejan's ever growing army, and a constant inflow of money, the people of Cesaria quickly became patriotic. VERY patriotic.

    Then Dejan died. The (governor? What was Dejan's ruling system? I'm going to say governor, just to further the Rome similarities because Proconsuls.) ordered a full year of mourning for Dejan, and the mass sacrifice of rams, both to the newly divinized Dejan and to force the sheep into mourning. (This isn't all that absurd, there are similar instances from our own history, like when Shaka ordered the mothers of a bunch of animals killed after his own mother died.) Before this year was even done, the infighting began. There are four empires now. Sure, Cesaria already technically belonged to one of them, but the people didn't much care. And so, civil war. Starting with two sides, it gradually descended into more and more, and as the four empires split apart further, so did Cesaria, though this relation was not infinite.

    After Avakonia

    Eventually, Cesaria settled down into fiefdoms, but fighting a civil war for someone kind of sticks them into your cultural memory. And despite their history, the ancient Cesarian kings have been completely forgotten by the average civilian. They perceive that Dejan ruled, and don't really think of before, and if they do, they perceive it as some kind of dark age.

    Cesaria is a relatively new kingdom, on a world scale. Only recently united by a ruler who could be less described as great, and more as better than the rest of that generation's idiots, by the title of Rexan Crassus. In the time that has passed, they probably haven't gotten much better. From then on, the most power individual, by any form of appointment, or none at all, was referred too as the Crassi. (A king could be a Crassi, as could a president, or even someone who made so much money they eclipse the actual government in power. The title holds no power, it is simply an honorific.)

    Before that time, it was a group of petty dukedoms, fiefdoms, and at least one that declared itself an empire. It was not of course, actually an empire. Before that still, it was part of the Dejanite empire, of course, and an eager component at that. Not especially important, but glad to be a part of greatness. Much of the petty squabbling was initially caused by extreme disagreements on who was the true successor of Avakonia. They now aspire to find the next great empire, and become a vital part of it's success, or if necessary, become that empire itself.

    Cesaria has also always had a strange, nigh supernatural prevalence of sheep, to the point where it has occasionally become a problem, with them destroying all the grazing material for miles around. These times are known as the times of Mortovium, or times of the Death Sheep. (The sheep are not actually magic, they are simply a mass that violently overgrazes, leaving other animals starving, and then moves on, collecting any sheep in the last area as it does so.)


    Spoiler: Terrain
    Show

    Cesaria is mostly flat, open ground, pocketed by very occasional valleys, often referred to by residents as the Convalacras, or "Lands of grazing," and the occasional bubbling stream or brook. Three notable cities exist in Cesaria; Oviteram, Aliqa Licarm, and Magnoram.

    Oviteram exists in the center of their territory, serving double duty as a trade hub for the surrounding area and a shelter from any large enemy forces that would manage to reach Cesaria's juicy center. It is also the oldest, though for most of it's history it existed as a relatively small settlement, only the hub of a small area, later elevated by being made the acting base of Rexan Crassus, the unifier, while he waged his campaigns. Most goods produced in Oviteram are than exported to Aliga Licarm or Magnoram.

    Aliga Licarm is built near a large inland body of water, (Mechanically either the river for 22 or 24, or the lake for 20,) and the smallest of the three, though it is has lasted the longest as a a large settlement.

    Magnoram
    , whose name derives of a gradual corruption of an old phrase for "Great coast," as this city was initially founded by former residents of Aliga Licarm, is the largest and newest of the three cities, as well as both the greatest exporter and importer of goods. The rest of the empire is mostly small towns, with lone houses being quite rare. "Castles" are rather common unifying points for several small town sectors that were previously petty kingdoms, but most of these were horrible, and true castle like structures are rare. Other sites of note would be: Sinerra, the primary source of stone and other minerals, a moderate settlement with one of the only true defensive fortifications, and one of the first petty kingdoms to swear fealty to Rexan Crassus, and Nemoribus, the only forest of note, which also houses a settlement of the same name. While wood is scarce, it is not so much so to be a significant problem.


    Spoiler: People
    Show

    The people of Cesaria are generally timid. Shepherds are a very common profession, but not so common as to eclipse all else. Most are short, stout people, who refer to themselves as the Pastori Qui. Minorities are, while not second class citizens in the classical sense, still looked down upon by the general populace. While it doesn't advance to racism, they generally experience some hostility. However, if these people have some sort of claim to Dejanite power in their ancestry, this is very much reversed, as Cesaria's strange obsession with Dejanism will probably never stop persisting.


    Spoiler: Resources
    Show

    Sheep. As mentioned earlier, Cesaria has a lot of sheep. Not just domestic sheep, but wild ones as well. Several kinds of rare, semi-magical sheep are found in the herd, but these are rare enough that they aren't considered an export in any way. For instance, the Aes Ovium (Lit. Metal Sheep,) who's horns grow hard as metal. Though mechanically yeah, the resource is sheep. Sheep sheep sheep. Lots of sheep. YAY SHEEP! Lacked resource is crops, as it is very hard to grow crops when there are roving bands of angry nomnom sheep who eat them.

    Trading Centers:
    Center 1: Cesaria
    Center 2: Cesaria (bought out in round 16.)
    Center 3: Unowned.


    Spoiler: Religion
    Show

    Due to their Dejanite obsession, many Cesarians are Dejanite (Religion, not nationality.) However, Jayleong-bo is a large minority religion, easily the second largest, and enough to have a religious center, though the Cesarian practicioners can be at best described as... Slightly deviant. That actually remains a general theme of Cesaria, as the Dejanites alike practice a slightly altered faith, worshipping Dejan as the great king to unify the world in greatness, instead of the murder murder stabby stab king.

    Religious Centers
    Center 1: The great temple of Oviteram: The largest Dejanite temple of the region, and a place of many pilgrimages by the surrounding area.
    Center 2: A Jayleong-bo center, and one of the main differences of Cesarian Jeyleong-bo: They believe this particular valley is sacred. That's about it. Known as the Manes Collem, or Valley of Spirits.
    Center 3: Known to the inhabitants as the "Second Temple," and as implied by the name, is the second largest Dejanite temple, located in Magnoram.




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    Last edited by Corona; 2019-03-25 at 02:51 PM.

  10. - Top - End - #40
    Dwarf in the Playground
    Join Date
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    Default Re: EMPIRE4! Lands of Emjata

    [Region One]: Yemur

    Terrain
    Spoiler
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    Yemur is a wet coastal region dominated by temperate coniferous forest. The overall climate is mild and similar to neighboring Amham to the south, but the slightly shorter growing season induces greater seasonality and winters are cool with occasional snow; though accumulations in the lowlands are modest at best. Much of the region is mountainous, especially in the north, with the high peaks snow-covered year round. Overland travel through the thick and often swampy forests is difficult and most movement occurs by ship. This is possible as the region is almost entirely united in a single massive watershed. The Yemur River, for which the region is named, dominates the region and population is clustered around the slow-moving lower basin and the many sizable tributaries.

    The region has a split population. The lowland regions of the Yemur watershed where the ground is flat and there is abundant water to irrigate rice production during the growing season and considerable fish protein form the larger focus of habitation, with the population clustered around walled towns very similar to those of Amham to the south. The upland mountain valleys also host a separate population that lives in small villages and farms upland rice in dry fields supplemented by herding.

    Floral diversity in Yemur is considerably less than that of Amham due to the more temperate climate. There is only a single major lowland ecosystem and a similar highland ecosystem that cover the entire region at their respective elevations. The fauna is more interesting with a number of unusually large organisms, particularly in the cooler alpine regions, such as giant pangolins and saber-toothed hunting cats. The deep and dark woodlands are particularly famous for their fungi, including the legendary steelshrooms, and the gathering of mushrooms is forms a major food source for many of the locals. The Yemur River hosts a number of unique fish and mammals that are of considerable cultural importance.

    There is a volcano in the northeastern portion of the region known as Mount Ude. Periodic eruptions – at least five in the past thousand years – have had a substantial influence on local development.


    History
    Spoiler
    Show

    Life in Yemur has centered, since ancient days, on the Yemur River. People came to the region, fished, gathered mushrooms, and grew crops, and when their settlements grew too large they sent additional colonies upriver to new lands. In this way the lowlands were settled and in time warrior chieftains emerged and built walled towns of rammed earth from which they dominated their surroundings. These towns fought among themselves without unity; competing for fishing grounds and access to steelshroom patches and listening to their shamans when trouble came.

    In the highlands it was different. There the people were too poor to war upon each other. Their scattered tribes achieved a measure of cultural unity through the use of animal trains for transport and the influence of the looming shadow of Mount Ude. This culminated in the arrival of the monk Imor some two hundred years before Dejan. Imor's origins have been lost, but he was a religious teacher of great knowledge and some power. It is said that his influence over the universe was able to cleanse the taint of Mount Ude from the Yemur River following the most recent eruption, an act that saved tens of thousands from starvation. The upland tribes unified beneath the framework of Imor's monastic teaching and built the temple city at Agzi to reflect their conversion to Abhidi.

    Then Dejan's armies came. Under the leadership of Tyverious Kren they easily sailed up the Yemur and subjugated one walled town after another. The ease of river travel made the campaign nearly effortless, since the conquering armies would outnumber local warrior bands ten to one or more and force immediate surrender. The chieftains bowed down and submitted tribute to the foreign warlord while the shamans fled to the depths of the forest. In the mountains the people lacked any means of martial resistance at all, but the monks of Agzi refused to acknowledge the hegemony of Dejan. Tyverious put them all to the sword and burned the temples to their foundations. There was no resistance after that.

    The local population advanced by learning from the occupying garrisons, but did not hesitate to rise up almost immediately following Dejan's death. This was a military campaign in the lowlands, but in the highlands the people simply poisoned every well known to the garrison and watched the soldiers and bureaucrats writhe in agony for weeks. The shamans made an effort to protect the knowledge and tools the southern armies had left behind, but the newly restored monks visited fire upon the garrison in turn so that they might rebuild their city on the same site.

    Subsequently the barons of the walled towns returned to their internal wars and the monks closed the highlands to outsiders. Duke Jeo Gyeon sent a call to the towns of the Yemur Basin to join his federation after the victory at Sagi River, but none felt it necessary to bow before another southerner. Without central leadership the situation in Yemur gradually degenerated. Criminal elements escaped from Amham and from Regno to the east filtered across the region leading to a rise in banditry. Flood management systems put in place during the occupation were not maintained and gradually failed, leading to the destruction of several towns and a significant population decline. As a result of this overall dilapidation the region fell easily to troops from Amham sent to restore order in 110 IR.


    Government
    Spoiler
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    Yemur lacks a central government and has in fact never possessed as single united authority throughout its history. Even under Dejan control was divided between a lowland garrison at Okgo and an upland garrison at Agzi. The post-conquest fragmentation was substantial, until even small tributaries were divided between competing barons, bandit leaders, and free villages. Shaman assessments indicate there was no polity with even five figures worth of citizens.

    Local governance was similar to that of Amham, with hereditary barons ruling warriors living in walled towns that commanded the allegiance and labor of surrounding villages by force of arms. This leadership was shared with shamans who maintained cultural primacy and considerable influence over local decision-making. In the uplands small tribal villages were controlled by local headmen and under the guidance of the mendicant Abhidic monks who served as a vehicle for communication and dissemination.


    People
    Spoiler
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    Yemur has two principle ethnic groups. The lowland population, the Amkeo people, is very similar to the Amham to the south, having sprung from the same roots. Black-haired and green-eyed, their eyes are slightly more angled and their skin a few shades darker than the Amham reflecting the influence of riverside life. They prefer to wear their short hair straight rather than braided.

    The majority of Amkeo are peasants living in villages alongside rivers. They grow rice in paddy fields as the staple crop, supplemented by fruit trees, buckwheat, and a number of green and root vegetables – notably alliums. Fish is an important part of the diet and the only form of meat eaten in common households. Mushrooms are also harvested as a supplementary food source. The peasantry is dominated by a military elite that demands taxes and labor and spends most of its time fighting the warriors of other settlements. These warriors are skilled river sailors and known for their ability in marine combat.

    The Amkeo wear loose robes of either hemp or linen, with leather used for heavy labor and combat. The patterning used for lamellar tends to be square rather than the triangular form used in Amham and wicker shields are used instead of rattan. Fabric is usually died in blue, green, or yellow, with fish-scale designs the predominant style. Pottery remains important, but basketry has been elevated as the principle craft of storage articles.

    In the uplands the people are different. The Egude people who live there are visually similar to their lowland cousins, but they have brown eyes instead of green, longer faces, and tend to wear their hair to some length - especially in women. Their eyes are narrow and their skin is marginally darker. They wear hemp and linen at times, but tend to supplement this with hide-based garments and furs, especially hats that cover the neck. They dye their clothing in uniform tones, using embroidery of simply geometric forms as embellishment.

    The Egude live in small highland villages where they grow upland rice, buckwheat, and herd goats and yaks. These villages are only semi-permanent as the upland soil cannot continually sustain rice cultivation. Their society is generally very poor and lacks stratification. Decisions are made by elders or the charismatic leaders of notable families.

    Neither the Amkeo or the Egude have much in the way of education. Shamans and monks form the learned classes. Literacy levels are very low overall but the religious elite is quite knowledgeable. The Amkeo adopted the avakonian script in the same fashion as Amham, but the monks of the highlands have had writing since Imor. They use the characters of Regno though their language has nothing in common with the speech of the oamaneii; a curiosity tied to the origins of the mysterious monk that seems unlikely to ever be solved. Education among the Egude lagged behind the lowlands for decades due to the destruction of Agzi, but increased contact with oamaneii from the city of Newbess in recent years has begun to remedy this deficiency. Faith, and the servants of it, is a dominant force in Yemur; far more potent than any secular authority.


    Religion
    Spoiler
    Show

    The Amkeo are devout followers of Jalyeong-Bo in much the same manner as their relatives to the south. The biggest difference is prioritization of the river lords and their various daughters over the forest queens. Megalithic structures dating to prehistory can also be found in Yemur, including in the upland regions where Jalyeong-Bo is no longer dominant. Drumming remains an important part of ritual, though the precise instruments are varied, with a linked two-drum combination known as the nodo predominant.

    The Egude have adopted Abhidi as their faith, though shadows of Jalyeong-Bo remain - especially further out from Agzi. Their mendicant monks hold a role very similar to shamans and an outsider not versed in the particularities of each faith might be hard-pressed to tell the difference beyond forms of dress. Egude monks shave their heads, both men and women, a practice that marks them out from the common populace.

    Shamans and monks represent the educated class of both ethnic groups, though the monks are more interested in mathematics and the shamans natural philosophy. Both groups appear tightly knit, but there are hidden internal schisms. The shamans are divided over the issue of Amham's attempt to assimilate the Amkeo, while the monks struggle over whether strict devotion to Imor's principles should be their guide or if it would not be better to incorporate both the teachings of Jalyeong-Bo and Initia into their practices.

    Religious Centers
    1. Black Gateway – an underwater sinkhole (blue hole) in the Yemur River Delta. This wide black abyss is apparently bottomless but the waters above are always perfectly still. (Jalyeong-Bo)
    2. Shrine at the Confluence – shrine complex where three major tributaries join up with the Yemur to nearly triple its size. (Jalyeong-Bo)
    3. Agzi – rebuilt temple city in the northern mountains. (Abhidi)


    Trade
    Spoiler
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    The deep forests of Yemur are well known for many varieties of mushrooms, edible and otherwise. Most notable among these are the steelshrooms, which grow in rocky areas. These mushrooms are particularly good are curing certain illnesses, notably lethargy, and are considered essential food for shamans or monks attempting to summit any of the high peaks. Their unusual trade name – which bears no linkage to the local appellations – is generally traced to the monk Imor, who experimented extensively with their use, but his manuals derived from this study were destroyed when Agzi burned.

    Trading Posts
    1. Ikin – mountain village near Newbess at any intersection of yak-train routes. (Steelshrooms)(Minor)
    2. Gaeto Town – settlement near the center of the watershed, with rapid access to the rest of the region. (Steelshrooms)(Good)


    Region 2
    Amham Federation
    Motto: 'Resound the Drums'


    Current Ruler
    Spoiler
    Show

    Baek Gyeon is the fourth Duke of Amham, the direct descendant of the founding Duke Jeo Gyeon. Only twenty-four years old, he became Duke two years previous following his mother's unexpected death at age forty-four. He is a contained, serious young man deeply devoted to his family and his people.

    Stats:
    Diplomacy: 2
    Economy: 4 (3+1)
    Military: 3
    Faith: 4 (3+1)
    Intrigue: 1

    rolls


    Terrain
    Spoiler
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    Amham occupies a wet coastal region that is primarily temperate rain forest or temperate alpine terrain. Harsh and towering mountains rise to the east with the elevation changing suddenly. The climate is mild, but very wet, especially during the winter, though it only rarely snows. Most of the landscape is rocky and rugged and covered in old and forbidding forest. The human population is confined to the coastline and a handful of fertile alluvial plains and river valleys of immense concentrated fertility. Overland travel is difficult at best, and the rivers tend to be harsh and powerful.

    The population is confined to the small fertile regions, with extensive rice paddies, orchards, and other farmland surrounding walled towns. Only outlaws and elusive tribes are found in the forests or mountains. The capital city, Samg, is located on the coast, on the southern bank of the Sagi River. There are numerous other walled towns, usually found on stony outcrops emerging from otherwise fertile farmland. Construction is primarily of rammed earth in older structures, though newer buildings tend to stone. Wood, though abundant, is used only for temporary structures and the homes of the poor.

    Amham has a diverse and complex ecology with incredible diversity of flora and fauna. In many areas the trees grow to immense size, towering fifty meters or more in the air. Primordial beasts stalk the deep wilderness, rarely glimpsed in the flesh, but leaving behind the evidence of their passage in torn and ragged landscapes. There are many rare edible plants, unusual animals, and valuable herbs to be found in the depths of the woodlands, though they are well hidden in most cases.


    History
    Spoiler
    Show

    Amham has been inhabited since history recedes into the shrouds of myth, and shows evidence of this occupation in the form of raised megalith structures and shrouded burial mounds found in the deep woodlands. However, it has developed only recently. In the century prior to Dejan’s conquests the walled towns were just emerging as the population centralized and began intensive, regimented agriculture at last. There was no unity between these settlements and they fought extensively among themselves, with the urban elite indeed emerging out of a need for dedicated warriors.

    Dejan’s armies, highly trained and vast in number, easily crushed the limited opposition the walled towns could produce. The empire took control and garrisoned the region. This proved ultimately to the benefit of Amham. Conquered late, few citizens from elsewhere had time to settle here, and almost all soldiers were withdrawn immediately to fight in succession wars following Dejan’s death. As a result imperial influence over the population was light, but contact with the imperial machine brought advanced technologies, trade, and insight to the land and people. Amham vaulted ahead in centuries of development in a single generation as the local barons wasted no time in seeking to enhance the production of their limited lands to the hilt.

    Twenty years after the end of the Avakonian Empire an attempt was made by one of the generals to seize control of Amham, primarily in the interest of securing timber resources to build warships and conscripts to crew them. This time, the elites heeded a directive by their shamans and grouped together as one behind a chosen warchief, Duke Jeo Gyeon. Jeo forged the warbands of the walled towns into an elite fighting force and successfully threw back the invasion at the Battle of Sagi River. Thereafter he commissioned the construction of a new town near the river mouth to serve as the center of the newly created Amham Federation.

    Jeo refused to relinquish power following his victory over outside invaders and instead spent the remaining twenty-six years of his life cementing the power of the duke and the primacy of Samg by brutally suppressing all rivals. This involved a number of shockingly savage executions and in one case the complete obliteration of a town to the point of stone-by-stone deconstruction. Tyrannical as such measures were they allowed the federation to emerge as a legitimate functioning entity and for Jeo to pass on the position of duke to his eldest surviving child Sileo Gyeon.

    While no subsequent duke has managed to obtain Jeo’s extraordinary mastery of the Amham army and complete intimidation of the walled towns, the federation has remained in the hands of his descendants and the armies have mustered at the duke’s call ever since. Presently the fourth duke, the relatively young Baek Gyeon, has taken up the post.


    Government
    Spoiler
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    Amham is a federation, not a true kingdom, and the power of the titular head-of-state, the Duke, is limited. The Duke controls the capital city of Samg, but the remaining walled towns scattered across the region are under the control of their own hereditary barons. These must render up warriors for military needs alongside labor and tribute for economic endeavors, but all major undertakings must be decided by the Federation Council. This body is composed of all barons, each with an equal vote, and meets annually. This is not a particularly efficient system and the duke must often rely on the resources of Samg and whatever popular support can be mustered to pursue any agenda.

    Barons control their walled towns and the arable land they are capable of claiming dominion over surrounding them. Internal skirmishing over such boundaries, particularly in the case of critical resources such as mills, is regular and can be quite fearsome. Control over a town is nominally hereditary, but barons often fall in battle, fail to produce issue, or are murdered, leading to changes in leadership on a regular basis.

    Control by the barons and the duke is based in martial power. The urban class is the military class and therefore control of a town means control over its fighters. Influence in the countryside is much weaker, as there is disconnection between the population and their leaders. In particular, beneath the boughs of the forests there is little if any governance or law and isolated people and fugitives will retreat to these places to hide from those who hunt them. For the most part the people till the land as best they can and bear the demands of seasonal labor. Rebellion is rare, since the ease of absconding makes it difficult for the peasantry to develop festering resentment. Additionally the legal code, which developed from Avakonian principles, is simple and harsh, but relatively fair, and warriors are not considered above the law since most legal authority is held by shamans.

    The authority of the duke and the barons exists in tandem with the considerable religious authority of the shamans. These individuals, who choose their own members according to criteria that has nothing to do with social standing, have a great hold over the population and immense influence through festival activities, healing services, and ritual practice. As a result governance tends towards extreme conservatism, for considerable departure from the status quo is likely to be met by considerable shamanic opposition. By contrast, a major undertaking with shamanic support is much easier to conduct.

    The shamans, as a group, support the existence of the federation and widespread rebellion, civil war, or other destabilizing events will be met both by their popular and mystical influence. However, should the shamans unified front crumble, the federation would struggle to survive.


    People
    Spoiler
    Show

    The Amham People are primarily a farming people living in a moderate temperate climate in dense confines. They grow rice as the staple crop in paddy fields on alluvial plains alongside buckwheat, various fruit trees, and numerous green and root vegetables. The majority of the population labors as peasants beneath the yoke of a military elite that demands their resources in order to train for combat. Their society is therefore divided accordingly. Most peasants are tied to small villages and rarely leave save for conscripted labor, while the small elite class lives in homes in the walled towns and spends most of their time practicing for combat.

    Amhams are a relatively pale folk with straight black hair, wide but narrow green eyes, flat faces, and wide but flat noses. Hair is usually worn short, no more than shoulder-length, and often braided in both men and women. Facial hair is limited and is generally shaved in all cases save elderly shamans. The Amham are not a particularly tall or stout people but are stronger than judged by many outsiders and their warriors are highly trained in combat.

    Amham garments tend towards loose robes over pants in both men and women. The hem is higher in outfits designed for work, often near the knee, and lower in formal wear, where it may conceal the entire foot. Hempen fiber is the most common source of fabric and is worn primarily by the poor. Linen is prized and is the common dress of warriors and also used for ceremonial wear. Silk is available, in small quantities, but relies on inferior silkmoth varieties and cultivation is difficult. Such garments belong to the elite. Leather, drawn from a variety of sources but preferably deer hide, is worn for heavy labor, combat, or traveling in the wilderness. Warriors fight behind wide round shields and wear leather-backed lamellar armor in triangular pattern and metal helms.

    It is considered extremely poor taste to dye leather, while almost equally out of fashion not to dye plant-based fabrics. Ordinary dress is quite colorful as a result, with various shades of blue, red, and yellow favored and made into complex designs often inspired by flowers or vines. Most people wear boots year-round, for the ground is often damp, though farm work tends to be undertaken barefoot.

    Pottery is a well-developed craft among the Amham and is one of the few arts that reaches across the class divide. While the peasantry is employed is large-scale manufactories to produce large quantities of vessels in various shapes and sizes, the rich work to craft works of art and compete among themselves in shape, decoration, and any other conceivable form of variation. Many elites also collect pottery from far and wide to compare contrasting styles.

    Most Amham have very little education. The peasants labor all their lives and the elite are dedicated to the arts of combat. The flame of learning is kept instead by the shamans. These individuals live in holy sites both in towns, in peasant villages, and in the wilderness, seeking ties to the spirits. They structure the literature of the people through poetry and tell complex stories to the largely illiterate population in order to unify the culture. Versed in mathematics, medicine, natural sciences, and philosophy they are a highly erudite group and most members chosen specifically for their intellectual gifts. They also mediate disputes, observe essential rites, and regulate development. The presence of shamans in the society is extremely strong and they are universally respected.

    While Amham society is deeply divided by social role between peasants, warriors, and shamans, it is not heavily divided according to gender. The eldest child, male or female, inherits the household and becomes the new master of it. Men and woman train to fight together, though women specialize in bows and not spears. Shamans may be of either gender or of both genders or no gender at all.

    Faith is a dominant force in Amham society, which is only a few generations removed from relatively primal roots. The spirits are considered to be everywhere and are treated with through daily actions. Most persons are very devout, though they are not aggressively so. Amham are interested in assuming their proper place in the constellation of being, not subjugating others.


    Religion
    Spoiler
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    The Amham are devout followers of Jalyeong-Bo and have been since time immemorial, though they only adopted this particular name and recognized co-religionists following the Avakonian conquest. Amham is primarily untamed wilderness that is presumed to be ruled by the spirits, particularly the forest queens. The array of spirits the Amham revere is vast, with shamans memorizing hundreds or thousands of names to refer to those beings of relevance in their local region. Dominant spirit influences vary from village to village and town to town, with each shrine being unique.

    Shamans serve as the intermediaries between the spirit world and the physical. They conduct necessary propitiation when something is being asked of the spirits, often through sacrifice of animals or the breaking of pottery. Spirits are honored at festivals through dance, poetry, and shrine decoration. Drumming is a particularly noteworthy practice and forms a central part of many festivals, religious services, and sporting events. Amham drumming is notably aggressive over stretched hide and bone implements and produces a powerful sound with much dynamic variation. Shamans may vision quest to speak with the spirits for knowledge or to borrow their power. This has established effects and continual, low-level mystic action is a major part of the lives of most Amham.

    Ancient sacred sites, with raised megaliths either individually or in patterns and sacred trees marked by carved images, dot the landscape of Amham, testament to the persistent practice of interaction with the spirits dating back to prehistory. Such structures are used to channel natural energies for various purposes. While currently this is done by shamans to help sustain cycles and benefit the people, older burial sites may have been intended for darker or more selfish objectives. Such locales have a dangerous reputation and may blight the landscape.

    Shamans are a small and tightly knit part of Amham society. They represent the educated class and retain a great deal of both natively developed knowledge and philosophy extracted from the Avakonian Empire during its brief tenure in the land – it is widely claimed that when the imperial armies left they took not a single codex or scroll with them. Shamans possess a hierarchy based on their bonds to various spirit entities, but outwardly they present a face of unity to the rest of Amham despite often stark rivalries. It is recognized by this class as essential that they appear united in order to hold the federation together.

    Religious Centers:
    1. Great Shrine at Sagi - an island in the Sagi River near Samg with a massive stone shrine complex. (Jalyeong-Bo)
    2. Stonefire Ring - ancient dolmen structure on a lava flow near Mt. Ayam, the volcano in the southeast of the country. (Jalyeong-Bo)
    3. Hameong Grove - sacred grove and shrine complex in the deep woods near the center of the region. (Jalyeong-Bo)


    Resources
    Spoiler
    Show

    With its extensive forests that produce rapidly growing, high quality trees of great size, Amham produces extensive quantities of Timber. The shamans carefully monitor and appease the spirits in order to export sustainable amounts. Samg is the primary port, fielding lumber float trains from far upstream on the Sagi River.

    Amham has mines available for iron and other essential tool-based metals, but lacks the Soft Metals used for decorative purposes, notably silver and gold, which are extremely prestigious. In order to maintain loyalty the duke is expected to acquire these substances to provide to the barons.

    Trading Posts:
    1. Harbor at Samg - Timber - (Amham Federation)
    2. Jin-at-the-Pass - Timber - (Unowned)
    3. Oksa-above-the-Grass - Timber - (Unowned)

  11. - Top - End - #41
    Ogre in the Playground
     
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    Default Re: EMPIRE4! Lands of Emjata






    Avegan
    Nation of Plantations
    Region 3
    Spoiler: Summary
    Show
    Population: Humans
    Resource: Hydra Lilies [Good]
    Required Resource: Cloth

    A peaceful looking land of green farms and greener pastures, filled with numerous plantations and orchards that dot the land. The only thing more fierce than the farmlands are the fighters.


    Spoiler: Terrain
    Show
    Avegan is a tranquil place, as far as the terrain goes. There are rolling hills and lovely streams all over the land. Unlike the northern deserts of Regner, there’s plenty of water for both people and plants, with the most notable collection in lakes that would be unheard of in the frozen north or the blazing heat. There are no cities inland of Avegan, but there are large collections of plantations with large estates that serve as community houses, sometimes holding as many as two hundred people in a single building. Where more than one of these estates are next to each other, that is considered a hamlet, and officially recognized as a small village. Several of these hamlets close together often cause a Market Estate to be built; a plantation solely dedicated to the purchase and distribution of goods and services. This Market Estate also marks the multiple hamlets as a ‘Borough’, and there are hundreds of these Boroughs in Avegan. Your average Avegan borough is built with each hamlet as close to each other as possible, creating a large circular center of land in the middle for the Market Estate, and the farmlands pointing outwards, much like the shape of a flower.

    [Town] Ainmhi Borough – One of the more popular inland boroughs, the hamlets here produce a wide variety of produce and other growable goods. The Market Estate is overseen by a Warband, to ensure that any infighting between the Boroughs is kept to a minimum during growing seasons. Ainmhi Borough is notable because of its cattle and sheep farms, which are a rarity in the rest of the region. Ainmhi has several large lakes in the center of the hamlets, and in the event of an attack, the estate owners can gather their families into the Market Estate and use these lakeshores as natural defenses.

    [Port City] Iasc Port – One of the few actual ‘cities’ in Avegan, Iasc differs from the rest of the population because it’s on the seaside. While the majority of the populace are farmers, Iasc is a fishing town, and also a welcoming one. It is here that weary sailors from other countries will find the solace from the seas they seek, but also here that many Warbands actively patrol the countryside. Fish and farmers are let out, but foreigners are not welcome beyond the borders of Iasc Port without good cause. The port city is just as solidly built as many other hamlets, and is most notable for being nearly uniform in the placement of the estates. Nearly every community home is equidistant from the next, even in the chaotic confines of the city. Obtaining rights to build a new building in Iasc is nigh upon impossible, and no amount of bribery to a city official seems to be enough for them to bend; far cheaper would be to buy a whole estate building and remodel it from a home to a business, or multiple businesses, as has been done by many. The concept of leasing a room for a year or more from an estate owner is quite prevalent in Iasc, though they also demand your loyalty along with your coin while you live on their property.

    [Wilderness] Crainn Forests – Large collections of trees seem to have been beaten back into specific locations within Avegan. The huge homes that are the plantation estates all seem to have been built of carefully crafted wood from what must have been a gigantic forest at one time before the methodical Avegics settled here, over a millennium ago to hear their history. Whatever remains of the once enormous forest is only there because the Avegics allow it.

    [Wilderness] Plantation Nation – While Boroughs and Hamelts are methodically set up throughout the land, most of the region is covered in singular plantation estates, requiring hours – if not days - of travel to reach the nearest Market Estate. Each plantation estate seems to be very similar in design, even if the wilderness around them differs. One could travel from estate to estate for years, and it would be easier to document the similarities of the huge buildings than it would be to note their differences. The farmlands hold more differences, but only because of the terrain. If Avegan were an entirely flat, square shape of land, it is likely that each plantation would be nigh upon uniform in both buildings and acreage, as well as designated areas for where to plant what. This is not the case, however, which is a cause of certain friction among plantation workers and estate owners.


    Spoiler: People
    Show
    Except for the fishing villages and Port Iasc, the humans of Avegan are all farmers. This is important to be aware of, because regardless of their other professions, each and every individual whom calls Avegan home is a farmer. That is their first calling. Everything else, be it a merchant, a town official, a woodsman, a lumberjack, whatever, is all tertiary. Not secondary, but tertiary. Because every Avegic is a farmer first. And secondly, a fighter. They possess a military mindset, desiring uniformity and stability. Every estate owner is not only a mayor in their own right, but also what many militaries would refer to as a captain. Every estate of almost two hundred people – young, old, male, female, it does not matter – is the equivalent of a platoon. There may not be battles going on between plantations, but the mindset of the average Avegic is that a battle can happen at any moment, and one must be prepared.

    They love to farm. They love to tend to their crops, and see their gardens grow. They are handy with axes and hammers and scythes, as well – if not better – than farmers throughout the rest of Emjata. But just as every child is taught to water a plant, they are also taught how to grasp a sword.

    Truly, if those whom live within Avegan were not so enamored with farming, they would be a fierce and terrifying military force, capable of conquering whatever they wished. Yet, they seem content to what they have, and the only few battles that occur in the land are reserved for the various Warbands; groups of people recruited during the growing season to be defenders of each Hamlet, Borough, or surrounding areas. If a plantation owner is a captain, a Hamlet Leader is a major. Every Borough Leader is a colonel, in charge of each local Warband. And for those whom lead the various Boroughs, and nominally, act as the governors and leaders of the region, they are called ‘Warpacts’. A Warpact is nominated by all the Borough Leaders – and the leader of Iasc – and is accepted as the one and only general of the region for the next fifteen years. The nominations and backing to be accepted as a Warpact are often a time of merriment among the populace; a celebration of the former Warpact, and the hope that the next one’s time will be filled with peace.

    The current Warpact is named Seun Ji Hwan, which is an unusual name for an Avegic, but with so many people moving between Avegan and Amham, it is becoming more and more common.


    Spoiler: Resource
    Show
    Hydra Lilies [Good]
    This very odd fruit is shaped like a seven leaved flower, with each 'leaf' being a wedge of fruit. Plantations in the area raise up 'Hydra Stalks' that are similar to palm trees in warmer climates, but the stalks bud multiple times a year; each bud grows a Hydra Lily after several months of careful tending. The Hydra Lily is distinct in both shape and color. Every wedge has a striped purple exterior, but a juicy vibrant orange interior fruit, perfect for eating. Sailors, in particular, love it. A Hydra Lily preserves very well, and one wedge is like drinking two glasses of fresh, crisp, water.

    [Trade Post #1] Ainmhi Borough (Owner: None) – This Market Estate sells all kinds of food and other goods to the locales, but can be convinced to sell Hydra Lillies too!

    [Trade Post #2] Iasc Port (Owner: None) – This port city is a bustling place, full of not only ideas from outsiders, but also outsiders themselves. And makes for an ideal location to export Hydra Lillies.

    Required Resource: Avegics seek various types of Cloth to be sure that they can have the finest, most durable, clothing available for farming and fighting.


    Spoiler: Faith
    Show
    [Religious Center #1] Coill Forest (Owner: Jalyeong-Bo) – Considered to be the very center of Avegan, Coill Forest is home to a unique Hamelt; one dedicated not to farming, but to finding peace with the Spirits. The Shaman here claim that the Coill Spirit – the spirit of the once giant forest of this land – rests here.

    [Religious Center #2] Caill Hamlet (Owner: Jalyeong-Bo) – A hamlet for the lost and weary, many travel to Caill when they are old and feel as though they will soon die. The Shaman here are warm and friendly to visitors, and helpful to the elderly as they pass from this realm to the realm of spirit.

    [Religious Center #3] Sagart Plantation (Owner: Jalyeong-Bo) – Not a village. Not a town. Not a city. Just a plantation of some two hundred or so farmers, fighters, and – to a one – shaman. Sagart Plantation is renowned throughout Avegan as the place to learn the ways of Jalyeong-Bo, but only family members – or those who marry into the family – are allowed to live here.


    Spoiler: History
    Show
    Avegics were not impressed by Dejan's armies. They deferred to the Conqueror, but the Warbands had opinions that each warrior in Dejan's armies was only a warrior, and nothing more... unless they were also a politician, trying to better themselves through not fighting, which bothered many Avegic. Still, Dejan himself was rumored to have been quite pleased with Avegan lands, and other than asking for some Warbands to supplement his losses, was very lenient with the region. For this consideration, the Warpact at the time made sure that Dejan's navies received plenty of Hydra Lilies, which endeared the Avegics to the ships being used to ferry soldiers around Regner.

    Yet... Dejan still died. And the farm still needed tending. So when the Empire was an Empire no more, and the warriors of Dejan's armies were found with nothing to do, the Warbands just... returned home, and took up the plow once more. They had done their jobs, and those that survived (a surprising amount, compared to other regions) just went back to being farmers. They'd tend the fields, trade with their neighbors, even exchange people and ideals with those in Amham.

    And that was how the Avegics lived, until Izbefe rediscovered them. Yet, even though Warpact Seun Ji Hwan's father was initially very excited to be a part of the Izbefe kingdom, it was quite clear after several years that all Izbefe wanted was to be able to say that Avegan was a part of their borders. No government officials arrived to learn more about the region... except for tax collectors. Sailors were pulled from other regions, not the Warbands of the proud Avegics. Many times, the Warpact considered declaring Avegan free of the Izbefe yoke, but before he could do so, he passed away, and Warpact Seun Ji Hwan saw promise in Izbefe's new Liege, the Sultanate of Regno. Especially when the plague known as Crabbin' Fever hit... and then was cured thanks to Regno's efforts.

    So Warpact Hwan was content to allow Regno to oversee Regner as a whole, which meant putting up with the subtle - if unintentional - slights from Izbefe. At least, until Mad King Dafi came to power and not only continued to ignore Avegan, but continued to experiment with Crabbin' Fever. Warpact Hwan could not let that stand, and led his people in a great revolt against the Mad King, and was successful enough that Regno itself sent diplomats to the Warpact, to find out more about the realm of Plantations.



    Last edited by Gengy; 2018-10-06 at 07:47 AM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got me a Real Job™ (yay!). Still busy (boo!).
    ~avatar by myself

  12. - Top - End - #42
    Ogre in the Playground
     
    PepperP.'s Avatar

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    Default Re: EMPIRE4! Lands of Emjata

    Glen Gwitna

    Region 23



    Spoiler: Terrain
    Show
    Glen Gwitna is not a mountainous land, but it is nonetheless a dramatic one. The landscape is rugged and covered in great coniferous forests of towering ancient trees. Streams trickle over beds of moss and roots, running from the hills in Glen Gwitna’s center and running down to the oceans on both sides of the area. During the yearly runs, salmon can be seen fighting their way upstream through the clear waters, and act as a valuable source of food for the people. Black bears, elk, and porcupine are not uncommon sights on the shady forest floor. The cold waters of Glen Gwitna’s easterly coast have a cooling effect on the region as a whole, and temperatures are somewhat lower there than one would expect for the area’s latitude. Rain is frequent, and storms are by no means rare.

    The settlements in Glen Gwitna tend to be small villages positioned on the coastline to take advantage of nearby creeks and estuaries. The interior of the region has larger areas of deciduous forest, and is somewhat drier than the coastlines. While there are some temporary hunting camps in this hillier region, there are few permanent settlements.

    The official capitol of the Gwitna coalition is on the northeast coast, in a fortress town of above average size called Tloon Redlan. It is here that both the high priests and the government officials meet, and here where the affairs of the coalition are brought before the lord. The fortress at Tloon Redlan was originally built by the Avakonean empire, and the flagstones of the imperial design are still visible beneath the modern walls of sturdy Spruce logs.

    Spoiler: People and Culture
    Show
    The Gwitna are humans of somewhat large stature. Males average a smidge over 6 feet in height, and they tend to have muscular builds. Gwitna women average about five and a half to five and two thirds feet tall, and generally tend to be fairly attractive due to a history of kidnapping during raids. Most Gwitna have olive skin and dark hair. They dress mostly in furs, but rich or influential Gwitna wear Chilkat blankets woven from cedar bark and dog hair, and Cedar bark rain hats are common throughout the population.

    The Gwitna have a rather unusual system of inheritance and leadership. According to Gwitna tradition, family names and ancestry are passed through mothers, while careers and inheritance are passed on by fathers. In this way, the ruling family of the Gwitna coalition is never the same from generation to generation, as the titles are passed from man to man, but the lord’s children share his wife’s blood and kin.

    The inheritance customs of the gwitna have a particular relevance when relating to the ancestral houses. The Gwitna have four ancestral houses, named after animal spirits. Upon completion of their adulthood rites of passage, Gwitna are subjected to a magic ritual (typically involving sacrificing a dog) by a priest that links them to the animal spirit of their house, allowing them to speak with animals of that type. The four houses are Orca, Bear, Magpie, and Beaver. As a result of their ties to different animals, the Gwitna try to avoid eating bear, magpie, beaver, or orca meat, and to do so is akin to eating the flesh of a man, which is forbidden by custom and law.

    The Story:

    Legend has it that long ago, the Gwitna lived in tents, subsisting solely on great quantities of salmon and other fish in their streams and rivers. Their lives were simple and easy, as the quantities of salmon knew no bounds. One year, there occurred a great drought. (sources disagree on when this was, and what caused the drought) The rivers dwindled and the fish died. The Gwitna, for the first time, felt hunger. Without their salmon, it was clear that they would soon starve. The first year of the drought, the Gwitna struggled on. They ate little, but they had large reserves from times of plenty, and these tided them through. The next spring, it was clear that the drought was ongoing. They felt only a few drops of rain during the normally wet spring, and the rivers shrank even more. Their stores depleted and the fish all but gone, the Gwitna turned to animal spirits for help. They made sacrifices to the animals and gave away their last scraps of food to appease their respective creatures. Some turned to the orca, who taught them to build large canoes to fish the endless oceans for cod and whales. Some turned to the bear, who taught them to hunt elk and fight fiercely for food against the other survivors. Some turned to the beaver, who taught them to build dams to collect water for the fish to live in, and to build houses to store and protect their meager rations. Some turned to the magpie, who taught them the berries and fruits of the forest as well as the ways of wandering, stealing, and scavenging to make ends meet.

    When the drought ended after 20 years of learning and struggle, the Gwitna were a hardier, wiser, and more resourceful people. They took up fishing the rivers once again, but kept their new ways of survival and their ties to the animal spirits in addition to the old ways, and became the proud people they are known as today.

    Adulthood Trials:

    The Gwitna have certain adulthood trials which must be undertaken before a man or woman is eligible for mairrage. The trials themselves depend upon which house the Gwitna is from. For a foreigner to marry a Gwitna, they are generally required to choose a house and complete the adulthood trial. This makes them an adult worthy of mairrage, and also inducts them into the community of their chosen house.

    Unless otherwise specified, trials must be completed alone.

    Those of house beaver must build a house to become adults eligible for mairrage. The house beaver trial can be completed by 2 people working together, but they must be a man and woman who plan to be married.

    Those of house orca must build a long canoe and use it to bring back a whale to their village. To represent the orca’s belief in the power of teamwork and working as a pack, this trial is to be completed by a group of young men and women, and success means adulthood for all of them.

    Those of House bear have what is often considered the easiest of the trials. To earn adulthood in house bear, one must build traps and weapons to down enough elk to make the traditional Gwitna war coat of elk hides and craft war clubs from their antlers. These items are then presented to the priest to begin the ceremony, and will be kept by the new adult should they ever need to fight.

    Those of house Magpie must leave their home for 2 years to survive as thieves, scavengers, and wanderers before they can return home to become adults. Before a child sets off on this trial, they are removed of everything save their clothes and a small flint knife. If they are seen before 2 years after their departure, the trial is failed and they must attempt it again. Most Magpie leave their towns in the late winter, so as to have a full spring, summer, and fall of wandering before they need to find another settlement to help them live through the winter.

    Spoiler: History and Government
    Show
    Prior to the arrival of the forces of the Avakonian empire, the villages of the Gwitna had no organization or unity, and war between them was as common as raids on foreign lands. They did not know the ways of forging metal, and owning a metal dagger or shield obtained by trade or raiding was a mighty status symbol for a chief. When the Avakonean empire arrived to conquer Glen Gwitna, most of the chiefs surrendered without question upon the sight of an army equipped with gleaming metal weapons and even occasionally armor. Those few that failed to be impressed were quickly crushed by the other Gwitna and the Avakonean forces.

    The Gwitna, united for the first time in their history, found a position in the empire to be very beneficial. The Empire brought precious metal objects into Glen Gwitna, and they were permitted to raid and attack those still not a part of the empire. The Gwitna, particularly those of house bear, tended to become shock troops for the empire, striking quickly and powerfully, accompanied by armored black bears with bronze claw sheaths provided by the imperial smiths.

    When the Empire collapsed, and the villages commenced to bickering and eventually to fighting, the old Imperial Lord’s son, a half-Gwitna man of house Orca, went from village to village conducting acts of diplomacy and mediation to keep the Gwitna whole and using the remnants of the imperial legion to bow those who were unmoved by his words. Though a desperate gamble at times, he managed to succeed, reforming the post-Empire Gwitna into a “Coalition” that was effectively a monarchy with himself as its lord. Now this man’s son, the young Lord Ferreth of house Magpie, rules from the old imperial longhouse at Tloon Redlan. Time will tell whether the coalition walks back to the imperial masters that served them so well or seek new allies in this modern age of upheaval.

    Spoiler: Resources
    Show
    Although salmon and elk are not scarce in Glen Gwitna, the resource most valued by the Gwitna themselves, and that which is most likely to be prized by outsiders, is their Giant Redcedar trees. Huge trees, these are the logs from which the Gwitna carve their 30-man war canoes, and cedar bark is a primary ingredient in their prized chilkat blankets and their rain hats worn for the wet weather of the region.

    Great Resource: Giant Redcedar wood

    After the Empire saw the respect the Gwitna had for metal, it took great care not to teach the people to mine and extract the materials themselves, to better maintain their loyalty. Thus, to this day, the Gwitna still do not know the ways of mining and forging, and the chiefs yearn for daggers and shields from foreign lands.

    Required Resource: Hard Metals

    Spoiler: Faith
    Show
    Originally under the influence of a sect of the Jayleong-bo, the Gwitna were introduced to a number of new faiths when the empire swept through. The faith that resonated best with the Gwitna, however, was the doctrine of Coatl Perijanism, with its emphasis on the cycles of the natural world and the importance of the chaotic influence of nature. There are many icoatzin magi in Glen Gwitna, and they make up a majority of the religious leadership there. In recent years, though, some Gwitna have been making pilgramages south to attain priesthood for themselves, and to see the great cities and cornfields of the religious homeland.

    Official Religion: Coatl Perijanism

    Holy Center one- Totem Grove
    religion: Coatl Perijanism

    Named after the totem poles that dot its landscape documenting the history of Glen Gwitna, this site just south of Tloon Redlan is the official center of religion in Glen Gwitna. High priests meet there to discuss matters of faith, and certain mass sacrifices are performed here.

    Holy Center two- The sanctified caverns
    Religion: Jayleong-bo

    The last hold out for Jayleong-bo religious folk in Glen Gwitna, the sanctified caverns are a system of caves on the western coast of Glen Gwitna. The Jayleong-bo wise men chose this location because by depriving themselves of light and sound in the depths of the earth, they are more easily able to see and hear spirits to make pacts.

    Holy Center 3- Daayi Point
    Religion- Coatl Perijanism

    The highest point in glen Gwitna, this stunted birch grove is where priests go to make important sacrifices to the Coatl, snake-god of the sky. A small village surrounds the area in a circle, to provide habitations for a small host of priests as well as the pilgrims and traveling holy men that come through the area.

    Spoiler: Slavery
    Show
    Slavery is not a common practice in Glen Gwitna, but it does definitely occur. Usually slaves are unlucky but healthy-looking people captured on raids. Slaves are slaves for life, but their children are free and can perform the adulthood trials to become Gwitna. (Children of slaves are considered to be children of their owner for the assignment of their house). Slaves are usually prized as a status symbol more than anything, and are often given menial tasks like tanning hides and picking berries that would be boring and time consuming for the Gwitna to do.

    Spoiler: The Wild Hunt
    Show
    The Wild Hunt is an old system for settling disputes in Glen Gwitna. A type of duel, it involves both participants heading into the forest, wherein they attempt to hunt one another down and kill them. The tradition has honorable requirements, specifying that targets not be killed while sleeping and that only spears and clubs shall be used to take down the opponent. The system of dueling was outlawed by the Avakonians after several of their officers were lost to the practice, due to the fact that they followed the guidelines of the tradition while their Gwitna opponents cheated terribly. It has not been legal since, and most folks are grateful for its abolition.

    Spoiler: Gwitna Execution and Human Sacrifice
    Show
    The Gwitna have tended not to conduct human sacrifice throughout history, instead tending to use livestock such as dogs for sacrificial magic purposes. Rather than ritual sacrifice, Gwitna usually use hanging as an execution method. Most villages have a hanging tree, a tree that stands on its own in a clearing or on a beach about a half to a quarter mile away from the town. Criminals are hung from the tree with cedar bark rope and left hanging there as a warning to others.

    Exceptions to this rule are made for criminal animals, who are generally killed in whatever manner makes sense for them. Criminal whales are almost impossible for humans to hunt down, so they are usually killed with the assistance of other whales, who herd the criminal towards land until it beaches itself, whereupon humans will work together to drag it farther ashore. Criminal bears are usually killed with spears or bow and arrows, simply because nobody wants to get close to them. Criminal magpies (the most common crime for magpies to commit is eating the flesh of a dead human or other animal from the houses) are either drowned or decapitated, and criminal beavers (though these are rare) like humans, are hung.

    The Gwitna practice for hanging has been concemned by coatl magi as a waste of valuable sacrifices to Coatl, but Gwitna claim that it's a different way of revering the natural cycles, by allowing the birds and squirrels to pick away the deceased's flesh.

    Spoiler: The Emjata Trade Index
    Show
    The Emjata trade index is a network of monitoring stations distributed all across the known world (or most of the way across it. Nobody wanted to do the job in Fresia.) Monitors are just people in houses who spend most of their time doing whatever they like and a little bit of it recording local prices of goods and major trade deals and sending the information back to Glen Gwitna. There, the information is housed in the Trade Index headquarters, a large granite building with shelves upon shelves of scrolls, organized by region. Access to the index requires people to pay admission, but a signigificant discount is given to those who can correctly answer a question relating to the mythology of Coatl perijanism. The difficulty of the question and the question itself is chosen by whoever is manning the door at the time, so the availability of the discount may be highly variable.
    Last edited by PepperP.; 2018-10-17 at 10:12 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  13. - Top - End - #43
    Bugbear in the Playground
     
    DoomHat's Avatar

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    Default Re: EMPIRE4! Lands of Emjata

    Sycoraxistan
    Region #115

    Spoiler: Terrain
    Show
    To look upon The Land of the Sycorax is to know what it means to be forsaken by the gods. The spirits of the air are consumed with an ancient madness, and the earth pulses faintly with the taint of wild magic. The wind is never still, and the sun never shines. The rain never truly ends, but thankfully the storms are no longer as cruel as they once were.

    Despite the relentless weight and oppression of the atmosphere, life is abundant here. Tough and cruel, but abundant, and strange. A pack of carnivorous oxen thunder toward a colossal flightless vulture with iridescent feathers and crocodile teeth, causing the blood red branches of a hand-shaped oak to spasm in the middle distance. All is aberrant and driven by grim desperation.

    Landmarks:
    The Fangs of Evil: To the northwest is a vast ocean bay. No more vicious and hungry a trap for sailors could ever be devised. Flashes of lightning illuminate the alluring silhouettes of a chorus of flesh-eating sirens. Their hypnotic song lures wise and foolish alike to almost certain death. The waters toss and churn with violence over a panoply of protruding sea spires, slashing reefs, and inescapable whirlpools. The shore is choked with the carcasses of uncounted ships in all shapes and sizes.

    The Harrows: To the southeast, among the highlands, is a tightly packed collections of small mountains collectively known as The Harrows. It is here that the only remains of the pre-storm peoples of this land can be found, as well as the reanimated inhabitant of those ancient keeps. The dead are restless within the labyrinthine confines of The Harrow's steep and intermingling cliff faces, making escape from the raging poltergeists and shambling husks all the more nightmarish.

    The Changeling Mire: Endless flooding has turned the northern forests into a vast rotting swamp. Eerie globes of mysterious light dance over rippling black waters. Myriad amphibious things lurk just beneath the surface, throttling and leeching at one another. Things in the darkness mimic people's voices crying out for help. This is where the Sycorax do the bulk their farming, cultivating rice, nutritious fungus, and uncanny fruits.


    Spoiler: Known History
    Show
    Listen well, for I shall tell it true, as my mother told me, and her mother told her, and her own mother before her told it, and told it again. This place was once known as Prospero, a land of plenty and gentle weather. Twas hubris that led to the nightmare you see now. The hubris of the Mystics of Old. They sought to defy a mighty conquer, you see.

    Dejan was his name, and far was his reach. The Conqueror Dejan had mastery of an art which could undo even the strongest enchantments or disperse even the subtlest spell. The Mystics of Old would not, could not, release their reign to him, and so conspired to call forth a power they believed could overwhelm Dejan's dispelling arts.

    They summoned forth a primordial wind, ancient and terrible. Though surly strong enough to undo The Conqueror, by and by it was also far beyond the powers of the Mystics of Old to contain or control. They found themselves in battled with it, and though they sent it away, the price was terrible. None of them survived, and the fallout of the struggled scarred the sky and ruined the earth.

    The primordial wind's power, and The Mystic's dying curses had driven the native spirits into permanent madness. For nearly two centuries since that day, storms have raged violently across the land. The first few years were a totally incomprehensible hell. Many plants and animals twisted and changed in the weirding winds, taking on the shape and memories of people who died in the initial wave of magical storms. The wind howled with gibbering poems, mountains became castles, castles became cake, the sun's light chilled, and the moon burned exposed skin.

    The Conqueror Dejan, seeing that the land had become uninhabitable, simply declared victory and left it abandoned. The spectacle of its ruin would stand as a testament to the folly of defying the imperial will for generations. And so it remained, until the year 132.

    An ambitious branch of a Regno expeditionary force that year set forth into territory. When they arrived they found it inhabitant only by wind-warped mutants and desperate half alive sailors, stranded by the ruinous Fangs of Evil on the northern coast. The one thousand strong expedition would have met the same fate, if not for their Initian secrets.

    The magic of Initia needed no petition to distant gods drowned out by the thunder, nor favor from the deranged spirits writhing invisibly in the howling wind and battering rain. In fact, the land was so rich in ambient magic, the Speakers and Magi found they had little need to expend their supply of bani, finding themselves ever stronger the worse the storms around them raged. Indeed, every living thing seethed with magic. One needed only crush the bones of a two headed frog, or burn the leaves of a blood sucking tree to gain the same power as a fist full of bani powder.

    This place, once called Prospero on the ancient maps, was a paradise to the Initia magicians, but it was a waking nightmare to the working people of the caravan who sustained them. Before long there were cries and pleas to turn back and leave Prospero, but the Magi in command of the expedition would not have it. Frightful examples were made of would be deserters.

    For the next fifty years Initia sorcery would provide safe havens across the storm torn realm. The price for that safety however would prove to be captivity and life long indentured servitude. The storm warped natives who came before the Regno would be gradually welcomed into this protection, but demeaned and slurred by the magi rulers as “sycorax”, an archaic word roughly meaning “unclean”.

    Over time, the Regno who weren't direct favorites of the magi lords would begin marrying into and self identifying as Sycorax as well. In time, the Sycorax would quietly steal the secrets of Initian runes for themselves, adapting other magics to Initian methods and adding their own innovations learned from the land itself. Eventually, members of the Magi council who were more reluctant in their roles sustaining the oppressive rule quietly made arrangements to betray their fellows.

    The Revolutionary Guard gathered their resources, armed capable fighters, and when the time was right, performed a grand ritual to produce The Great Calm. Every member of the magi council not backing the revolution, including their leader, the self proclaimed 'Storm Magus', had their heads mounted on pikes on the first and last clear sunny day the land had seen in well over a hundred years.

    The Council of the Revolutionary Guard now rules, and have renamed the land Sycoraxistan, land of the Sycorax people. Though it remains to be seen if they'll prove any better then those they destroyed, one thing is for certain. The storms have softened perceptibly since The Great Calm. Travel through the region is now possible.


    Spoiler: People
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    The Sycorax are a blend of different races. The results of interbreeding and subtle mutation by the arcane radiation produced by the great storms. Their origins can be traced to primarily back to humans, half elves, and storm dwarfs, as well as anthropoid monsters such as sirens and magically anthropoid beasts.

    As a population, they do have some identifiable traits common among them despite their otherwise broad diversity. Dark ashen gray skin with an oily sheen. Fluffy white hair, including frequently bushy white eyebrows. A thin layer of insulating blubber doing little to conceal an otherwise muscular frame. And sharp, almost lupine teeth.

    Socially and psychologically, by the time of The Great Calm, two generations of Sycorax had been born never knowing anything of the outside world beyond rumor and the wistful tales told by the elderly. Collectively, they're all emotionally scared by the lash of a tyrant's whip, and an endless state of environmental emergency. They are stoic and fierce, with little patience for subtly, and a deep contempt for luxury.

    Rest and relaxation are only as valuable as the work they make possible when the rest ends. Toys are only as good as the skills they cultivate. Food only as valuable as the amount of time it keeps the belly full, and how long and well it can be stored. Books only as good as the information they impart.


    Spoiler: Resources
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    Export: Magic Reagents [Great]
    Required Imports: Metal

    With some effort, most organic matter native to Sycoraxistan can be processed into a bani substituent. Tens of pounds of newt eyes and frog toes are harvested and packaged for use daily.

    Trading Posts-
    [Trade Post #1] Kaliyaga's Mill (Owner: Sycorax Revolutionary Guard):

    [Trade Post #2] The Blood Orchard (Owner: None):

    [Trade Post #3] The Bone Mine (Owner: None):


    Spoiler: Religion
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    Without Initia, at least before the Great Calm, life in Sycoraxistan would have been impossible. Though the traditional Initia runes and practices have been greatly modified over the years, and have come to incorporate a number of Gamle Mater runes and Abhidi rituals of self mastery.

    The only major towns and settlement in the region are all by definition religious centers, as only an Initian religious center could support any kind of civilization at all in the time of the Old Storms.

    [Religious Center #1]*Five Corners Keep (Owner: Initia) -

    [Religious Center #2]*Castle Omar (Owner: Initia) -

    [Religious Center #3]* Shattered Peak (Owner: Initia)-


    Current Ruler
    Spoiler: Caliban, Witness to Five Storms, First Among Equals
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    Starting Rolls
    Diplomacy 2
    Military 4
    Economy 1
    Intrigue 3
    Faith5
    Last edited by DoomHat; 2018-11-07 at 08:15 PM.
    ...with a vengeance!

  14. - Top - End - #44
    Ogre in the Playground
     
    HalflingPirate

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    Dec 2016
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    Default Re: EMPIRE4! Lands of Emjata

    Tundras of Whern (87)

    "To a practitioner of Jalyeong-bo, all lands are holy. The difference is that some of them have better advertising."
    -Shaman Leni Agnar

    Spoiler: Ruler
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    An Emigrant Shaman from the Gelupar Heights claiming to once have been a member of the bloodied hands who escaped the cult’s mind control magic with the assistance of a spirit he met on the ice plains of Yotun. A remarkable charisma and apparent rapport with the spirits of the ice fields and chasms (often thought of as some of the most capricious in all Emjata) allowed him to rise quickly through the ranks of the church in the Temple of Fherharbor, eventually being promoted to represent Whern’s Shamans on Chief Sharhorn the younger’s council. At first disliked by his fellow council-men for his ambition, he seemed to earn Chief Sharhorn’s unflinching respect after the two of them made a trip up to the plains of Yotun, allegedly to contact spirits and negotiate for the safety of the plains walkers. Ever since their expedition, the chief has sided with Leni Agnar on every issue, causing some amount of curiosity as to what exactly occurred between the two on their trip. Rumors abound, ranging from a scandalous affair to bloodied hand mind control magic. Whatever the case, Shaman Agnar now seems to wield the real power in Whern, convincing the Chief to negotiate a peaceable exit from the government of Overann to better serve the interests of the Jalyeong-bo church.


    Terrain
    Spoiler
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    Cold, barren, desolate, and untamed would all be apt descriptors of the region collectively known as Whern composed as it is of expansive tundra. Frigid northern winds carve through icy valleys hindered in their journeys only by short outcroppings of stone and ice. Across the lands cold reigns supreme only growing more chill to the east. This increased hostility is not without its boon however for it is in the east that the Frozen Tears are found. Yet even with this valuable bounty the cluster of civilization that has struck out to live in this northern land is focused in the west, near the border with Bhule where the Fher river runs eastwards through the tundra from the mountains and out into the sea amid a natural harbor.

    Where Fherhaven in Bhule straddles the river as it drops off into rapids down the mountains at the end of the Fher another city lies straddling the river banks, Fherharbor. Fherharbor is similar in size to Fherhaven in terms of population although with it being a port it is more sprawling with docks and an impressive warehouse district. Although shipping on the Norbar is not as prolific as it is on warmer less dangerous oceans it does still occur by necessity and Fherharbor is a well known port amid the harsh waves of the Norbar. Protected from the worst of the storms and winds by a great cliff-face Fherharbor lies tucked down in a great chasm of earth that makes up the natural harbor where the Fher spills out into the Norbar. A few ships are always present in the harbor resting between one long stormy journey and the next.

    Of interest to those inclined towards observing beauties of the natural world and of a hearty constitution are the Plains of Yotun in the east. The Plains are where the majority of the region’s exported Frozen Tears are found amid the snowy and icy banks of the eastern tip of the region. One must be especially well prepared to travel into the Plains and professional Plains Walkers are highly valued for their ability to collect Tears and return alive. These experts, often single men or those working for their family back in Fherharbor, are the only living creatures larger than a field mouse known to inhabit the eastern portion of the region. Not much more inhabits the west although it does maintain a delicate ecosystem with game as large as deer occasionally wandering through the southwest, and significant populations of seals and other marine fauna.


    History
    Spoiler
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    Although the terrain is exceedingly harsh the region has been inhabited by humans for at least four generations predating Dejan and some Plains Walkers tell tales of ruins beneath the ice they claim come from an even older inhuman civilization predating human habitation. Most serious scholars in the region are dismissive of these claims as tall tales although most serious scholars in the region are also old men serving the Chief of Fherharbor who have an interest in dissuading eager young scholars from coming to this miserable land and taking their jobs. According to the official recorded histories Fherharbor was established approximately four hundred years ago by a collection of tribes, refugees, and transient folk such as sailors and trappers. These people were led in the founding by a young shaman who was contacted by a spirit, a Jalyeong-bo Yeunophin or greater spirit of sea and embodiment of the Norbar according to most legends, and given a vision. This “First Chief of Fherharbor” directed the establishment of the city as he had seen it in his vision which includes much of the city as it exists today including the docks and harbors.

    Certain histories claim this man used his bond with the spirit of the Norbar to shape the very terrain around Fherharbor to further insulate it from the harsh weather although most discount this as exaggeration. Some are even doubtful of the existence of a Yeunophin of the Norbar. True or not all the tales agree that under this Chief Fherharbor flourished. It would be near the end of his natural life as age crept upon him that Dejan would come to the region. The Conqueror’s armies killed the First Chief and little more was needed to subdue the region. Once victory was formally declared and concessions made the stories go that Dejan so quickly moved on from the frozen tundra that when his Empire’s Perijanist Temple was constructed in a relatively obtuse portion of the region neither he nor any of his advisors were around to see it or hear the complaints through chattering teeth of the priests they’d left behind to minister to the people. Dejan’s Empire would collapse soon after taking Whern for it had run out of Emjata to conquer.

    The First Chief’s nephew ascended to Chiefdom and Fherharbor reasserted independence for itself and the whole of the tundra while the Empire dissolved into bickering factions. The Empire did not return and indeed for many years post their initial conquest no one else had any real interest in asserting political control of the desolate tundra and its bitterly cold northern port town. When agents and diplomats from the neighboring Consulate of Bhule arrived asking for just such control the Chief of Fherharbor, Odis Sharhorn a strongly principled man rivaling Yald in age with a wife and two children of his own, was suspicious. Yald’s heralds claimed the Consul came on a mandate from the flagging shamanist circles of Jalyeong-bo elders to protect the faithful. Where first there was hostility and suspicion at the Consulate this terror was soon redirected into the realm of the divine with tales of shamanist collapse and abandonment of the spirits worldwide. Playing on the region’s history with Jalyeong-bo and the similar customs shared between them the Consulate eventually managed to convince the Chief to sign on willingly. The deal was sealed when Yald’s daughter Suzan Danerdhuf was wed the Chief’s son and heir, Kelar Sharhorn. The government of the consulate withdrew after the slaying of Gxe’dhok in nearby Bhule,and ownership of the region was granted to the Overann loyalist faction. It was shortly thereafter that Shaman Agnar and War Chief Vignar persuaded chief Sharhorn to negotiate a peaceful secession from Overann to enable the government to better support the church.


    People
    Spoiler
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    The people of Whern are mostly concentrated in Fherharbor and within the city the primary inhabitants are humans of mixed stock. Overvann and Skraellings from the south, men of Bhule from the west, and other migrants from further abroad all compose the ancestral lines of the tundra peoples. Similar to Bhule race is not perceived through the lens of origin but of familial legacy with certain families having more “pure”, or at least inherently identifiable, traits than others.

    Outside the city there are few people in the region. Those who do choose to live alone or in small groups within the tundra do so primarily to harvest Frozen Tears in the Plains of Yotun. These men and women are known as Plains Walkers and are composed of a similar array of ancestry as Fherharbor but there are also among the Plains Walkers Ridi’x, both Bloodless and wandering Hunters, who choose to brave the icy extremes and dangers for the chance at glory and wealth. Those who pursue this career are usually the foolish or the brave and many die in its pursuit. Plains Walkers who have walked the Plains of Yotun more than once and survived are especially respected within the region.


    Government
    Spoiler
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    Fherharbor is run by a Chief, technically a position appointed to a “soul of great wisdom and body of great action” in accordance with the mandate the First Chief had been granted but in traditional practice is an inherited position from father to son. The current line of Chiefs, the Sharhorns, lay claim to descent from the First Chief’s brother and thus a spiritually sanctioned role as Chiefs of the city. The Chief rules with and through a council composed of the Harbor Master, a representative of the Norbar sailing captains and crews who stay in Fherharbor often, the War Chief, and a representative of the local Shamans. A fourth council position is left open for any Plains Walker to claim should any be within the city when a full council is called for.

    The Plains Walkers govern themselves and do so by largely ignoring one another. A loose ancient pact sees these journeymen recognize a brotherhood between them and a basic code exists but by and large Plains Walkers are their own men and their own rulers. They exist in few enough numbers to not be a threat to Fherharbor and many have ties both religious and familial within the city. As such they act as a semi-autonomous branch of the city’s administration and it was Plains Walkers that composed the majority of the defensive forces present when the Consul’s messengers arrived. Under the Consulate this independence is largely respected in exchange for agreements to serve a portion of their time defending the whole of their new government as they had for their home city.


    Religion
    Spoiler
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    State Religion: Jalyeong-Bo.

    Fherharbor Temple - The people of Fherharbor are believers in the spirits and rituals of Jalyeong-bo through and through. Their founding myth rests in their belief in the spirit of the Norbar guiding their ancestors to build the city where they did and as such water spirits and other spirits of the natural world are more highly revered than ancestor or animal spirits. The shamans have a great deal of influence among the people and it was that influence that helped lead to the Consulate’s absorption of the region.

    Shrines of the Plains - Small shrines are built and maintained in the Jotun Plains by Plains Walkers. These small impromptu stone shrines are sanctified in the name of the Jalyeong-bo spirits, most often the capricious wind and ice spirits of the eastern plains. Although not a grand monument these waystones provide valuable spiritual guidance to the wandering men of Whern.

    The Frozen Temple - Built in the center of the region, purportedly for a central locality but in actuality an excuse to softly exile its inhabitants the Frozen Temple is a relatively nice Imperial-style temple that had been occupied by a small commune of seers studying and preaching the ways of Gamle Mater. The Temple is largely self-sufficient, since it was built by perijanists who had long ago given up on trying to root out the shamanism of the region, but the seers do attempt to make frequent trips to Fherharbor to seek out recruits.


    Resource
    Spoiler
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    Frozen Tears - These blue-white crystals could easily be mistaken for an oddly shaped piece of ice by an untrained eye. These crystals are not simple ice however for they possess an ability to “hold cold” not melting when brought into warmer climes but indeed cooling the air around it by a noticeable margin. Tears never seem to run out of cold, at least none have yet, although throwing a Tear into open flame is known to damage and often destroy them. As such they are often kept away from open flame.

    Forming in isolation and difficult to find in the harsh terrain of Whern these Frozen Tears are so called for fables claim they are the tears the great spirit that helped establish Fherharbor has cried since Dejan came and killed the First Chief. The truthfulness of this origin is certainly debatable but the mystical properties of the Tears are not and the gems are highly valued for their utility as “anti-hearths” especially in warmer climates.

    While Whern has frozen tears to build anti-hearths, these are the exact opposite of what the region needs to survive the cold winters. Since Whern has no trees, there is always an incredible demand for imported fuels to keep buildings warm.


    Spoiler: Book Excerpts from Fherharbor Library
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    Spoiler: Before Fherharbor
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    Fherharbor’s founding is a tale that everyone in Whern ought to know well. However, there are other versions than the mainstream. One of them is described below.

    Contrary to the legends of the main group of people in Whern, there were people on the tundras before the first Chief and his followers founded Fherharbor, although the fact that the human natives of the region closely resemble the physical characteristics of the first Chief's followers makes this non-obvious to the casual observer. The oldest record of the natives of Whern indicates that they were once part of the Ancient Kingdoms of Bhule (though some ruins are said to be older even than this), but when the first Chief arrived he found them under the thumb of Jotun overlords, ruling from a city near the location of Fherharbor. A few tales say that wishing to claim the region for his own followers, the first chief commanded the Norbar to grind the city until nothing was left, smashing buildings and drowning inhabitants until all that remained was the protected harbor that the Chief later settled. It is believed that some of the Jotun remained in the north for years, raiding the founders of Fherharbor to survive until the first Chief rallied the people to drive them back to the ice fields in the midst of winter, where they either starved or froze to death, giving the plains of Jotun their name. The frozen tears of the region are left behind by the spirits of the Jotun who had seen their kingdom and their families drowned in the frigid Norbar.

    These stories about the founding of Whern as conquest rather than settlement are rarely told, but have just about as much evidence (which is to say not very much) to support them as the more mainstream myths.


    Spoiler: Fherharbor's Ancestors
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    While the legend of the first chief and Fherharbor's founding is well known, where these people came from and what they did before they came to Whern is largely unknown. The most "official" version of the legend holds that our ancestors were a motley group from many different areas, and while it is likely that many different regions contributed to our heritage, I will endeavor to demonstrate within that we owe more of our ancestry to one source than the others.

    It is well known that the Overvann have not always lived in Emjata, arriving shortly before Dejan's conquests via the northwest. While they must have first arrived in what is now Bhule, they apparently did not settle there, finding the climate and altitude too much of a challenge to the agricultural lifestyle that they prefer. They must have then passed through or around Whern. Though Fherharbor was according to our legends long since founded when the Overvann would have passed through, we have absolutely no records indicating such a momentous event. I would posit that this is because Fherharbor is a more recent contruction than our legends would have us believe.

    In the most popular version of the legend of the first chief, the city was founded four hundred years ago by our chief as part of his pact with the Norbar, which shaped the very harbor that the city was built upon. The Chief was slain during dejan's conquest, and the frozen tears are shed by the Norbar, grieving for its master. This is all well and good, except for the fact that Dejan's invasion occurred only 190 years ago, meaning that the first chief would have had to be over two hundred years old at the time of his death. While it's certainly possible that, powerful shaman that he was, he managed to find some way of extending his lifespan, it seems to be more likely that this story is inaccurate in at least one respect.

    If we suppose that the first chief died not during Dejan's invasion, but earlier, then we arrive at the question of how he did die. One potentially attractive answer is that he would have been killed by the Overvann in their passage southeast, and that this invasion was later confused with Avakonia's. This explanation would require that the Overvann inaccurately describe their migration occurring over 150 years too late. While their explanation should surely be taken as gospel truth, most peoples the world over have a tendency to claim to have inhabited a piece of land for longer than they actually have, to exaggerate their legitimacy as its possessors. Why the Overvann would err on the side of illegitimacy and temporariness escapes the astute scholar. If the Overvann did not invade Whern 175 years earlier than they claim and their invasion was not confused with Avakonia's we would expect to see a separate mention of their own passage in our oral history, but it is absent. This leads us to another theory.

    As noted above, peoples tend to exaggerate the length of time that they have been in an area. If we assume that the founding of Fherharbor occurred perhaps one hundred to one hundred and fifty years later than our legends dictate, then our ancestors would have no record of the passage of the Overvann- who would have swept through just shortly before we arrived. This theory also explains the origin of many of the migrants and outcasts that formed the first chief’s flock- they were cast out of their homes by the Overvann settling to the south, and had to move north into less inhabitable land to survive. The physiological similarities between the older Whernian families and the Infodt upholds this theory. Overann legends dispute this, alleging that their colonization was not violent, and rather small at first, but a landscape already bearing as many humans as it can cannot accept any more without losing some of them. By the same token, just as we probably inflate the amount of time that we have owned Whern, the Overvann probably downplay the violence and displacement of native peoples that occurred when they settled.

    Ultimately, we will never know enough to decide where we come from conclusively. However, if this essay has encouraged the reader to take a more skeptical view of our founding legends, then these were hides and inks well spent.


    Spoiler: Food in Whern
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    While Whern is a fairly desolate land, it has more food than might meet the eye- more than neighboring Bhule at least, though some of Whern's advantage simply comes from it's great population center being on the coast rather than in the mountains.

    Like people in most of Emjata, the people of Whern eat a lot of fish. Dried and salted, fish keeps well throughout the winter and is very nutritious. However, since my reader, being presumably from Emjata, will doubtless be very familiar with fish and their preparation, I will abandon this topic and instead explore the other aspects of Whernian cuisine.

    Fherharborites tend to grow moderately sized gardens. Potatoes and Carrots are some of the more popular crops for their ability to be preserved throughout the winter and short growing times. Cucumbers, peas, and greens are common food during the summer months. Garlic can be grown (with some difficulty) in Whern, and is perhaps one of the region's most distinguishing flavors, used frequently to great effect. It is a poor Whernian cook that knows not his garlic! It is also very common for Fherharbor's inhabitants to keep poultry or swine, which can convert food waste into nutritious meat. The manure they produce is also highly valued for fertilizing gardens.

    The plains walkers typically live on an extremely boring diet of dried meats and fish. Other foods are simply not worth the weight that they have to carry on their journeys up to the plains of Yotun. Those who do not live with family in Fherharbor during the winter make hunting camps in the southwest and harvest deer through the winter. This diet lacks proper nutrition from vegetables, and surely must contribute to the short lives of the plains walkers.

    Fruits are considered a great delicacy in Whern. The climate of the region makes the area totally unsuitable for anything but a few select berries, so if you encounter fruit at a Whernian's table (like the bowl of oranges currently being dined upon by the author) it is a good indication that they are showing off their wealth. Fruits are rarely cooked into anything or eaten in any fashion other than plain and unaltered, due both to the lack of Whernian experience with fruit and the desire to display them in as audacious a manner as possible. Bread is also relatively rare in Whern, but is not nearly so coveted as a symbol of status.

    The finest dishes eaten by Whernians tend to be hearty stews and soups. Drinking warm broth in cold weather has an almost indescribably pleasant effect on the body, sending heat down the neck right to one's very core. Even the culinary inferior plains walkers take the time to make a good soup from time to time, boiling snow or ice to make the broth. Soup also has the advantage of being able to make good use of marginal or sparse ingredients, stretching thin rations in times of hardship. For the finest dining experience in Whern, the author recommends one of our legendary alcoholic soups, a dish that combines the traditional pleasures of both food and drink!


    Spoiler: Minor Ocean Spirits
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    Although the great spirits of the oceans, the Seosyeon are well known outside shamans' circles, the lesser spirits of sea and surf are not. These smaller entities are more useful to understand than the Seosyeon, as they are much easier to contact and deal with, and an understanding of them can make seafaring much more pleasant and useful.

    The smallest and weakest spirits of the ocean are the Waelyon, the spirits of the repetitive waves. These tiny soldier spirits march in formation upon the beachfronts of the continents, perishing as they throw themselves upon the rocks and sand. Though they are exceptionally loyal to their ocean, what many of these spirits desire most is another lifetime to explore the seas, which can be granted to them by taking the spirit unto yourself and rebirthing it far at sea by jumping into the ocean with your hands wrapped around your knees to form a ball. The amount of power they contain is miniscule, but their endurance is great and they have travelled far and seen much in their lifetimes.

    Longer lived and more powerful but much less well traveled are the Unnertyon, the spirits of the local currents. These spirits are most likely to be found on beaches, where they routinely push hard out to sea. While the Waelyon follow the orders of the sea unflinchingly and without much emotional attachment the Unnertyon have much more personality and character. Some enjoy dragging bathers to their deaths far from the coast, while others help sailors make a speedy exit from a harbor. Their desires are just as variable, but a great many seek their influence and fame expanded farther out into the ocean or more widely along the beachfront.

    Another coastal ocean spirit is the Lobeon. The offspring of a river spirit and the great Seosyeon, they are the spirits that are born when rivers meet the sea. These spirits are known to be both friendly and impartial to all manner of life forms, and are happy to help humans by settling disputes and seeking compromise. Their greatest fear is the death of their river parent, which can surely slay them as well.

    The most feared ocean spirit known to sailors is the Roleon, the spirits of the "rogue waves". These spirits are both mysterious and rare, but quite powerful, capable of destroying ships if not dealt with by a Shaman. These are generally believed to be the spirits of Waelyon who break ranks and slay their fellow waves for their power, and are usually eager to make deals that will grant them more independence or control of others.

    Lastly, there are the spirits of the great currents, the Freebyon. These are akin in power to the winds or Balyeon, but are less well known due to their lower relevance for land-based shamans. As with most of the great spirits, their desires are difficult to surmise, but keeping them content makes the trade currents reliable so disturbing them is not recommended.


    Spoiler: Plains Walker Society
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    Any discussion of plains walkers is often confusing for those not well acquainted with Whern. This is because the term plains walker can mean different things to Whernians in different contexts, and without this contextual information it can be difficult to decipher what is meant by the label. Strictly speaking, a plains walker is one who walks the plains of Yotun, usually in search of frozen tears, though occasionally as part of a religious pilgrimage. While the title can be used to refer to people who have walked it once as an honorific, it is usually used within Fherharbor for individuals for whom the harvesting of Frozen tears is their primary profession. However, much of the confusion comes from the fact that the nomad groups that make their winter homes in the south and interior of Whern are also referred to as "plains walkers". While most of these groups do send men into the plains to hunt for tears, they differ from Fherharbor-based plains walkers in many important ways. I will endeavor to describe these two categories of plains walker in much more detail. As I do so, keep in mind that there is a certain amount of interchange between the two, and one can even often join the other, according to their fortunes.

    Nomads
    The term "nomad" is almost as problematic as "plains walker" to describe these people that mostly inhabit the southern portion of Whern, for while they move seasonally, they always return without fail to the same general areas at the same times of the year, following a strict seasonal cycle. The reason that these groups of peoples are called plains walkers is that they send their men to the north of Whern during the summer to harvest frozen tears while the women and children farm, fish, and gather berries, laying aside food for the winter in well-marked underground root cellars. When the men return in the fall, they immediately begin taking advantage of the peak of the hunting season, harvesting as much deer as they can before the snows set in. Once ice forms on the rivers, small groups of traders will cross over into Overvann territory to trade Frozen Tears and goods acquired in Fherharbor for pine firewood to last until the next winter. The remainder of the winter is spent living off stored food and as much game as they can hunt and trap. Lucky plains walkers may also use the winter to give tours of the interior to pilgrims wishing to witness the northern lights.

    By plains walker law, a man is allowed to have as many wives as he has made successful trips into the plains, although the supply of women tends to be slightly smaller than the maximum marriage capacity of the combined men. High mortality rates in the plains do help with this though, and it is not uncommon for a woman to go through several husbands in one lifetime. The plains walkers are organized by village (a village tends to be a collection of between 3 and 10 families that go through their patterns of seasonal travel as a group). The male patriarch of one of the families is the chief of the village. When the chief dies, the families of the village meet and negotiate until they come to a consensus as to who should be the next chief. Political favors, wealth, bribery, and even occasionally military strength take center stage in these negotiations. To secure power, ambitious men thus usually try to secure marriages (and therefore political support) from as many of their village's families as possible, to better influence their village. Marriages between villages are usually used to secure trade, alliance, or another sort of favorable agreement, all the way up to a potential merger of smaller villages.

    While the men are the heads of their households, their absence during the summer months grants women a great deal of political autonomy. While the men are gone, their first wives act on behalf of the family instead, and in some villages the first wives share joint power with their husbands even during the winter months. Because wives are ranked in power and privilege in the order by which they are acquired, there tends to be considerable emnity between a man's first and second wife, which often leads to fierce rivalries.

    These nomadic plains walkers have an ancient pact with Fherharbor granting them a seat on the Chief's council in exchange for their alliance with the city in times of war. As we will soon see however, the ambiguity of the term "plains walker" is often used to deny them the policital representation included in this bargain.

    Fherharbor's Plains Walkers
    Fherharbor's plains walkers have largely the same career as the nomads: their primary source of revenue is also collecting frozen tears on the plains of Yotun. However, their fortunes and circumstances tend to be much more diverse than their nomadic cousins.

    The poorest plains walkers, or "gutter walkers" in Fherharbor sleep on the streets most nights during the winter, turning to hunting for tears more out of desperation than skill. For these plains walkers, joining the nomads is a considerable step up in their condition, and they often attempt to join up with nomadic plains walker groups in the hopes of being accepted into their village. It is quite rare for these plains walkers to have made very many trips to the plains: their economic means do not permit them the materials necessary to consistently survive the cold and barren stretches of ice where they attempt to eke out a living. The most sensible people in this economic position sell themselves into slavery rather than taking up a life on the plains.

    On the other hand, Fherharbor is also home to the best-equipped and most successful plains walkers in Whern. Operating from within a much closer range of the plains than the nomads, and with more means at their disposal than the "gutter walkers" these plains walkers have "bands" composed of the sons of powerful men and the most skilled survivalists money can hire, and often spend the winters vying for the plains walker seat on the Chief's council. These groups are usually seen as both a business and promotional opportunity for the great families of Fherharbor, and most of them have very powerful sponsors wishing to harness for themselves some of the status of the famous plains walkers as well as use them to exert political influence on the chief of Fherharbor. The near-constant occupancy of the plains walker seat on the Chief's council by this sort of elite adventurer also serves to strip the nomadic plains walkers of their guarantee of political representation.

    Last edited by Potato_Priest; 2019-03-24 at 08:04 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.

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

    Join Date
    Jul 2014

    Default Re: EMPIRE4! Lands of Emjata

    Tria Sanctus and the Lacian Territories
    Region 35

    Her Holiness Dyfex Mcewan the third Astérionnag

    Spoiler: Terrain
    Show

    The north, south, and eastern borders of Lacia are defined by three major rivers each associated with the three primary deities of the Ildian Pantheon. The rivers enclose an expansive grasslands tangled with weeds and vines which while fertile was victim to the same tough vegetative state expected out of Palmor favoring aggressive dangerous plants over fields of wheat.

    The Tuga River to the north is a rainy stretch of land and host to the wettest provinces of the region Tugaedía and Tugatabiba which straddled the river banks. The southern Domitor River was an economic highway that saw much use by merchants crossing through Palmor and as such was host to the majority of river cities, harbors, and merchants. The Argat River in the east was a more heavily cosmopolitan border which had seen influence of Whitefeather agricultural projects enacted upon its less hostile land making the tanglefoot vines less of a hazard. At the heart of the region however sat the jewel of the region, a city grown up around the construction of a grand temple to the gods, Tria Sanctus.

    Tria Sanctus rose in the wake of the great calming brought by King Keat Whitefeather of Inyoni in 154 Imperial Reckoning. Ildian holy men and women had gathered from across the land during the age of peace brought by Whitefeather coalescing around the construction site of the Great Temple of the Ildia. Although many gathered in the area the construction site remarkable remained completely untouched while a city began to sprout up around the site. Having stood now for five decades Tria Sanctus is still a marvel to behold a granite manor built into the flat earth to stand out from across the plains as a shining beacon of hope. The wilderness was well loved but so too was the grand city of Tria Sanctus.


    Spoiler: History & Culture
    Show

    Long ago, in the time before Dejan, a great conqueror from another continent foreign and forgotten to Emjata who the legends call John chased out the great tribes of Tugaedía, Domitordía and Argat alongside their child and sister tribes angry at their refusal to accept his rule. The tribes were many in number but they were weak; Oldest and youngest living on as their countrymen died to protect them as they boarded the great ships which ferried them across the trials of sea to new land. Half who began the journey perished as the great refugee fleet sailed deep into Emjata seeking safe refuge from Ortassa on through to the Uhraiya where they at last made landfall in the bay formed by modern-day Bovalia, the Inyoni Crescent, and Coatl. The Cucollotabiban tribe who lived further inland and had early on made peace with the then-young Dejan recognized the opportunity to learn great mysticism from beyond this world, magical knowledge valued highly among their culture, and invited what remained of the three "Lacian", milk-faced, tribes to join them in the lands vast plains held by the Cucollotabibans settling the rougher portions of the region in exchange for teaching what they knew of the lands far northwest beyond the known horizon.

    The term "Lacian" literally translates as "Milk-faced" and originally referred only to the three Tugaedía, Domitordía and Argat tribes who came from the distant lands for their fair complexions were far lighter than any known to the Cucollotabibans. The first Tugaedía were tall fair folk who favored red hair. The Tugaedía practice of creating giant obelisks to mark the locations of their dead leaders still lives on as their appearance has begun to mingle with the other tribes though they maintain their preeminence as hunters among the tribes. The first Domitordíans were much shorter than their Tugaedía cousins with unusually long, pointed ears and large foreheads which was traditionally covered by sweeping their long dark hair forward over their brow. These features have become less pronounced but the Domitordían tribe continues to favor a greater understanding of religion than the other tribes which has led to their being a certain value attached to a Domitordían instructor or priest over one from the other tribes. The Argatians were the shortest of the Lacians, reaching an average of five feet tall when fully grown. Their skin was the second darkest of the Lacians, second only to the native Cucullotabibans. The Argatians typically have white hair that is both greasy and curly. A perhaps unfair cultural trait associated with Argatians was greed though this in turn has caused many Argatians to pursue extremely altruistic practice in their pursuit of the Ditharchdi in the years since. The Argatians have mingled most broadly with the other Lacian tribes and the Cucullotabibans. The Cucullotabibans are the native peoples of Lacia. Long before the Lacians first arrived the dark skinned Cucollotabibans lived in migratory patterns covering the land around Lacia for many millennia. The Cucollotabibans have always been a peaceful people preferring a diplomatic solution to war. Their history of cooperation with the Lacians is seen as a testament to their tolerance and strict cultural beliefs in a collective mindset.

    Despite differences between them as peoples the Cucollotabiban value placed on peaceful acquisition of outside knowledge and the diplomacy-first beliefs of the Lacian tribes allowed an age of experimentation with radical republicanism, though it was not known as such, to unite the tribes politically and culturally. For the first one hundred years following the arrival of the Lacians they and the Cucollotabibans ruled the region through the Council of Graminaofa a representative body drawn from Provincial designations that divided the land between the rivers known to the outside world as "Lacia" among the tribes. In this time from a gathering of the hundeds-person Council a Mouthpiece was chosen to oversee a complex ceremony of whispers that culminated in successive vocal and physical votes on topics of import to all the tribes. A longstanding opposition between the major Freemen coalition composed of various nation building voices pushing for an independent neo-Lacian identity were opposed by the Lawmen coalition drawn from traditionalists from within all the tribes who wished to preserve independent tribal identities ahead of a singular united identity. Regularly interests crossed lines leaving the factions loosely defined but as it became clear the binary system favored two large voting blocs loyalties calcified and the two voting blocs became intractable. Eventually in the year 128 of the Imperial Reckoning a deadlock between these two factions which had caused seemingly endless struggle throughout the region was ended by a military coup headed by the young commander of the Council's guard Novus Alekzandresonn. This ended the Council of Graminaofa and sunk the region into a chaos it would not emerge from for the next fifteen years.

    The records of this chaotic time are anecdotal and conflicting but they tell a dark tale punctuated only at the end with the promising ellipses of Whitefeather. Novus Alekzandresonn's coup was unsuccessful in anything but destroying the representative institution which had kept tribal conflicts from spilling out into war. There had been a great mixing of the tribes in the years since Dejan but identities remained strong among them and with no Council to arbitrate disputes and the "army" of Alekzandresonn little more than a gang of killers in the eyes of many the region erupted into conflict. While deaths remained uncommon for the first few years when it became obvious no resolution was coming some tribes chose to take matters into their own hands knocking down the first in a long paused chain of dominoes. This violence was sporadic and brief before spilling into the Inyoni Crescent where it drew the attention of the Whitefeather Kingdom. The violence of greed was answered with the necessary violence of peace as forces rallied behind heroes who stood against the rapacious grabbing of whatever could be grabbed in this age of unreason. Petty kingdoms arose under the banner of these men and women and they were bolstered by the Good King Keat whose Whitefeather banners eventually came over the hill heralding a new age of order and tranquility.

    The Pantheon of Ildia was fostered by these good vassals to the good king and soon the age of barbarism was pushed back to the edges and a new divine purpose came into view for the Lacian peoples. What the region lacked was a city, a capital which could stand as a testament to the peoples who lived in and around it. The construction of Tria Sanctus occupied the great efforts of all the tribes for the next decade as they sought to create a city made as one with the vast natural landscape around it. Vines grow through its open spaces and botanical gardens were given ample grounds within its walls to demonstrate the seasons. It was a testament to a new peace and a new way of life intermingling the genius of nature with the cleverness of man as the gods intended. While some remained outside the city's walls many throughout the region chose to move to the newly dubbed Holy City to live as one people in joyful peace. The traditionalist ways of the Lawmen of tribe against tribe to preserve themselves caused needless conflict and the ideas of the Freemen integrating culture into a sort of super-culture ultimately take the forefront among many Ildian scholars who now lead public thought in the region. A theocracy was soon established to rule over the "Holy City of Tria Sanctus" while the lands outside its walls were reformed under new provincial lines with power distributed among those tribes who chose to remain outside the city though they remained bound to the leader of the faith who was conveniently also de facto ruler of the city.

    The First Astérionnag was discovered by holy providence when Taog MacRaonaill appeared in the great temple of Tria Sanctus in the form of a holy iomaiar marsupial bear speaking words recorded in the sacred Sagardos Texts. Ildia had long led its practitioners to believe the capability lay within them to take on the earthly forms of other beasts with emphasis placed on those creatures who held a sacred place in Lacian society. For the Astéri who looked upon this speaking bear cub there could be no other explanation than a divine prophet blessed with beast speech and skin shifting abilities was among them. After feasting on the food prepared by the local monks and delivering a short sermon the iomaiar cub transformed into a baby boy whom the monks took in to raise as the next divine ruler of Tria Sanctus. At sixteen Taog took the reigns of the holy city but after a glorious fifteen years the wise leader dies leaving his most trusted pupil and Lead Astér Paul MacCeasain to rule in his absence.

    Lead Astér Paul MacCeasain demonstrated what he had learned from his master the First Astérionnag divining a child, Samio, with potential to be the second coming of his master and performing a ritual confirming the ability of the young Samio to take the form of an iomaiar cub as his previous form could, a test by which all future Astérionnags would be measured. Early in his reign Samio favored the same peaceful hand Taog had even as dragons arrived for the first time upon Emjata. The Second Astérionnag attempted to play games with the Cinder Queen and sought to avoid her ire through open dialogue. His open arms had led to the vampires from Azenhal to march in as part of their bloody dismantling of the Whitefeather Kingdom seizing the countryside through implicit threat against Tria Sanctus. Samio was wise in many ways but proved to be the right leader at the wrong time and the city's favorable reputation garnered by its communal construction waned as it appeared those within its walls were disconnected to those outside it.

    The death of Samio came on the heals of Paul MacCeasain's death and was believed to have come at the end of a bloody blade from Khirus or Azenhal though some suspected internal involvement allowed it to get so close to His Holiness once the Lead Astér was no longer protecting him. Dyfex Mcewan was selected as the reincarnation undergoing the ritual to release her shapeshifting powers. Dyfex was raised under the shadow of Khirus and at only thirteen Dyfex at last stood tall against Xatax when it became clear his dark kingdom was crumbling under the pressures its vastness had put upon it. To the surprise and joy of many within Lacia she won against the many factions who sought to end her elevating Tria Sanctus and Lacia once more within the world stage.

    Many foreign men now join the tribes in Tria Sanctus: Overvann men from the Eternal Lamp protecting the city, men of Bray and Thune come seeking fortune away from the dragon's hoard, and many other refugees besides fleeing the mad world of Palmor and beyond. The great holy city grows both more mundane and more magical as it swells with outsiders while under Dyfex's rule foreign imperialists who would seek to command the native populations without their fair consent are cast off. Now a young woman of considerable influence and power the Third Astérionnag hopes to make a lasting legacy from her rule.


    Spoiler: Resource
    Show

    Féth Leaves are the most common medicinal plant growing in the plains of Lacia. Féth Leaves resemble Poison Ivy in all manners except that Féth Leaves are all green and grow up to three feet tall. The leaves are highly valued for their medicinal properties when their oils are rubbed on a wound. It was discovered by the Cucollotabibans millennia ago that the leaves of Féth Leaves can be used as a substitute for tobacco when smoking. The non addictive inhaled smoke of Féth Leaves can calm the most irritated of men and puts those of low resilience to sleep easily. Féth Leaves require very little water and the plants thrive when watered once a week, making them grow primarily far from the rivers and from the rain ridden north. Feth Leaves were classified illegal substances sold outside Lacia in the year 159 as they were found to be being used by the vampires of Khirus to lull victims into a false sense of security. With the smoking of Feth leaves disorienting the mind to such an extent it was deemed necessary that exports be limited to pre-made medicinal tonics and balms and even domestic trade of raw leaf without a license carries heavy fines. Smoking Feth is considered a serious misdemeanor within Lacia with multiple convictions a permanent black mark on one's record. That hasn't stopped a minority of folks however who continue to smoke the native plant regardless of its demonization at the hands of Khirus.

    Resource: Medicinal Plants
    Trade Post 1: Yondar
    Trade Post 2: Lazar
    Trade Post 3: XXX

    Sadly, despite the thin forests along the northern river that support the Tugaedían economy, there is not enough wood for the entire realm of Lacia. Lacians require more wood for spiritual and cultural practices and to help create weapons and Longpipes, the pipes of Lacia famous for being many feet long.

    Requirement: Wood


    Spoiler: Religion
    Show

    "All that you see and feel is not to last. All this shall fade, given enough time. Time is the great destroyer and works with Gian and the evil spirits. You must learn to conquer both Time and Materialism." - Taog MacRaonaill, First Astérionnag

    Core Beliefs of the Ildia
    • A multitude of divinities exist but the gods of the pantheon of Ildia, Folursing, Fortrén, Echeler, Eon, and Gian played the most significant roles in the creation of Emjata and the multiverse.
    • All life deserves to be respected regardless of species, form, gender, age, race, or any other factors.
    • Worshipers of other religions and of other faiths art to be respected for they are indirectly still calling upon the Pantheon of Ildia in their own ways.
    • Murder, inappropriate sexual behavior, and theft are unacceptable courses of action.
    • Alcohol, drugs, and substances to disorient the mind are to be avoided for they impair one's ability to adhere to true belief.
    • Forgiveness should be honestly granted to those who seek it.


    The people of Lacia claim a pantheon going back millennia in their worship of the Pantheon of Ildía. This pantheon is centered around three primary active gods each represented by an animal specific to each of them. These gods: Folursing, Fortrén, and Echeler are responsible for the majority of natural phenomena as well as emotions and intellect among creatures. The animals these gods shift form into are deemed sacred and thus are not permitted to be eaten or hunted by followers. This belief goes so far that if one of these animals is found dead it is expected the report it to a priest as soon as possible or the viewer will be cursed for the rest of their natural life.

    Folursing the Bear-shifter is seen to be the most motherly of the trio. She will reach out her arm to a lesser brother or sister to help them and expects her followers to do the same. Seeing the people needed light when her youngest sister was across the world Folursing was kind enough provide the world with a moon at night to guide them. Folursing's teachings disagree with hoarding materials from others that are in need. Altruism is the most valued trait among strict adherents to the mother bear.

    Fortrén the Mammoth-shifter is the strongest member of the three gods. Fortrén's strength supports laborers, soldiers, and sailors. He is said to fight off storms that threaten the lives of his worshipers and helps reduce the loads of heavy lifters. Fortrén lives deep underground in the mountains he crafts from primordial stone. When necessary he tears cracks in the earth to open doors from his home so that he can help his worshipers above ground. For this reason those killed by earthquakes and sinkholes are considered blessed by the will of Fortrén and are guaranteed a place in the afterlife.

    Echeler the Horse-shifter is the youngest and most beautiful of the three prime gods and also the fastest. Myth claims Echeler sprints through forests at night in order to light her magical hair on fire by rubbing it against the trees before leaping into the air to run across the sky throughout the day as the sun creating light for the world. It is said that when Echeler makes a mistake while running through the trees that this is what causes forest fires and so those who die in such a manner are considered blessed as they go on to give the world its light for that day. Although all horses are deemed sacred the albino horses are said to be direct servants of Echeler and are only ridden by kings and high priests.

    For many followers of the Pantheon these three are the primary gods invoked in day to day prayer but there exists another binary underpinning that surfaced with the construction of Tria Sanctus. Some historians suspect an Abhidist influence to be at play in the addition of Eon and Gian to the pantheon, creator gods no longer actively shaping the world but responsible for larger metaphysical truths than the three prime gods accounted for. Eon was a god of light, love, and creation in its purest form while Gian represented darkness, wild desire, and destruction. Both were considered gods with direct dominion over magic and while rarely invoked helped to explain broader philosophical and ontological concepts among the clerical class.

    Typical Ildian worship is performed on a weekly basis as the sun sets. Lacian worship involves the worshipers praying around a circle of sand taking turns marking the symbols of the gods from which they need blessings in the sand with long sticks, known as Amms. From the core of a tree Amms are carved to look like a three foot long finger with many crooked joints which are said to focus a being's internal energies. Once each member has finished their markings the group writes prayers onto a scroll and prays them aloud together. They also repeat prayers from the past related what problems they are facing now. Worship circles of Ildía tend to take about two hours.

    Religious Centers
    • Temple of Folursing: Pantheon of Ildía
    • Temple of Fortrén: Pantheon of Ildía
    • Temple of Echeler: Pantheon of Ildía


    Sacred Animals
    The sacred animals of the Ildia are extremely rare animals that should be held in great respects for they are considered to be holy by the Ildians. They are believed to only obey the most holy masters with intelligence bordering on human.

    The ionair is the holy marsupial bear that resembles Folursing. These bears are loving mothers of all young animals, extending a paw to help them when they are in trouble. Many ionair dens are home to a large number of animals aside from the ionair and its cubs. While some animals have adapted strategies to take advantage of the ionair the bears seem to have adapted in kind allowing only those animals willing to offer what aid they can into their cave homes during the winter.

    Lacian Mammoths are great peaceful elephant-like mammals with several tusks that sprout from their faces. These rare animals still roam the wilds of Lacia unmolested by the local peoples. If a poacher attempted to hunt a Lacian Mammoth even if he could avoid justice in the courts of Tria Sanctus the mammoth would not hesitate to gore the poacher with its many tusks.

    Firebirds are legendary creatures among the local populace closely associated with horses despite their avian appearance. At night they hide among the roots of trees in Lacia resting quietly until morning. While asleep they can be observed the odd creatures having hooves for feet and a dark brown outer layer of feathers covering a body the size of a deer. Come morning time flocks of firebirds swarm the skies their feathers undergoing a mystical process from exposure to the sun that temporarily changes their feathers to be bright red and gold in color. During the day, Firebirds can't help but rejoice in their own beauty and the beauty of the world and sing beautiful songs for hours on end. Some naturalists believe Lacia's Firebirds may have some relation to Pegasi and or the legendary Phoenixes of legend.

    All of these creatures are rare throughout Lacia, but are for some reason drawn to Tria Sanctus, where they roam freely and safely in the streets. A few Lacian Mammoths have willingly lent their strength to merchants and others burdened by heavy loads. Ionairs occupy nurseries playing with and nurturing the children there. Firebirds fly everywhere in the skies above the city making its splendor all the more beautiful. Horses are considered sacred and not to be eaten or abused but their traditional use as cavalry and transport remains true even in Lacia with only albino horses reserved the same special treatment as an ionair or mammoth might expect.

    Ditharchd, the Ninefold Path
    The term Ditharchd represents one of the nine disciplines or schools of Ildian teaching and learning. A Mathitis can study as many or as few of the Ditharchdi as they like, though a Magisteraidh must have taught at least one of them. A Luminare must be a Magisteraidh of at elast three Ditharchd. An Astér is an exemplary Luminare that is also a Magisteraidh of the Ditharchd Manach. The Astérionnag is typically taught much of the school of Manach, but can study and teach whichever school he or she likes. Although the Ditharchdi are ordered from one to nine, they are all equal.

    1. Manach - The first Ditharchd of the Ildia Manach is the least organized and institutionalized school of the Ildia. Manach is a school that focuses on the understanding of the soul of life. While studying Manach a massive amount of time is spent meditating in a state of introspective self improvement. Each person is connected differently to the gods so some might find their connection and their calling after a few short months of daily meditation whereas some might take decades. A large part of the school of Manach is learning to let go of the material world and be one with the gods in a natural state.
    2. Sagardos - The second Ditharchd is the school of Sagardos. This is the discipline of learning the techniques and skills required to invoke the blessings, rituals, and sacraments of the gods of the Ildia. Contrary to the Manach, this school follows strict and regimented teachings from various Astéri, Astérionnags, Mouthpieces, and clan chiefs of the past. The sacred Sagardos texts are carefully curated so as to avoid meaningless rituals more associated with personal gain than societal gain, a problem previously encountered with the corrupt Mouthpieces of the past.
    3. Feallsofos - The third discipline of the Ildia is Feallsofos. This is a discipline of philosophy, psychology, and most importantly empathy. Mathitis of Feallsofos learn of the different ways of thinking of the various peoples of the world. The best followers of Feallsofos can successfully comfort the disheartened, change criminals to lawful folk, and truly understand people where they are and where they can be. Students of Feallsofos learn to connect the happenings of the world to the natures of the gods.
    4. Grafeas - Grafeas is the fourth Ditharchd of learning to effectively communicate ideas through writing. Mathitis of Grafeas take on blessings of the Ildian gods and pray to the gods to clear up miscommunication and create greater fluidity of thought exchange. Many great authors seek to follow the teachings of of Grafeas.
    5. Ceoladaikos - Whether through writing music or performing it followers of the fifth Ditharchd Ceoladaikos use music to aid in greater understanding. Followers of Ceoladaikos use music to create pleasure for the gods, the spirits, and everybody they meet. Through analysis and understanding of great musical works students of Ceoladaikos can apply the past to their present and future music. This Ditharchd is often very incongruous with varying cultural influences shaping many different musical styles.
    6. Ealifex - Using painting, drawing, sculpting, etching, or so many different visual styles of art, adepts of the sixth Ditharchd Ealifex use visual art to extend their personal interpretations of the gods of the Ildia to the rest of the world's inhabitants. Similarly to the Ditharchd of Ceoladaikos there are countless substyles of the art produced by Ealifex students.
    7. Saicus - Similar to Sagardos Saicus is one of the most strict and orderly of the Ditharchdi. The seventh Ditharchdi follows the study, understanding, and classification of the innate laws that govern the universe. Students of Saicus learn in large lectures or small hands-on classes from Magisters and Magisteraidhs of various Saicus specializations. Saicus students study the physical sciences and truths that govern the material world seeking greater understanding of the divine through greater understanding of the material functions set in place by the gods.
    8. Draiodh - The eighth Ditharchd of Draiodh involves the connection of yourself to the environment and developing a deeper understanding of the peace and balance that comes from living with nature not in opposition to it. Although there are predators and there are prey, they all rely on each other to survive. Draiodh attracts those who wish to preserve and protect the natural world seeking to guide man and his thinking siblings towards cooperation with their environment rather than domination of it. Followers of Draiodh typically
    9. Profiosaidens - The rarest Ditharchd due to the inherent difficulty in becoming skilled at it Profisaidens is the ninth discipline of foresight. An adept Profiosaidens diviner will be able to predict some aspects of the future and possibly even manipulate them to the advantage of the good of the world such as warning farmers of a dry or wet season. Few diviners exist as its takes decades to master this feat of magical knowing.


    Pantheon of Ildia Clerical Ranks
    • Astérionnag - A great holy person, the Astérionnag is the spiritual leader of Tria Sanctus, and by extension, Lacia. The Astérionnag, also known as the Princannard also serves as the temporal leader of the city of Tria Sanctus. Other than Eon and Gian, the Astérionnag is believed to be the only living Ildian capable of reincarnation in a form other than a spirit. The Astérionnag was first found to be reincarnated under the form of a marsupial bear deemed holy by the Ildian worshippers for its resemblance to Folursing.
    • Astér - An Astér is a high ranking monk among the people of Tria Sanctus. They spend many of their days simply meditating and listening to the teachings of the current Astérionnag. Their sole role is to determine the next Astérionnag (and be completely sure of their decision) and teach the person of their choice. Astéri take no role in the political decisions of Tria Sanctus.
    • Luminare - Relative to the Astérionnag and the Astér, the Luminare is a lesser follower of the Ildia, though the Luminare are still considered to be wiser than all the followers below them, the Magisteraidh and the Mathitis. Astéri are chosen from Luminare and this is one of the only distinctions of the Luminare from the rank below them, the Magisteraidh.
    • Magisteraidh - Missionaries and teachers, the Magisteraidh are Mathitis that have studied enough and learned enough of one of the disciplines of the Ildia (the Ditharchd), that they can teach their Ditharchd to another Mathitis successfully. Although they are called a Magister once they have taught another Mathitis, the Ildian only gains the full title of Magisteraidh once they have taught a Mathitis initiate from initiation until the initiate becomes a Magister. The Magister is not a unique enough role to be separated from Magisteraidh.
    • Mathitis - The lowest rank of devotee, the Mathitis is any form of Ildian devoted to learning. Whether they are common folk that attend public teachings once a year or if they spend their life accumulating knowledge, Mathitis are the most common Ildian that exist.

    Last edited by RandoMan; 2019-01-27 at 03:50 PM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  16. - Top - End - #46
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: EMPIRE4! Lands of Emjata


    Spoiler: Region 17: Zeměvčel
    Show
    Zeměvčel
    Region 17

    Spoiler: Terrain
    Show
    Zeměvčel is dominated by gentle, rolling hills and occasional patches of old forest scattered amidst idyllic farmland. A rich network of cities and town crosses the region, and many of the coastal cities have grown wealthy from sea trade. Most of the land not used for farming or allowed to remain as old forest is filled with a variety of native wildflowers: inevitably with a significant population of honey bees maintained by local beekeepers.

    Spoiler: History
    Show
    Claiming an ancient connection to the ancestors of the founders of the Kingdom of Siestok, the people of Zeměvčel never joined their northeastern neighbor. Existing as a series of city-states in constant competition with each other and those across the strait, they resisted foreign invasion until Dejan's conquest. Breaking free again after Dejan's death, the city-states were trapped in a precarious position between the Inyakan successor, the restored Siestok, and Avakonia. Uniting in a league for mutual protection, they were able to maintain their independence for a time, before eventually falling to Avakonia's expansionist policy.

    Under the new empire, the cities of Zeměvčel declined somewhat in prestige and influence, as Avakon became the unquestioned power among the cities along the strait, but enjoyed a period of peace and prosperity. The region came to be seen as a core part of the empire, untouched by the troubles of the wider world.

    Peace ended with the war between the empire and the northern coalition. Much of Zeměvčel was ravaged by the repeated, bloody battles which took place as the Empress attempted to hold the northern shores of the strait. Eventually the region was ceded to D̨vatla, which established a client kingdom.

    Eventually an uprising led by imperial loyalists broke out in the late 140s IR. The rebels were defeated by Tälir and Prince N̨amodl, and the latter was appointed as client king. A series of purges followed, as rebels and others who had remained loyal to the empire were dealt with harshly, while those who had been loyal to D̨vatla were richly rewarded. The failure on the part of the feuding imperial claimants to offer any support for the rebellion, and the collapse of imperial power, contributed to ending any lingering loyalty to the old empire.

    After N̨amodl's second conquest of Avakon and his coronation as client king of Avakonia, Zeměvčel was once again joined to the old imperial capital.

    Spoiler: Government
    Show
    Traditionally ruled by independent city-states, Zeměvčel united into a league of cities for mutual protection after Dejan's death. With the Avakonian conquest, the region was futher united under the authority of a single imperial governor, a powerful and highly sought-after position given the location. Having been ceded peacefully in the treaty that ended the war, Zeměvčel was spared the purges of imperial loyalists that occured in Zachodnie. D̨vatla had been, however, taking less direct measures: working to manipulate matters relatively quietly from a distance to support those friendly to D̨vatla and oppose imperial loyalists.

    After the failed uprising, the native client king who had been appointed by the D̨vatlans was removed from power and replaced with N̨amodl. The generous policies towards those who had held power under the empire was reversed. Abandoned by the empire, those who had secretly remained loyal to it were removed from power, had their wealth seized and were exiled or executed. A new ruling elite was established, formed from a mix of D̨vatlans brought south and natives whose loyalty was certain.

    When N̨amodl became the King of Avakonia, the two client kingdoms were united in a personal union. They have remained united under the Avakonian branch of the D̨vatlan dynasty, despite occasional suggestions of redividing them.

    Spoiler: People
    Show
    Zeměvčel is mostly populated by natives, though with a significant minority of imperials and the related people of Siestok. The coastal cities also generally have a significant Omanush presence, either well integrated into the larger population or contained within segregated districts, depending on the city. The urban population is fairly cosmopolitan and mercantile, while the rural population in the farms and smaller towns and villages is generally less trusting of foreigners and their strange ways.

    The low dwarves of Siestok are relatively rare, being mistrusted and disliked by much of the rural population. In the cities they are more welcome, and many have become highly respected craftsmen. The goblins of Siestok are also present, though considered almost a pestilence in rural areas and usually as a nuisance not worth any benefit they may bring in the cities.

    Scattered along the coast can be found colonies of mermaids. Often considered capricious at best by land dwellers, they are noted for variously helping sailors or making themselves a nuisance. Male merfolk are never seen, though there is no shortage of rumors and folktales about them.

    Spoiler: Resources
    Show
    While the farmlands of Zeměvčel are expansive, they are largely required to feed the significant urban population and there is little surplus to ship elsewhere. The region is, however, noted for his production of honey. Beekeeping is a traditionally respected occupation, and the culture hero who in legends broke away from the ancestors of Siestok was a humble beekeeper who rose to prominence.

    Spoiler: Religion
    Show
    Located so close to the heart of the empire, Zeměvčel was a bastion of traditional Perijanist religion. Dejanism has made inroads into the region, but was still a minority.

    That all changed after the Northern War, and especially after the failed rebellion. Tëlir Geza has become the dominant faith among the nobility, and its popularity is slowly spreading to the lower classes. Abhidi, too, was introduced and has a notable presence in the kingdom.

    Holy Centers

    Cariště – Tëlir Geza (151)
    Perijanism
    Located on the southeast coat, Cariště was the seat of the imperial governor for most of imperial rule. The city's importance as a center of both trade and government led to a large influx of wealth, and it is now home to a number of large, impressive temples to the Perijanist gods.

    In the wake of the failed rebellion, power shifts dramatically towards Tëhlër̨khët nobles brought in by Tälir and N̨amodl and locals who sided with the D̨vatlans. Tëlir Geza becomes increasingly influential as many seek to openly display their loyalty and cooperation with their new rulers, while those who are most vocally opposed to the new order find themselves proscribed and their power and influence broken.

    Nejvyšší Louka – Abhidi (150)
    Dejanism
    Not far from the northern border with Zachodnie, Nejvyšší Louka was originally a frontier stronghold. Continued expansion northward after Avakonian conquest made the site less useful as border protection, and the shrinking imperial garisson found itself with little to do. Eventually an enthusiastic supporter of Dejanism was appointed as the garison's commander and the stronghold became a prominent regional center of the young faith. The local adherents seek ascention through martial perfection and spend much of their time training their bodies and minds for war.

    During the rebellion against D̨vatlan rule, the Abhidic Thousand Swords were among those sent to put down the uprising and then maintain order. The presence of Abhidic monks for several years already working to spread the plague cure, had left a strongly positive attitude towards Abhidi. The Thousand Swords' ideas of martial perfection found an eager audience among the Dejanists already focused on self-perfection.

    Tůň Medu – Tëlir Geza (172)
    Perijanism
    Originally a pilgrimage site dedicated to the legendary founder of Zeměvčel. His association with beekeeping caused him to be associated with Khompur. A reasonably large town has grown up around providing services to the pilgrams, and remains an important holy site focusing on Khompur's rule as the patron of agriculture.

    Squeezed between the growing power of Tëlir Geza, Coatl Perijanism and Dejanism, and no longer enjoying any organized, state-sponsored support in the north, Orthodox Perijanism suffered a dramatic decline. Though much of the day-to-day habits and traditions of Perijanism survive as a local flavor to the spreading Tëlir Geza faith, the rededication of Tůň Medu to Psëräkrä rather than Khompur is widely seen as the end of Perijanism in Zeměvčel.



  17. - Top - End - #47
    Bugbear in the Playground
     
    Lleban's Avatar

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    Default Re: EMPIRE4! Lands of Emjata



    Western Territories

    Spoiler: Bovalia
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    Spoiler: Terrain
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    With one of the longest coastlines to the Inner Sea, Bovalia consists of mostly lowlands and marshes. Thick forests of palm, golden yew, cyprus, and wet oak dot the landscape to serve as fuel for ships the region is famous for. The regions fauna is similar to that of neighboring regions, rich in cranes, pelicans, ducks, and other water birds in the marshes. On the more forested areas, moa, pheasants, deer and water buffalo thrive browsing and grazing across the region. Although shallow hills separate the shingle beaches from the majority of Bovalia, storms often crash into them. The exception to this is in the southeast where the tides are far calmer and thus more pleasant. The capital, Borealis, is situated on this coast’s many deep water harbors.
    Also considered part of Bovalia, though not mentioned as often is the island of Uita, which has a surprisingly lush forest covering it. A small settlement known as Uitian is a trade town there, though it is dominated by Borealis as many rulers there come from the family known as Borealis. The rain forests of Uita serve as a halfway point for traders, missionaries, and the elusive forest peoples of the island.


    Spoiler: People
    Show
    The people of Bovalia are all humans divided into 2 main ethnic groups. The Borea are a group not distantly related to the residents of Kayrs possessing complexions ranging from tan to cinnamon and have hair that ranges from silvery to auburn. The poorer folk tend to dress in grey trousers and dark tops when working the land, to help with the constant dampness. Those who are marsh divers or fishermen however tend to wear short skirts and wrap red cloaks around themselves out of the water. This quite often leads to a division between the 'Reds' and the 'Blacks'. Those who work as foresters in Uita prefer skirts and short tops so are called 'Goldies'. Nobles tend to wear long skirts and short, colourful pullovers. Bovalia’s position as a trade hub allows the Borea the use of textiles from across Emjata. The quality of textiles, ranging from reused corn husks to imported giants silk serve as signals of rigid class stratification. A “Red” who deigns to wear black is likely to be viciously beaten if found in the wrong company. The only unity in this is that all drink a corn based beer known as Hisas, which is more or less all they drink. Their strange dress, hairstyle, food stuffs, and aesthetic lifestyle have given the Borea a reputation of barbarians contaminated by easterners among the other imperial peoples.

    Deep in the rain forests of Utia lie a group of hunters who live off the forests bounty and by fishing off the islands waters. Known as the Forest people, they live primarily on Utia though some scattered communities live deep within the regions marshes and forests. A dark skinned people with grey eyes, many scholars note the Forest people bear a striking physical and linguistic resemblance to the residents of the Hoyanuk plains, though some consider them to be a lost Cucollotabiban tribe. While normally reclusive, the forest people have been known to serve as mercenaries for the elite Borea.
    A few Inyoni do sometimes come across the border, mostly to make use of themselves as either marsh divers or fish spotters. They are often very valuable to their crews, but often have to toe the line of making it their home. There are stories of Inyoni reverting to humans midflight and drowning in the middle of the ocean.



    Spoiler: History
    Show
    Bovalia, in a similar manner to they city states of Tafer and the petty kingdoms of the Crescent used to consist of two main petty kingdoms competing, Borealis and Lux, each centered around their own (at that time) cities. In the pre Dejeanic era Borealis and Lux were great merchant cities dominating trade in the eastern Uhariya. By Dejan’s Lux had a reputation as the jewel of the east, receiving corn from Coatl, incense whitefeather, in addition to salt, metals, and slaves from most of the Badan coast. Having seen the oncoming armies, and the inability of of their neighbours to even slow Dejan, both Borealis and Lux sent emissaries ready to submit to the conquerors will. Within a month, both were part of the empire, and all was well, until the kingdom of Lux realised that, due to the machinations of empire, Borealis was in effect their overlord in the region. Eager to limit the power of Avakon’s commercial rivals Borealis was made an administrative center and received hundreds of Avakonian settlers.

    Within weeks after Dejan's death, the two fought each other in a vendetta. But with the marginal backing of the faltering empire, Borealis had the upper hand. The town of Luce was all but destroyed, and the house of Lux reduced to a few wandering mercenaries, lost to the world. While Borealis had won, they were shaken, and far weaker. Many other houses rose up to oppose them, and since then, they have been struggling to maintain themselves. As a result, while Borealis controls their town and much of the military, and have legal toll over the region, a hundred minor houses lie over every village and harbour, each squabbling. As a result, the general labourers have a great deal of power, as their allegiance is needed above all else to secure any power in Bovalia, and while there are never any elected representatives outside of a speaker for each town and village, unofficial groups of peasants have more power over most affairs than all but the most powerful houses.

    When Keat Whitefeather offered a political union, they jumped at the chance. Unfortunately this did little to stop Bovalia’s political and economic decline over the year. While the whitefeather years bought unparalleled stability they were also marred by decreasing urbanization as the cities of the Inyoni crescent quickly eclipsed those of Bovalia in importance. This state of affairs would continue until the invasion of the Theocracy of Coatl. While governance under Coatl was merely a continuation of Whitefeather governance, the Inyoni crescents devastation over the next decade lead to a shift in trade and political influence north to Borealis, rendering the city more prominent than it had ever been in centuries.


    Spoiler: Resource
    Show
    While Bovalia may focus internally on fishing, its greatest asset is in fact the Golden Yew of Uita. Golden Yew is an interesting material in that the wood is almost malleable. With a hammer and patience, it can be grown into many shapes at many sizes. This combined with its golden speckles and its lighter brown complexion gives it many uses, as it loses its malleability when the tree dies.

    Uitan provides the majority of this wood, although some free traders operate outside the limits of the settlement. Borealis also has had limited success in growing its own grove on the mainland, although this is of inferior quality to Uitan stock, and at the moment is untenable.


    Spoiler: Faith
    Show
    For the most part, Bovalia has very similar traditions to the Inyoni crescent in religion, having historically been Abhidists, although the adoration of the Maiden is far lower, though at least recognised. Major temples have existed in Borealis, Luce, and on Uita for a century, and are generally left alone, even in war. Recently however, the spread of Ildia has reached Borealis, with the temple being converted in line with the Whitefeather view. The old temple still stands strong in Luce though, and the convent on Uita is still adherent.

    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
    Spoiler: The gift that keeps on giving
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    Spoiler: and giving
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    Spoiler: and giving some more
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    Spoiler: Metric tons of giving
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  18. - Top - End - #48
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

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    Default Re: EMPIRE4! Lands of Emjata

    New Bhule (Area 86)

    Spoiler: Terrain (Mostly copied from Roarke)
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    The cold mountainous spine that dominates and in its scope articulates the boundaries of the region known as Bhule might at first appear an inhospitable place. The frigid mountain air filled in hourly dispatches of snow or blizzard carried by the howling winds. Naught but the hardiest shrubs and evergreens to grow and thin snow-colored rabbits and foxes to make up the most accessible game. Though the great river Fher rides rapids and waterfalls to the east out into the tundra no other rivers flow through the frozen land. So it is that Bhule would appear a decidedly uninhabitable land to any surface-minded traveler from more welcoming climates. In spite, or perhaps because of this seeming inhospitably those who dwell in the mountains know they offer far more than may first appear.

    The five mountain peaks that make up the region of Bhule are known collectively as the Rhyg Akava or Giant's Spine and serve as major local hubs and landmarks within the region. The northernmost mountain is known individually as Kartof and is recognized as the coldest and most desolate among the mountains of the Rhyg Akava. Few dwell here, those that do are often seeking solitude. Some of these individualists and separatists survive and some do not with some becoming valued voices for consulting when facing an issue that might not otherwise have a clear solution though even these shamans can be cantankerous and even dangerous to approach. For this reason Katrof is generally avoided without reason to venture there. The next southern mountain and tallest of the Rhyg Akava is known as Anar and is revered as a natural wonder and holy endowment upon the planet. As such since time immemorial shamans have made up the majority of the local populace living in cloisters and circles able to sustain themselves and the spirits while providing guidance for those who seek it. The eldest shamans who inhabit Anar were generally regarded as the religious heads of the region though it is uncommon for elders to accept such recognition openly. Now, however, it has been converted to a holy place of Ignatix.

    The next mountain and smallest of the range is also perhaps the region's most important. The Bhure sits astride a relatively calm stretch of the Fher and it is here that the city of Fherhaven exists. The city stretches out across the river and extends down to where the river suddenly plunges down a cliff face in a tremendous waterfall that marks the edge of the city. Fherhaven is little more than a collection of wooden longhouses and an interconnected system of ferries for crossing the river but for the region its gathering of over 5,000 residents marks it as a major metropolis. Supported by the fertile, by regional standards, valley between Bhure and Anar as well as fishing along the Fher this protected valley provides enough sustainable food to allow a moderate city to prosper. Waterwheels along the swift Fher near the waterfall power small lumberyards and ore crushers with hydro power. Easily the most hospitable location within the Rhyg Akava most foreigners if they survive the outskirts will eventually be taken to Fherhaven which those less inclined towards cold weather describe as "better, but not by much."

    Tarfeld is the next in the mountain chain and has a rather complex and dark history. Unlike its fellow mountains Tarfeld is hollow. Whether by some ancient magic or forgotten grand undertaking is lost to history for none who live now remember a time or a tale of when Tarfeld was not hollow. Tales do exist however of when Tarfeld was a prison for those who displeased the ancient line of kings. Its cold empty interior, accessed through a number of tunnels both natural and carved, was not entirely a scooped out mountain but massive caverns loomed throughout it giving it the feeling of hollowness. These large empty caverns had served for many decades as labyrinthine cells for anti-royalists and still the haunting air of this history hangs on them. Few choose to live here now since the end of the ancient line of kings though some, especially those seeking to escape scrutiny, do still make their home among the dark caverns of Tarfeld. The new colonizers of Bhule, the Frostbinders, call it Nixiron, and consider it to be the entrance to Hell.

    The final mountain considered to be part of the Rhyg Akava is Hosk and its positioning has made its southern face a rather fertile if tumultuous region. Storms often crash or form at the southern edge of Hosk and so rainfall has made vegetation more prominent along this border. The lowlands around Hosk are swampy muddy tracts not fit for cultivation and so those who live around Hosk often travel with the seasons; immigrating north in the summer and returning south in the winter.

    Outside the mountains themselves a great portion of the population makes their homes small villages nestled in the snowy valleys and basins of the region. These villages rarely have names or such names are used almost entirely by outsiders to refer to a specific village. For most these are simply "the village" or "home" much as Fherhaven is within the region more commonly known as "the city." The regional name Bhule is taken in part in homage to Bhure, and according to Fherhavenites Fherhaven by proxy, in honor of the role the city played in unifying the families of the region behind the Consul. This custom is unpopular, but tolerated by the Frostbinders.


    Spoiler: History
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    Currently being reworked, I'll fix it if I ever get the chance.


    Spoiler: People (Half copied off of Roarke)
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    The people of the Frostbind Islands are a tall, fair race. Their skin tends toward the deathly pale, and their hair is silvery-blond. Baldness is almost unknown, as is large quantities of facial hair. The women are slim and graceful, the men tend toward bulk. Due to an inability to grow cotton, linen, flax, or any other sort of vegetative fabric, most Frostbinders wear the pelts of slain animals, usually several layers thick to protect against the bitter cold. Native Bhulians are humans of varying complexities though most are fair skinned and dark haired. Some Bloodless from Ridire have fled their homeland and found a place among the communities of the northern mountains. In addition very small numbers of elves and half elves from more southerly regions have made their way to Bhule though their racial impact is limited to one or two families within the region. A relative isolation from the wider world and isolation within the region has led to the development of recognizable markings associated with a particular family or location however while these might elsewhere be considered racial characteristics within the region they are seen as regional varieties of the same people.


    Spoiler: Resource (From Roarke)
    Show
    Copper - Mined around Fherhaven and throughout the region in small mountainside villages the mountains of Bhule run rich with veins of metal of which copper is the most numerous. The metal is utilized throughout the region for cooking, tools, and the rare weapon though more commonly it is shaped into arrow heads for hunting. The mines around Fherhaven produce the greatest single source of copper and the power of the river provides them a further advantage. This helps the city prosper within the region and provides the majority of the wealth in the Family's coffers. Elsewhere in the region smaller private mines operate largely independently though they have agreed to allow the Frostbind chieftains to represent them abroad.

    Food - In the cold rocky mountains food is always in short supply and high demand. Though the region is capable of supporting a native population without external sources for food famines and starvation will only become more common. A great many villages and all those who lived within them have been lost to especially vicious winters or poor growing seasons. Acquiring a source of sustenance for the people is a top priority for anyone who wishes to claim authority over the region.


    Spoiler: Religion (From Roarke, heavily edited)
    Show
    Mt. Anar - Seeing Mt. Anar at sunrise is a sight heralded throughout the region as positively breathtaking. The cold mountain, mightiest of the Rhyg Akava, is a natural wonder and testament to the power of the mighty earthen spirits who dwell in Bhule, at least according to the resident Jalyeong-bo shamans who occupy the mountain. Led by the eldest Jalyeong-bo shaman, currently Wane Telindar originally from a village on the slopes of Mt Bhure, who is seventy-one and keenly interested in the affairs of Jalyeong-bo outside the region ever since receiving a blessed stone from a more southernly shaman who claimed to herald an 'Amham Federation.' Recently, Jalyeong-bo had been adopted as the official religion of Bhule by the Frostbinders, who recognize the Jalyeong-bo sprits as being different names for their own gods. However, Jalyeong-bo leaders refused to recognize Ignatix and Nixir as gods, so Bhule now has its own religion: Frostbindism (Worship of Ignatix and Nixir as the twin gods, with a variety of minor spirits filling other roles). Mt. Anar is the site of much struggle between Jalyeong-bo and Frostbinderist factions seeking to seize control of the shrine.

    Fherhaven Temple - When Dejan brought this region to order and installed the Governor he employed the workers of Fherhaven to construct a grand temple which was done and sanctified in the name of Perijanism and the gods. When Imperial authority declined the priests who had been initiated into the Perijanist brotherhood came under the sway of the Family and became rich men with designated heirs and successors within the city. The model of Perijanism allowed such easy patronage between priest and lord that it became a hallmark of the city and despite regionally Jalyeong-bo spirit worship being far more common the priesthood of Fherhaven has remained officially Perijanist. Nevertheless conflation between spirits, gods, and the pantheon is common within the city and sermons play into what the audience wants to hear, or what the clergy's patron wishes them to hear, rather than strict adherence to the holy text. This holy place, however, has been converted by Initiatists into a temple of Initial with strong ties to Sycoraxistan. The Frostbind government is not paying much attention to them at the moment, likely in hopes of establishing a friendly alliance with Sycoraxistan and their overlords, the Regno Sultanate. It has since been converted to Frostbinderism.

    Nixiron: The tall, mysterious mountain of Tarfeld has been recognized as a crucial point by the Frostbinders. Their cruel god of winter and ice, Nixir, is considered to hold sway over this area, leading to a surge of pilgrims come to beg mercy from the winter god. The caverns of Nixiron are considered to be the entrance to Hell, and as such a radical group of cultist of Nixir have been spreading the idea that praying to the ice god, and offering up human sacrifices, may result in him showing mercy to his devotees. They are based in the caverns on Tarfeld, and although they pay lip service to Mt. Anar and Frostbindism, they are considered to be somewhat heretical.

  19. - Top - End - #49
    Dwarf in the Playground
     
    NecromancerGirl

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    Default Re: EMPIRE4! Lands of Emjata

    I need a second post now... (Sfaďri Free Alliance, pt. 2)

    Dažytija (13)
    Written by Aventine, edited by me


    Spoiler: Terrain
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    In the north of Dažytija, the highlands of eastern D̨vatla and northern Perivan are linked by a wide plateau of rocky shrubland. The plateau is sparsely populated by nomadic and semi-nomadic tribes, with the only major settlements clustered along the river in the north and west.

    The south of Dažytija forms a large basin, surrounded by the northern highlands, the hills of Perivan, the mountains of Astrand, and the hills of the far side of the Gakhus valley in Reflas. More fertile than the north, though still somewhat dry due to the rain shadow from the mountains to the south, it is populated by tribes closely related to the northerners. While more settled than their northern cousins, the southern tribes still follow a largely pastoral lifestyle.

    The inhabitants of the river cities tend to be more closely related to the people of D̨vatla, Reflas, and the lower valley of the Gakhus. While there is clear cultural influence from the tribes to the east, the cities generally resemble those to the west. Unlike the tribes, which rely almost entirely on herds of animals, the cities make extensive use of agriculture, irrigated by the river and its tributaries. This becomes especially true in the southwestern corner, where the ubiquitous rice farming of further downriver begins to appear.

    Spoiler: History
    Show
    For much of history, Dažytija had been a wild frontier. Located, along with Perivan to the east, between the Ghëkigh and Tëhlër̨khët kingdoms to the northwest and Siestok to the southeast, the tribes lived relatively isolated from the rest of the world apart from periodic raids against the cities on the east bank of the Gakhus, occasional attempts at conquest, and trade based on local copper production.

    Dejan conquered the region quickly and easily, taking advantage of rivalries and the constant fighting between tribes. A handful of tribes joined the Conqueror, hoping to use his support to crush their rivals and expand their own power. Dejan only sent a relatively small force, as he was distracted with his conquests elsewhere, but it was enough to shift the balance of power. When he finally turned his attention to Dažytija, it was already loyal. Declaring the tribal chieftain who had conquered in his name to be his imperial governor, he quickly moved on to the next conquest.

    Less heavily populated than many of the nearby regions, Dažytija was largely neglected by the local successor state. The imperial governor and his Gedvilaičiai tribe seized control of the southwestern cities, adopting a settled lifestyle and becoming a dominant power over the middle stretch of the river. Most of the rest of the region slid back into the old ways, beyond his control.

    In the middle of the First Century IR, the powerful city of Këpääs on the far side of the river expanded its power over the northern cities of Dažytija and was able to force the northern tribes to accept the city as their overlord, at least in name. Later, as Këpääs was drawn into a prolonged struggle with the rising D̨vatla, an alliance of northern and southeastern tribes were able to push to the river. Žvelgutis and his Erdvilaičiai tribe followed the earlier model of the Gedvilaičiai, settling in Dalachpaika and declaring himself a king. After Këpääs surrendered to D̨vatla, Žvelgutis and the D̨vatlans negotiated an agreement, recognizing the river as their border and making an uneasy almost-friendship to allow them to focus elsewhere.

    Žvelgutis turned his attention south, and began a struggle for supremacy in Dažytija with the Gedvilaičiai. His son Karijotas defeated his enemies and united the region, taking a daughter of the last king of the Gedvilaičiai as his wife to claim legitimacy for his descendants. As D̨vatla also continued to expand, he grew worried over the threat his western neighbor posed and sought an alliance. He eventually accepted an offer of marriage between his eldest daughter Viligailė and Khäsglis, also acknowledging his new son-in-law as a loose overlord. With none of his sons having survived to adulthood, Karijotas declared Viligailė as his heir, intending to preserve his kingdom's influence by uniting it with D̨vatla.

    Spoiler: Government
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    Much of Dažytija falls under the rule of the tribes. Governed variously by councils of elders or single tribal chieftains, politics is dominated by shifting networks of alliances and rivalries, and long memories of past friendship and feuds. The victory of the Erdvilaičiai saw the establishment of a loosely united kingdom stretching along the left bank of the Gakhus River. The tribes also recognize the queen, though in their own tribal way which consists mainly of sending regular tribute and expecting to be left alone in return.

    The marriage of Khäsglis and Viligailė was expected to unite the two kingdoms. The king's death made things more complicated. However, Viligailė still became queen after her father's death and her son Vëkhglis (Vaišvilkas) is expected to follow her, as well as being a prominent D̨vatlan prince.

    Spoiler: People
    Show
    The people of Dažytija fall into two groups, though with a significant amount of mingling. The inhabitants of the river cities are closely related to those further west in D̨vatla and Reflas. The tribespeople are unrelated. Generally following a pastoral, semi-nomadic lifestyle, they are tough and noted for their endurance. They are also independent minded, stubborn and quarrelous, though loyal to their friends. Usually thin but wiry they are very lightly tanned or slightly pale with black hair and grey eyes being the most common.

    The tribes make extensive use of a number of dyes and pigments. The most important being red and yellow ochre, red from a local insect, black charcoal, green malachite, blue azurite, and blue and yellow from plants. While the pigments are widely used for a variety of purposes (including simply looking nice), they also have ritual meaning. They are used to color holy objects and sites, and also people's bodies. The different colors, and combinations of colors, carry complicated nuances of meaning.

    Copper is also highly regarded by the tribes. While they have a long history of bronze, importing tin from the southeast to combine with their plentiful copper, they also value copper itself for aesthetic reasons. Often considered even more beautiful than silver and gold (though much easier to acquire), highly polished copper is commonly used as jewelry and ornamentation.

    Spoiler: Resources
    Show
    Dažytija is notable as a major source of copper. Plentiful, high quality ores, useful fluxes, and even an unusually high amount of native copper contributed to the region being a major source of copper across Inyaka.

    Spoiler: Religion
    Show
    The river cities, like those across the water, historically followed Tëlir Geza before it was suppressed by the imperial successor empire. Abhidi largely filled the void, though Perijanism is also present. The tribes followed a variety of Perijanism, modified to place greater than usual importance on minor gods adopted as patron by particular tribes.

    Holy Centers

    Zighëdkär – Abhidi (171)
    Abhidi
    Open (148)

    An important city in the far north and the site of the largest and most influential Abhidic monastery in the region

    It's number depleted by the great effort to spread knowledge of the plague cure, the great monastery is abandoned after conflict breaks out among its few remaining monks over whether or not to accept Sattyathanya.

    The old great monastery is eventually restored by Abhidic monks from the core D̨vatlan kingdom funded by the royal court. The monks of the rebuilt monastery begin work to push back against the spread of Sattyathanya thought and reestablish Abhidi among the Dažytijans.

    Sivazih – Tëlir Geza (180)
    Perijanism
    Destroyed (143)
    Tëlir Geza (147)
    Dragon Worship (177)

    Located in the southwest, not far from the river, the Gedvilaičiai capital became a major center of Perijanism in Dažytija. While the river cities generally tended more towards Abhidi, the tribal kings in Sivazih remained devoutly Perijanist and built a number of impressive temples.

    The plague eventually brought the end of the Perijanist influence in Sivazih. With large numbers of people turning to the gods for protection or healing, the priesthood is wiped out by the sickness. The survivors flee, hoping to save themselves, and the temples are left empty and the gods abandoned by the people who feel abandoned by the gods.

    The religious power vacuum was filled by Tëlir Geza, under the patronage of Queen Viligailė. The queen arranged for several of her personal priests, originally sent to tutor her ill-fated son Vëkhglis, to journey south and reconsecrate the abandoned temples. The involvement of priests of Tëlir Geza in curing the plague contributed to the popularlity of the faith among the Dažytijans, and the people of Sivazih happily returned to the old gods.

    The last major religious center to fall to dragon worship before the fall of Vev́aq́aq́advo, the temples in Sivazih are seized by an alliance of lowland tribes that have decided to worship the dragon.

    Dragon worship in Sivazih only lasted a few years. The defeat of the dragon broke any support it had among the tribes, and the popularity of Tëlir Geza, and especially Haslutlu, increased dramatically.

    The Temple of Peaceful Reflection – Abhidi (Sattyathanya)
    A new Abhidic monastery, founded by a lowland tribe near the shores of the great lake in 142 IR. A number of prominent members of the tribe had been converted by Sattyathanya monks from Palmor several years before.

    Becomes the main center of Abhidi in Dažytija after the collapse of the great monastery in Zighëdkär in 148. Retains its preeminence until the early 170s, when the D̨vatlan funded reestablishment of the great monastery causes a growing rivalry between the Sattyathanya and Orthodox Abhidics.





    Perivan (15)
    Written by Togo, edited by Aventine and me

    Spoiler: Geography
    Show
    One popular joke is that Perivan is one big hill. The story goes that Dejan arranged it that way so that as soon as anything worthwhile found itself there, it could roll down to somewhere more civilised. It's not a joke told because it's funny, but because there is a grain of truth there. Or maybe several.

    Certainly the mountains to the far north, descend gradually down to the foot hills of the south. And even, in one small corner to the southwest, to the sea. But the descent is not an even one, tending instead to be a mixture of flatish plains and broad valleys. Unusually, these valleys run across the gradiant rather from peak to lowland, the result of glaciers hitting bands of hills of harder rock, and running east and west rather than south, to where the two great rivers run along Parivan's borders. This also led to the great lakes on the country's borders, as the points where the glaciers scraped deep gashes in the ground as it pooled behind steeps hills, before finally breaking through to the lowlands beyond.

    The result of all this is a remarkably 'rumpled' uplands, Surprisingly fertile and sheltered in places, bare and rocky in others. The uplands are dangerous, however, with several hazards. The Ishkat (lit. icecat) is the most famous, a fierce feline predator that breeds in the far uplands, but when their numbers get too high, they often descend lower in search of easy meals. Their near-transluscent white fur is prized by the superstitutious and the luxury seeking alike. More commonly dangerous, in practical terms, is the Targut, a form of highland 'bear' being both strong, and reasonably smart. Another notable hazard is the Shashkashan (lit. Veils of the Mountian), a dangerous form of flash flood, where water from one valley crests over into the next valley down, creating a chain reaction that sweeps away everything in its path.

    The southern lands are a very different matter. Although still high and hilly, the land is fertile and well drained, crossed by many rivers that flow east-west, either to the great river systems of the east, or west to the sea. Travel is far easier here, and farming and crafting communities abound. Of particular note is the port city of Delphraic, the confluence of some of the largest rivers, forming a natural harbour, and the nation's only access to the sea.

    In the heart of the country, at the very edge between the uplands and the lowlands, where high ridged hills give way to the lower hills of the southlands, is the administrative capital, Fort Morvine.


    Spoiler: History
    Show
    Perivan is where the Empire gave up pushing up into the mountains, preferring to go around. Climbing an ever steeper slope was simply too expensive a prospect when there were other, easier ways of accessing the Northlands. The tribes furtherst from the peaks, impressed with the scale and might of the Empire, were convinced though bribes and some intermarriage, to act as a military force under the Empire's guidance. Why bother to conquor the fierce barbarians and occupy them with military force, when you could pay them to guard the range for you? They would no doubt be civilised in time, and be quietly absorbed by the Empire over generations.

    The first ruler to agree to be absorbed as an Officer of the Empire, now referred to as Sartek I, was an ambitious chieften who united the tribes. While much is made of his military prowress, in truth this was achieved largely through bribery and trade, accepting goods of their choice in return for discontinuing the increasingly dangerous practice of raiding the Empire for them. His rule was solidified by three forces, the influx of Imperial techonologies that made running a vast nation actually possible, and the suborning of much of the religious establishment of the time, into the military. It was the gaining of the title of Clianarcnagh, a religious position roughly equivalent to leadership of a council of clans, that finally secured Sartek's rule, within Perivan. The third force was the backing of the Empire itself, who much preferred dealing with a single ruler, whose family were the product of intermarriage with the Empire. In return for his cooperation they created an official position within the Empire, a sort of mercenary Warden of the North, called the 'Sartek' which was then granted to Sartek and his descendents. This title was essentially a political fiction, allowing Sartek to claim Imperial backing, and the Empire to claim that the range of mountains had been neutralised. Perivanians take this very seriously, claiming that the title was called Sartek after their ruler's name, but it seems unlikely it would carry any weight with the Empire today.


    Spoiler: Economy
    Show
    The present day Perivan is a country in transition. In the southwest a trade city has sprung up as the nation's only seaport, the cityport of Delphraic. Here merchants gather to exchange goods from overseas with goods from the rest of the Perivan, brought down the rivers from the hills and mountains. Across much of the south the country is becoming prosperous, enjoying a soft border with the Empire that brings modern delights to the Perivan while traditional goods and cheap food drift back to the Empire. Further north one might think that less has changed, but there is now an open market for northern products, including freshwater fish, goats, Ilzeza hide, and so-called black beer (technically a stout). And many of the young men of the north are drawn south, as both the economy and the military expands. As the joke goes, anything worthwhile goes downhill (south).

    Perivan's main export is Blackrock, a form of Coal that is widely used in the heavily deforested lands around the twin seas. While suitable for heating, the fact that is burns more cleanly and at a higher temperature than wood makes it ideal for metalworking, pottery making, mortar or other 'industrial' techniques.

    The main import is Timber, particularly the larger timbers used for ship building, but also as a means of making easily worked compontents for tools. Local woods are used, but the amount of high-quality hardwood is small, particularly in the south.

    There are three trade locations:

    Port Delphraic
    This is a large cityport on the nation's only coast, to the southeast. It is very modern, very independent, and acts as the main conduit of sea trade

    The Crown Hills
    The lowlands are highly productive, and it is the Crown Hills, near the middle of the country, which supply them with most of what they need. The Hills cover the main byways up and down the country, supply lake produce and manufactured goods to the lowlands, and are the main customers of the lowlands, and the ultimate beneficiaries of the trade across the Imperial border.

    The Highland Mines
    This is where most of the Blackrock is mined. The prime stuff is exported or used for special projects while the off cuts and lower grades are used domestically, as fuel. Blackrock has becme important on a continents distressing bare of major forests, and the export of this material, and the premium meat and fur trade, is the main driver on contact between the Highlands and the rest of the country


    Spoiler: Religion
    Show
    One argueable exception to the joke that anything worthwhile goes downhill is Dejanism. Introduced by missionaries from across the sea it was largely rejected by the sophisticated south, who had long ignored foreign religions, but caught on strongly in the middle of the country, and with the military. Seeing in Dejanism the old religious disiciplines that had helped found them as a single force, it is now widespread and adhered to with the enthusiastic rigour of the newly converted.

    There are three principle holy sites.

    The 14 Shrines - Dejan
    There are many tales of Dejan's forced march across Perivan, sending an army east-west along the rivers and fertile valleys, bypassing the unusually violent winter storms that had ruled out sea travel until the following spring, and allowing him to eventually both send forces to relieve the seige of Ornoc, and simultanesouly make a personal appearance at the battle of Tignan Vale. Other tales cite different battles or have him moving in a different direction, but the basic essence remains the same. It was during this time that he was crowded in tight with several of his followers, and to pass time, discussed various tenets of Dejanism that persist to this day.

    Unfortunately, it's almost impossible to pin down exactly where he was staying, and very unlikely that he stayed in just one place, so tradition has it that there are 14 shrines that must be venerated, as marking the place where Dejan stood, and talked to those closest to him, and developed the ideas that perisit to this day. Because of this, this low-lands river valley is dotted with shrines, sacred wells, holy brooks, and other sites of natural beauty that all claim to be one of the 14 shrines. Most pilgrims just plot a route through as many as possible. As a period of gentle travel through beautiful countryside and a great deal of convivial dining and animated discussions with fellow travellers, a pilgramage around as many of 40-50 odd spots that make up the 14 shrines is extremely popular.


    The Heretics Long House - unoccupied
    Located in the high hills in the middle of the country, The 'Long House', a massive neolithic construction that burrows into the hillside, became famous during the hight of religious unrest in the Empire, as a refuge for those fleeing persecution. At this time the relgions were competing for promenance, and disagreements of doctrine were fierce, and often ended in bloodshed. The 'heretics', those whose views differed from the orthodox to a troublesome extent, and in particular those preaching cooperation and commenality, between religions, ended up fleeing to mid-Perivan as the edge of civilisation, where they ended up sharing a settlement. The Long House, being a neolithic ruin, couldn't fall under the aupice of any existing religion, and so became home to increasing numbers of heretics, fringe religous and religious disocontents. For nearly 80 years they lived, exchanged ideas, and wrote, extensively. As the community grew, the legends of the terrible/wonderful ideas they were developing grew out of all proportions, and claims that they had summoned evil entities, or discovered eternal life wre rife, if rarely taken seriously. However, the lessening of religious tension in the rump of the Empire led to many returning home, and numbers at the communiy dwindled. By the time a mud slide buried most of the Long House and caused it to collapse, it was little more than an archive. The community dispersed, and the orthodox clerics of the major relgions could breath a sigh of relief.

    However, legend still suggests, with frightening plausibility, that there are decades of heretical tracts, books and writings, all now buried. Because this makes people nervous, the site has remained ruined and unexplored, but still evokes powerful emotions.


    The Caves of Smoking Glass - Pagan and shamanic beliefs
    High in the highlands to the north of the country, a matrix of neolithic caves, tombs and underground tunnels, the Caves of Smoking Glass centre around a deep shaft ending in an underground lake. Because it's deep underground, it is perfectly still and smooth, but light from the shaft illuminates it on occasion, making it reflect the sky like a mirror. This is particularly impressive at dawn and dusk, when warm air, descending down into the depths of the earth, turns to mist as it strikes the cold lake, causing the lake to 'smoke'. This effect can also be manipulated by building large fires at the surface, or opening closing some of the neolithic tunnels.

    This is a centre of pagan and shamanistic worship, where the religious from many mountian tribes gather at significant times of the year to see the mirror of the stars smoke, and to exchange ideas, news, and traditions. Outsiders are strongly discouraged, the caves are hard to find, and few people beyond the mountain tribes go that far north in any case.

    Spoiler: Perivite Shamanism, by Aventine
    Show
    The old shamanist traditions of Perivan have been maintained and preserved in the north by the highland and mountain tribes, even after their southern cousins converted to more widespread faiths. Perivite Shamanism shares a belief in spirits and the spirit world with other spirit faiths, such as Jalyeong-bo, but the similarities generally end there. Unlike the rigid and structured legalism of Jalyeong-bo, the Perivite traditions are steeped in mysticism. Spirits and their world are strange and inscrutable, and contact with them, especially prolonged contact, by the untrained is dangerous. Extensive training is required to learn to safely contact the spirit world, and even more is required to learn to understand the strangeness of that world well enough to gain anything valuable from the experience.

    The spirit world is said to mirror the living world, and everything in the living world has a spirit form in it. But the spirit world is an inverted image: the spirits of inanimate objects are conscious, while the spirit forms of living and animate beings are normally unliving and unthinking. When sleeping, people become less conscious and aware, and thus their spirit forms become closer to awareness. Dreams are said to come from vague glimses of the spirit world by the dreamer's partially awakened spirit. It is only after death that most people's spirits awakens fully; the exception being shamans, who learn to wake their spirits and become aware of both worlds. Shamans are therefore said to be both alive and dead, and though they are highly respected they are also feared as no longer entirely natural.

    The main role of the shamans is to act as intermediaries between the two worlds for their people. Though strange, dangerous and not always trustworthy, the spirits have knowledge of many things that people cannot. Seeking knowledge or advice from the spirits requires passing over into the spirit world, which in turn requires an awakened spirit, rituals involving entheogenic drugs and repetative, droning and trance-inducing music, and enough experience to safely navigate the spirit world, deal with the spirits there and find your way back. After all that, the messages are usually as strange and difficult to understand as the spirits themselves and require a good deal of interpretation by the shaman.

    In addition to crossing over into the spirit world, shamans are important for ensuring spirits do not cross back the other way. Some who do so are tricksters, and simply have a mischevious desire to cause petty trouble. Some are more malevolent and seek to cause pain and suffering. The most dangerous, however, are corrupted spirits who desire to experience the living world and to truly belong in it. They inevitably spread their corruption and madness in the living world in their desperation to have what they cannot. These various types of wayward spirits are held to be the cause of disease and misfortune, and so shamans are healers in addition to their other duties. Knowledge of herbal medicines and drugs are an important part of shaman training, and curing a disease and driving out bad spirits are seen as inseparable parts of the same action.

    The Perivites who still follow the old ways consider gods to be merely particularly powerful spirits. Involvement of these great spirits in the living world is cause for concern, but as long as they limit themselves to acting through mortal followers and do not seek to cross over themselves it is not so different from a shaman seeking advice from spirits. Jalyeong-bo, and any other spirit faith that actively embraces possession by spirits, is seen as insanity. Any who willingly allow their bodies to be shared or possessed by spirits become abominations.




    Spoiler: Politics
    Show
    The primary role of the rule is not strictly military, or even administrative, but rather to explain things. He sets the narrative, the mythology, the ideals that the country needs to live up to, and leads them in that direction. Whether neighbours, technological change, increased sufferage, or a new wheat tax is good or bad needs to be explained, in ways that everyone can understand. This is in line both with his old traditional role as Clianarcnagh, a form of religious leader equivalent to the head of a council of clans, and with the ruler's traditional role of liason with the Empire.

    The new ruler, Jarus, has some difficult problems to balance. First and foremost is balancing the speed of change. In the south, and particularly in the cityport of Delphraic, things are potentially changing too fast, the inhabitents losing their attachement to the wider nation. In the far north of the country, by contrast, things aren't changing fast enough, and the inhabitents want to see more improvements to their lives, particularly an expansion in blackrock mining.

    However, the political factions, as always, are primarily professional. The military is getting restive, and if not given something to do, they may revert back to their old religious roots and start policing the country. The lakemen are seeing more and more development on the borders, and want a clear steer on how to act as they are in effect the border control. The miners want better mining technology, and better trading contacts with foreigners. The river traders want a fleet to accompany outgoing ships, to increase the pull to export, while the sea traders want no fleet, and to instead to be free to adopt the rules and limited jurisdiction of their neighbours to the southwest. Meanwhile Perivan is not entirely insulated from the chaos of the Empire, as frequent marriage alliances with their provinces to the south have given many of the most prominent families a personal interest in what happens over the border.

    These interests aren't so much competeing head-to-head, the Perivanians don't tend to practice straightforward opposition, so much as competing for attention. The aim is to combine these disperate interests into something approaching a policy.

    As tools the ruler has a great deal of influence, through the beginnings of a formal administrative bureauocracy based on the merit, scholarship and the Imperial model, in Fort Morvine, through traditional influence over the military through both his military and his religious role, and through the traditional powers of (re)distributing wealth, a throwback to the time when most money came from the Empire, and he had to move good around domestically to make sure everyone got a fair share.


    Spoiler: Culture
    Show

    As as culture, Perivan is united in making fun of each other. The far north is barbarous, the middle of the country full of people who play at work but don't have to do anything - fisherman, farmers, soldiers and administrators, while the south is corrupt, degenerate half-breeds, and decadently rich. These stereotypes are embraced enthusuastically for humour, but rarely taken seriously, indeed embraced enthusiastically because they can't be taken seriously. The distinctions in Perivan culture that are taken seriously are profession, and to a less extent, clan. The military live apart from the farmers, the fisherman are a community apart from the merchants who travel the rivers, and the port of Delphraic has an entirely different mindset to the administrative capital that is Fort Morvine.

    This cellular cultural structure allows a change to be controlled, and studied, before it is adopted more widely. About fifty years ago, the salt miners adopted several techniques from overseas, and briefly developed their own dialect. This allowed other miners to see what effect the changes had, and they later adopted some of those changes more widely, but not others. This somewhat restrictive attitude allows for much more ambitious changes to be attempted initially, and to be made more Perivanian in nature before being adopted more widely. It also has it's downsides - salt mining has all but been abandoned in Perivan - but the Perivanians generally see it as an advantage. The city of Delphraic is, in effect, another such cultural experiment, and is being watched very carefully indeed.

    Perivanians amongst themselves tends towards word-games and ambiguity. Clear, direct speech is seen as a way of communicating with foreigners, who are important and dangerous and need special handling. The stock response to a question is sessar sevai, which translates as 'even so'. This doesn't really mean yes, and doesn't really mean no, but is an invitation to consider how to best achieve an answer. Actual promises are taken very seriously, which may be why Pervanians avoid direct answers where possible, in order to avoid taking on unecessary obligations.
    Last edited by Corona; 2019-03-25 at 02:50 PM.

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    Alright.

    I suck at long writing projects, but here's (part of) my write-up for http://=https://docs.google.com/docu...dk]Gamle Mater
    It's not finished yet, but I'm working on it (and probably will be until the end of time).
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