New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 1 of 3 123 LastLast
Results 1 to 30 of 77
  1. - Top - End - #1
    Troll in the Playground
     
    QuintonBeck's Avatar

    Join Date
    Apr 2013
    Gender
    Male

    Default Empire! Lands of Arandi

    While this thread is a part of the Empire2! Community World Building Game, it is also apart from it. The Game itself is the world history of thise world building event. The actions the players take shape the intricate details of an ever changing, constantly conflicting, world.

    Below are the nations themselves, where players may post the details of their own regions, adding fluff and details as they go. This is a reference guide, and compilation, an index, and possibly a discussion, on these nations.




    Players! Please post your region groups below, even if you have them in the OOC of the game. This thread we aim to keep unlocked so you may not fear the mods closing a thread you're post is in, and keeping it from being editable. This thread also allows you to post as much as you need, and if you need a larger group, feel free to copy and paste your posts into new posts and deleting your old ones so that you get more room. However, please use double (and more) posting only when it is necessary based on you character length (or anticipation there of) as the forum rules dictate. Further, I don't see the point in worrying about having a particular order, but I will link each region, in order, here in the main post after I get a good chunk of them.

    Others! If you are interested in being a part of this game, see the main thread which is also in the World Building section of the forums. Once you get put into the game, you can put your region post here.




    A region number with an A after the number is an Aboveground region that has another region situation below them.

    A region number with a B after the number is an Belowground region that is situated below the region sharing its number.

    A region number with a P in front of it designates that this is a Polar region.

    Region Number Region Name
    1 Sasanand
    2 Babanand
    3 Wormwood
    4 Andanand
    5 Piruzikhet
    6 Bladesmire
    7 Cape Halfisland
    8 Yaserun
    9 Luska
    10 Rivo Alto
    11 Aranand
    12 Gullinbursti
    13 Dragon Spine
    14 Silverwood
    15 Cape Silvia
    16 Silverlake
    17 Tillwell
    18 Bereholst
    19 Dhuda Besina
    20 Grayhall
    21 Munda Doan
    22 Limelight Bayou
    23 Deep Fern
    24 Aawino
    25 Primo Crure
    26 Marauder Isles
    27 Tir Corryn
    28 Rabbit's Foot
    29 Sunisle
    30 The White Isles
    31 Sundered Isle NPC
    32 Yahagmir NPC
    33 Westan NPC
    34 Var Entar
    35 Kharsaan
    36 Var Teyra
    37 Rasp
    38 Artemesia
    39 Fiid
    40 Lerr
    41 Elnaz
    42 Fidigis
    43 Llurikesh
    44A Colonia
    44B Skianz
    44C Devyns Crez
    45 Kyanos
    46 Calendula
    47 Quartus
    47B Subquartus
    48 Ambrose
    49 Wysteria
    50 Amaranth
    51 Janganand
    52 Havanand
    53 Trifylli
    54 Akovito
    55 Çangalamin
    56 Paschalia
    57 Primus
    58 Tertius
    59 Secundus
    60 Mercivale NPC
    61 Pendrake NPC
    62 Centrata NPC
    63 Tir Cysegr
    64 Autumnal Courtlands
    65 Winter Courtlands
    66 Spring Courtlands
    67 Summer Courtlands
    68 Kyrra
    69 Zlaten
    70 ChornOstrav
    71 KraznyOstrav
    72 Fan'Tierri
    73 Fan'Xabla
    74 Fantastigoria Primacentra
    75 Fan'Gourmet
    76 Evemoor
    77 Fan'Grove
    78 Inorog
    79 Penrith
    80 Bellarion
    81 Coventry
    82 Ramshorn
    83 Easthaven
    84 Northern Izele Clanlands
    85 Izele Clanlands
    95 Mil Tarum
    97 Thurdan
    99 A The Silver Spires
    99B The Violet Caverns
    100 The Stormlands
    101 Evergale Valley
    102 Ashrock Reach
    103 Mizalna
    105 The Veylands
    111 Alammus
    113 Manton
    114 Krriam
    115 Nettofurikusu
    116 Arendar
    117 Golyater
    118 Petravolan
    119 Portent
    120 Gruden
    121 Dunnaret
    122 Tannan
    123 Furlend
    125 Solammus
    127 Gelummus
    128 Furtummus
    130 Liberantia
    131 Saphiria
    132 Heimat
    133 Tumbledown Marsh
    134 Avonlea
    135 Petrammus
    137 Ligustrummus
    138 Exetilorier
    139 Hakeber
    140 Frescodonia
    141 Adrax Awaria
    142 Xeria
    144 Lignummus
    145 Xeroas
    146 Stagnummus
    148 Alithis
    161 Bar Torma
    162 Kapros
    163 Durvahavi
    164 Rajendrahavi
    171 Laraak
    172 Nevarr
    173 Neilor
    174 Ellosis
    176 Reinein
    177 Lenthe
    178 Folnen
    181 Samudra
    185 Jade Coalition NPC
    188 Jade Coalition NPC
    189 Jade Coalition NPC
    190 Bialy
    191 Niebisk Acreage
    192 Septimus
    193 Fiolty Acreage
    194 Zol Acreage
    195 Puldine
    196 Sextus
    197 Quintas
    199 Jade Coalition NPC
    222 Rikgulli
    224 Poscosone
    225 Puesto Yatahe
    226 Lethluumu
    229 Hesterimilli
    230 Seidrea
    232 Etenjord
    233 Kankanabek
    234 Manitosa
    235 Puesto Kagun
    236 Puesto Azandi
    237 Melzini Archipelago
    238 Svartr Melrakki-ey NPC
    239 Vestan Melrakki-ey NPC
    240 Melrakki-ey NPC
    241 Uldrakka NPC
    242 Dra'ulkaa
    243 Marmarin
    245 Holshin NPC
    247 Tagra
    249 Vallis Khoya
    250 Kherson
    251 Lycarus
    251B Carraig Dún
    253B Qalbal'ard
    254 Rhune
    254B Myrkheim
    162 Kapros
    256 Kevishtad
    255 The Dales
    257 Hallavad
    257B East Loch Nacáu
    258 Darromar
    259 Hevastus
    260 Aladar
    261 Noricum
    262 The Silver Coast
    263 Hestdal
    264 Wallnoth
    266
    267 Arakhal
    268 Kulderust
    269 Stiljord
    270 Northern Aardrosil
    271 The Hunting Ground
    272 Pueblo Armica
    273 Puesto Cahuna
    274 Anceris
    275 Cerilin
    276 Audralean
    277 Regnalin
    277B West Loch Nacáu
    278 Consurbores
    278B Fonnabeinne
    279 Domumontem
    279B The Shrouded Catacombs
    280 Conlarbores
    280B Pendria
    281 Western Aladar
    282 Shunland
    284 Phoenixcrest
    285 Nendena
    286 Laeryn
    287 Edessa
    288 The Easterfells
    289 Nemeria
    290 Talodus
    291 Eastern Núrnen
    292 Western Núrnen
    293 The Carding Coast
    294 Lentillan
    295 Harmonhen
    296 Phoenix Bay
    299 Steppechard
    300 Gran Figardenum Sharides
    301 Honeyeden
    302 Gran Grazelle
    319 Isle of Nerner
    320 Paradise
    323B Svartalfheim
    326 Shafarstan
    327 Lançazistan
    332 Thule
    340 Bascaro
    341 Dherai
    342 Salnad
    371 Jade Havens
    405 Univael
    409 The Wolves' Steppes
    428 Ironwood
    429 Mistwound Channel
    430 Caeddoanaar
    439 Cisfirlia NPC
    440 Lower Swalia NPC
    449 Radleigh
    450 Somerset
    451 Skyholme
    452 Swansea
    455 Phelnius
    456 Rusathye
    457 Breydisle
    458 Phoenix Isles
    460 Kabaze
    460B Sonedi
    461 Upper Swalia NPC
    462 Transfirlia NPC
    462B Jagalata
    463 Milquogh NPC
    470 Blackwater
    472 Vr'kxian Empire
    473 Mwogron
    480 Hanula
    480B Paridetana
    481 Gharubharade
    481B Samudra
    487 Fluxos
    488 Cochragio
    493 Jinxwood
    494 Fodina
    497 Xukujinima
    498 Gelt
    499 Arcadia
    500 Lapisia
    501 Pascia
    503 Valencia
    504 Pelyra
    505 The Lower Sorrows
    507 Furvas
    508 The Heart of Sorrows
    509 Papax
    510 The Upper Sorrows
    511 Ora Leonum
    512 Arcturia
    513 Salinda
    802 The Remnants
    821 Toldec
    853 Tir Xungla
    D1 Erimos
    P1 Hekla
    P2 Hel
    P3 Gjallarbrú
    P4 Gjöll
    P5 Nifhel
    P6 Náströnd
    P7 Móðguðr
    P8 Eljudnir
    P18 The Icelands
    Last edited by QuintonBeck; 2016-08-13 at 03:10 PM.

    Spoiler
    Show

    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

  2. - Top - End - #2
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    The Spring Court of the Aeldir

    Lady Spring Aleuta Kellianth
    Spoiler
    Show

    Glaw Novo, The Spring Courtlands
    Region 66
    Population: 940,000 Spring Aeldir


    Spoiler: History & Government
    Show

    The Aeldir claim a history going back millennia and while this long history may be factual to call the Aeldir a large or even consistent power over the past few centuries would be a grave misstatement. Situated on an island apart from the mainland of the southern continent the Aeldir have by and large sought only to exert their dominion within their own lands. While resentful and rebellious against foreign invaders throughout history and with the wherewithal and long life to outstay any potential conquerors, the Aeldir of the eastern court have always been more precocious and - while not accused of such to their faces - sneaky. They are quite curious little Aeldir, and seem to pop up almost anywhere within Glaw Novo.

    It is the courts of the Aeldir that both allow the unparalleled dominance of each court within its own sphere and also keep the Aeldir from achieving more than a less organized kingdom of another species upon the mainland. Tir Amser is dominated by four courts, the Autumnal Court of the West, the Winter Court of the North, the Spring Court of the East, and the Summer Court of the South. Each of these courts is headed by a Seasonal Leader. While not in violent opposition these courts have for centuries striven and buckled against the other, abductions of prominent Aeldir common from each court and the undercutting of efforts to exert dominance by any one court coming swiftly and quickly curtailing any temporary advantage. A large majority of this conflict centered around the Rose Throne, a magnificent natural throne grown from the mightiest of trees upon an island in the lake at the center of the Isle.

    Some Aeldir have speculated the Rose Throne was the seat of a Lord or Lady who presided over a united Aeldir, others that it is the seat of the Aeldir’s patron deity, and others that it is nothing more than a symbol of the united heritage all Aeldir share. Whatever its true purpose has been lost to time, perhaps never being known, but for centuries it has been an object of desire by all four courts (if only so that the other three don't have it). The constant struggle for the Rose Throne and for dominance could not be maintained forever and in the year 99 of the common calendar following the death of an Aeldir of the Summer Court to a trap laid by a member of the Winter Court the two Lords and two Ladies of the Aeldir met in parley at the base of the Rose Throne itself to end the conflict before any further Aeldir might be killed by another Aeldir. Meeting at the neutral and sacred site of the Rose Throne the four courts signed a pledge to end the competition amongst their respective courts and to that end to pursue cooperation and unity from that moment forward, no longer seeking dominion over one another, but unification in the face of the rising powers outside their home. This Throne has since been shattered into five pieces, that no one being might have control of all Aeldir.


    Spoiler: Terrain
    Show

    The Spring Courtlands are known as Glaw Novo; roughly translated in the trade tongue, this means "Land of New Rain". Glaw Novo is a heavily forested area, with giant purple trees and big flowers... but is mostly known for it's long, light, rainy seasons which create many small streams and ponds. This makes Glaw Novo lush and green, able to grow many unusual plants, and support a large number of insect-like animals, such as the Empress Butterflies, which adorn the Banner of Spring.

    Caer Bolbereta is the forest home of Lady Spring and her court. It is held aloft from the ground by four large, ancient oaks, and adorned with vines and purple roses that have been cultivated carefully. It is often difficult for full sized guests to wander the halls of Caer Bolbereta, as it was designed with the Spring Aeldir in mind. Yet, out of respect of their gangly, less compact guests, there are parts of Caer Bolbereta that are more vast and walkable.

    Those of the Spring Aeldir whom do not live within the main castle or it's surroundings still make their homes in the trees and oaks, so as to avoid any high rising floods that happen when the rains are less light than normal. Those of Glaw Novo believe in Rain Birds - avian creatures that die and are reborn with every cloud depleting - but none have seen the mythical birds.

    There are some Aeldir, however, whom live along the craggy shores of the east. They dance with the waves, eat from the fish, and at night, the fireflies flutter among the sands, causing the ocean itself to glow.
    Spoiler
    Show






    Spoiler: People
    Show

    Population – 940,000 (940,000 Aeldir of Spring)

    Like the Aeldir of the other three courts the Aeldir of the Glaw Novo have pointed ears and fair skin. Aeldir of Spring often have yellow or red hair, but it is not uncommon for them to dye it a different, more exotic color, such as purple. The Aeldir of Spring often have vibrant blue eyes, and are constantly curious. From them comes the phrase 'Childlike Curiosity'.

    The Aeldir of the Spring Court share a strange peculiarity with their brothers and sisters of the other three courts; every individual member of the region appears to be roughly the same age. Within the eastern court that age is most easily identified by humans as between 6 and 13 as relates to human concepts of physical age. The actual age of these Aeldir, like those of the other courts, varies greatly and outside the Aeldir who hold the closely guarded secrets of the birth, or more accurately, arrival of new Aeldir of Spring; most don’t know their origin.

    The Aeldir of Spring follow a strict dress code. That dress code changes whenever the Lady of Spring says it does. As is the case for, well... everything in Glaw Novo. Everyone whom is a member of the Spring Court is subject to the whims of Lady Spring. It is her will that the Aeldir of Spring dress in clothing made of the large flower petals that grow in the region, and it her whim that has made many an Aeldir decide to craft ornamental wings for their backs. These wings are non-functional, but they amuse Lady Spring... and it is much better to be on the good side of the ruler of any land then on their bad. Lady Spring is used to getting her way, and with good reason. The legends say that her wrath brings about thunderstorms; that her tantrums cause earthquakes, and her tears flood villages. Lady Spring knows this is simply untrue, because why would she ever need to be mean to anyone? She is, after all, a perfect princess. She is benevolent to her subjects, and polite to her equals - of which, there are only three, and while she is not jealous of the Lady Autumn or the Lords Summer and Winter, she finds it unfair that the other Aeldir do not have to take Nap times.

    Of course... for the Lady Spring, her Nap is very important. By a pre-arranged agreement, every twenty years or so, when it is time for her Nap, she travels each of the lands in order to gather the things she will need for her nap. She travels to Summer for Courage. She travels to Autumn for Law. She travels to Winter for Wisdom. Once back in Spring, she and her Best Friend enter a cavern below Caer Bolbereta, and only Lady Spring returns; after which, she is refreshed and happier than when she was before. The change is so noticeable, it is almost as though she is a completely different person.

    Internally, Lady Spring is called the Matriarch of the New. She is in constant support of new, pretty things, and like the rest of the Aeldir of Glaw Novo, approves of anyone whom thinks up interesting things. Though things thought up by icky icky boys are skeptical. Boys should be doing the heavy lifting and building, not the fun thinking things. Male Aeldir of Spring are surprisingly patient fellows, and even more unusual, are perfectly content with the society as it is with the girls in charge. Whether this is because they are just more open about world truths or because they have an easier life by letting women run their lives is unclear. It's probably both. A famous male Aeldir of Spring philosopher once said, "Why have the extra headache? They'd tell us what to do even if we were in charge."


    Spoiler: Resources
    Show
    Violet Roses [Good] – The Violet Roses of the Spring Court are large purple flowers with shimmering golden stems. The Spring Court uses the enormous petals primarily as a form of clothing. The long golden stems are tough and commonly weaved together to create strong ropes or baskets, once the thorns have been removed. The Spring Court has long suspected, however, that the gold might be useful in other applications.
    Spoiler
    Show


    Needed: [Food] - While able to survive on fish and bugs, those of the Aeldir of Spring desire a more varied palate befitting their child-like appearance.


    Spoiler: Religion
    Show
    The Aeldir of Spring are skeptical of faith, because it's often an intangible thing. Still, a few of Glaw Novo, like some of the other Aeldir, place their faith in the natural world and spirits that inhabit it. They defer to those wiser in the ways of the belief, and leave any bickering of what is true faith or not to those of their brother and sister Aeldir who enjoy those conversations.



    Tir Xungla
    Region 853
    Spoiler: Summary
    Show
    Total: 602,000
    Elephant Salvax: 150,500
    White Tiger Salvax: 451,499
    Summer Aeldir: 1

    Resource: Xungla Crystals
    Requirement: Textiles

    Religion: Old Gods (Sole)


    Spoiler: History & Government
    Show
    Tir Xungla is quite the mysterious island. It is said that once, long ago, it was part of a great civilization. Judging from the many ruins of buildings that have since been overrun by plants, this may have been true. These days, however, the jungle is everywhere. If there were ever people here, there no longer are. In their place are strange animals… and one dark skinned Aeldir. Jungle animals are so persistent here, at first, the Spring Court explorers who found this nation thought it uninhabited by a civilization.

    And then they found the single dark skinned Aeldir. Or rather, were led there. One night, they were surrounded by a pack of animals – many white tigers and a couple spotted elephants – and encouraged to move in a certain direction, for many miles. Finally, they came upon the Aeldir sitting upon a rock, viewing a large waterfall. They witnessed the animals that had guided them there offer a form of bow, before they were left alone with the one who identified himself as the Salvax Ri – the Wild Lord – and he explained that this place was exactly as inhabited as they had found it.

    The animals themselves had lived here for centuries. They worked together like any other ‘people’. They did not hunt or kill anything that responded to them with any amount of intelligence; an easy feat when so far, all Salvax were either white tigers or smaller than average elephants with spotted skin. Mistakes were… highly uncommon, but they occurred; the aggressor was dealt with harshly. There was a policing force of Salvax whom ensured that justice was done, should anyone break the Laws of the Salvax Ri. There was, to the surprise of the Spring Aeldir explorers, even a kind of language! It was guttural and animalistic, but there was a form of communication. The Salvax Ri demonstrated for the explorers many times, asking in the strange language for unusual things, many miles away, and watching as the Salvax would bring it to him. He promised that anyone who spent the time could learn to understand the feelings of the Salvax.

    Salvax Ri explained that he had once been a traveler. His ship, however, had crashed upon this land decades and decades ago. He had proven himself the strongest, the wisest, the swiftest; that is how he became Salvax Ri. And while he has no evidence to support it, he suspected that some great curse had been laid upon the once great civilization of this land, transforming them from ‘people’ to ‘animals’, yet still with the intellect of those normally recognized as ‘people’. Now, he led the Salvax, seeing to their needs like any other leader; settling disputes of territory, dispensing justice, and meeting diplomats within Tir Xungla.


    Spoiler: Terrain
    Show
    Spoiler: Reference Image
    Show

    Tir Xungla – the Jungle Island – is precisely as it is named. It is a full jungle environment, with trees nearly everywhere, and overrun by vines, shrubbery, and other large plants. This is broken up only by great pools of water, lush streams that can be found nearly everywhere, and the unusual ruins that are predominate within the region.

    Landmarks
    Wild Lord’s Waterfall – Though no official government building exists within Tir Xungla, the Salvax know that if they have a dispute or concern for their leader, they can find them at the Wild Lord’s Waterfall. This great waterfall drops uninterrupted from a cliff over nine hundred feet in height, from what is called the Ri Plateau, and the water continues to travel through the land calmly after its fall. The Plateau is among the largest land masses in the region, but it is the bottom of the waterfall that the Salvax Ri can be found.
    The Hunting Grounds – There is a section of the island, to the southwest, that has the most amount of animals – non-sentient creatures – that is perfect for hunting and eating. The Salvax whom go there always travel in packs of mixed animals, to make them distinct for other hunting parties. It is still dangerous to be there alone. There are some large wild jungle animals that are not Salvax that can still kill, and accidental deaths have been known to occur; justice for these deaths is overseen by the Salvax Ri himself.
    Ruined City – While the Salvax have no need of cities individually, the animal-like people find themselves congregating to a large set of ruins near Ri Plateau. Here, they have settled into the many caves and ruined stone huts that dot the area. Were one able to navigate the cave networks to find their way to the top of the Ri Plateau, the Ruined City itself would be a marvel to behold, even in it’s obviously old and worn state. The now crumbled buildings have become so much a part of the jungle, it is as if whatever caused the ruins in the first place was an artist of careful destruction.


    Spoiler: People
    Show
    The Salvax themselves are a mix of two animals, for lack of a better word. They see themselves as a ‘people’ like any other nation’s people, just with different forms. Elephant Salvax are less common, but do exist, and often make use of their bulk as protectors of the people, and guardsmen for the Salvax Ri himself. They have spotted and speckled skin, and when full grown, are smaller than your normal elephant, with the tallest being only six and a half feet in height. They are still larger and bulkier than the average human, but in terms of strength, while impressive, two or three men could overpower one of them. Even one on one, a well fit, very strong individual would be able to overpower the average Elephant Salvax.

    The more common type of Salvax is the White Tiger. They make up the general population of Tir Xungla, and when compared to an actual tiger are also of a slightly smaller size. Males can reach lengths of seven feet from tail to snout, and stand as tall as three feet off the ground. Like actual tigers, females tend to be even smaller than males, typically reaching lengths of five and a half feet, and standing as tall as two and a half feet. They are still quite powerful, when traveling together in packs, and often use their inborn reflexes to work together and take down larger prey.

    The current Salvax Ri is an Aeldir with dark sun kissed skin, and white hair. He claims to have been an explorer for the Summer Court, decades and decades ago, but no one within the Court remembers him.


    Spoiler: Resources
    Show
    Xungla Crystals - Ruins dot Tir Xungla almost as frequently as pools of water. Here, there are many curious curios that the Salvax truly have no use for, such as the unusual crystals that glow with a strange light in the darkness. Other than providing a light source at night, these crystals do not seem to do much else; but they are found on the walls of ruins and even in caves within the island itself.

    Textiles – Though embarrassed to admit it, the Salvax do have… mistakes occur when they are hunting. If they had enough pieces of cloth for bandanas or pretty bows or some other form of signifyer, these hunting mistakes would occur less.


    Spoiler: Religion
    Show
    Those of Tir Xungla revere the strong, but have no formalized religion. They give praise to the life-water of the rains that come frequently and are thankful to the sun for it’s warmth, but the Salvax follow the will of the Salvax Ri; not the will of gods or spirits. They find it simpler that way. The Salvax Ri, however, has taken to honoring the Old Gods, and so, a [Minority] of Salvax have done the same.



    Aawino, the Warven Land
    Region 24
    Spoiler: Summary
    Show
    Population: 500,000 Warven (Dwarves)
    32,000 Autumn Aeldir
    Resource: Coal [Minor]
    Required Resource: Food
    Religion: Warven Paganism (minority)
    Old Golds (minority)


    Spoiler: Terrain
    Show
    Aawino is a rocky, hilly place. The constant changes in terrain level make growing food difficult, but are ideal for all sorts of naturally made caves, which suits the region's occupants just fine. Within these caves are many beautiful things, waiting to be discovered. A Warven man is not a man until he's found his own secret cache of sparkling crystals, deep under ground. He must show these to a Warven female in order to propose to her, and using someone else's cache, knowingly, is among the highest forms of insults.

    Spoiler: Landmarks
    Show

    Big Hill - The largest hill in the region is not quite a mountain, but it's close. Here, the Digger King and his Consort see to the needs of the people of Aawino.

    Craggy Bay - The shore of the region is made up of many terrifying crags, making navigating them a challenge to most sailors. It is not impossible, but for many years, it has dissuaded many from the Marauder Isles from trying to raid Aawino. There are one or two small villages of Warven near the shore, upon the higher crags, and they have dug themselves in... quite literally.

    Aawino Plains - Rocky, hilly, and uneven, the majority of the region is made up of what the Warven call the Aawino Plains. Below these hills lie many caches of natural crystal caves - used for nothing other than viewing - and veins of Coal, which are broken up and used for trading and making of more digging implements.


    Spoiler: People
    Show
    The Warven revere beauty among all other things; and if you were to ask them, most of them would feel that the Warven aren't all that pretty. They are both humble and fierce, and feel most in control when they've got a hammer or pick ax in their hands. They are diggers and minors by far, and prefer to be left alone with their families, just digging. They do not live underground, but they love to explore what is below the earth. And while they do control Aawino, and have a Digger King, very few Warven have a head for politics.

    All they know is that in order to become eligible to become Digger King, a Warven must woo one of the Aeldir women who also live in the area and convince her to be his consort. This is a big sacrafice to Warven. As a Warven marries for life, and must enjoy the pleasures of the flesh to procreate, by marrying an Aeldir women, they give up any chance of having children of their own. The lack of being able to create one's own offspring is a huge dissuasion to many Warven. However, the trade off is that they are wed to the one of, if not the, most beautiful creatures in Arandi. And only a Warven with the most beautiful wife may become Digger King.

    The current Digger King is named Haavin, and is wed to Consort Amela Bydwic. She would, on the surface, insist that Haavin is in charge, but more often then not, she sees to the political aspirations of Aawino. Haavin is quite happy with the arrangement. He gets to live within the Big Hill, and has hundreds of people digging where he wants them to dig, and Amela sees to any needs of the people.

    The name Warven comes from the curious dialect that the men of Aawino seem to have. When asked what type of creature these short, stocky, muscled and bearded people are, they respond with: "We're 'Warven, o'course!" It was hard to tell at first, by the explorers and diplomats whom visited Aawino if they meant 'Dwarven' - probably true, due to their similarities with the Dwarves of the nearby Maurader Isles - or if 'Warven' was on purpose. Finding it equal parts amusing and also not wanting to offend the majority of the men in the land, they have been called Warven ever since. None of the men seem to find it offensive, or even seem to think anything of it at all, so if it is wrong, they don't see it that way.

    The Warven women are like their male counterparts in mostly all ways, save for the lack of a beard on their faces, and a strong desire to see sparkly jewels; not own them, just see them. By and large, the people of Aawino dig just to find crystal caverns in their natural forms, and chipping off a crystal to take back to one's home - or use for trade - is seen as disrespectful. The Digger King was approached with jewels by some local delegations of other regions seeking to make peace with Big Hill, and upon seeing the crystals in the jewelry, promptly asked his wife to conclude the meetings. Only the Matrons of the Autumn Court saw the wisdom is listening to Amela, and through cooperation and a desire to bring the Aeldir in the region back under the Rose Courts, was King Haavin convinced to swear fealty to the Courts.

    Plus, it made his wife happy.

    Spoiler: History of the Aeldir
    Show
    How there came to be so many Autumn Aeldir here - tens of thousands of them, even if they are outnumbered by the Warven fifteen to one in the region - was a bit of a conundrum to the Matrons and the Rose Courts. At first. And then they spoke with Consort Amela, and she reminded the Courts of the exile that occurred at the end of the First Age of Autumn, also known as the Age of the Law-wielder. The then Lady Autumn was terribly clever, and had maneuvered her way on to the Rose Throne in a way that had been otherwise unheard of. She used the laws of the Aeldir like a metaphorical hammer, and saw it as her right to be upon the throne. Though the Aeldir have no concept of years, the Age of the Law-wielder is often considered as one of the longest Seasonal Ages, and likely would have continued if all three of the other courts had not worked together to exile Lady Autumn and the thousands of Aeldir that followed her.

    The Rose Courts historians confirmed this, and even went so far as to attempt to consult with Lord Winter. Lord Balor was... not forthcoming in comments on the topic.

    What the historians knew nothing of was what happened after. Apparently, as Amela explains it, the thousands of Aeldir traveled south, looking for a place to establish a new Court. They encountered humans, Gesh, Dwarves, and many other races; some Aeldir broke off in to smaller groups to try and conquer the regions for the Law-wielder, at her command. Amela explains that some were never heard from again, and others held a few regions, but not in great enough numbers to be able to retain their control. Once the wandering Aeldir found Aawino, a significant portion of them were smitten with the ages past 'first' Digger King proposing to the first Autumn Aeldir he saw, declaring her the 'most beautiful creature he'd ever seen', and even upon meeting the exiled Lady Autumn, would continue to insist that his chosen fiance - who had not yet agreed to be so - was still more beautiful.

    Needless to say, the Law-wielder was unhappy at the idea, as Amela tells it, but the benefits of working with the Warven outweighed the downsides of turning them away. A base within Aawino was established, and through the Consort and the Digger King, the exiled Autumn Aeldir once again had a home and a court of their own. It was many Ages past, but the Aeldir whom were alive then and are still in Aawino confirm it. As do they attest to the Law-wielder eventually becoming tired of living within the area, and taking a large number of Aeldir with her, as she continued to travel south, looking for a more ideal spot to establish a more permanent court. Tens of thousands of Aeldir chose not to follow her, and stayed within Aawino, and have been here ever since.

    It is obvious to the current Autumn Court that a game has been made of finding and maneuvering a Warven man into becoming the next Digger King, using the laws of the land to make ones-self more important in Aawino. The Warven of the region seem oblivious to this game. It is speculated that this kind of game is a large part of what caused many Aeldir to stay, rather then move on when the exiled Lady Autumn chose to do so.


    Spoiler: Resource
    Show
    Warven are diggers and miners. While they primarily are seeking natural caves of crystals - prevalent within the hills of the region - they encounter a [Minor] amount of usable Coal. Within the region, the coal is needed for working the forges that make more hammers and pickaxes, allowing the Warven to dig deeper.

    While the Warven highly prize the crystals found within the hills, they prize them for their natural beauty, and not as gems or jewelry. What the Warven need most is Food, as rocky Aawino does not lend itself well to farming; nor are the Warven naturally inclined to such matters as agriculture or fishing.


    Spoiler: Faith
    Show
    The Digger King and his people revere beauty, mostly found within the earth. They had no formalized established religion, but each house does pay respects to a spirit of the hill they live within or on top of.

    These days, however, there is a large number of followers of the Old Gods, as the Aeldir enjoy following the traditions of their people in Tir Amser.



    Gullinbursti, Land of Golden Boars
    Region 12
    Spoiler: Summary
    Show
    Population:
    760,000 People of Twilight (Humans)
    20,000 Aeldir
    10,000 Warven
    10,000 Gesh
    Resource: Swine [Minor]
    Required Resource: Fruits
    Religion: The Old Gods (Majority)
    Pale Lady (minority)


    Spoiler: Terrain
    Show
    These two islands resemble dancing boars. This, along with the light reflected off of the northern sea and the illumination of the limestone cliffs to the north, gives this region it’s name. The natives refer to the southern island as Gullinbursti. The northern island is called Erymanthos. Altogether, the Aeldir of the Rose Courts call the region ‘Tir Or-Torc’, which loosely translates into the Land of Golden Boars. The terrain is comprised of many hills and valleys with some dangerous mountains hosting goblin and orc tribes. The southern island Gullinbursti has a large forest famous for its wild boars, while Erymanthos has a volcano. However, there has been no eruption in living memory.

    Still, it is recommended tourist do not travel to volcano. It is said something probably sleeps in the volcano, though no one will report the appearance. Therefore there are many rumors about the Erymanthos volcano, and everyone has taken to naming it "Bad Neighbor."


    Spoiler: People
    Show
    The people of Gullinbursti are ethnically identical to the People of Twilight in Luska to the south. They maintain a similar heritage, and in talks with their cousin tribesmen of Luska, agree that both peoples may have, at one point, traveled together far from the east to settle in the lands they now live in.

    The dangerous local monsters, the goblins and orcs, have made the people of Gullinbursti tough and strong survival experts. Because the patterns of weaving symbols and the heritage in clothing and tapestry is so similar, it is thought that during the migration, these People of Twilight chose to settle in Gullinbursti while the rest of the People of Twilight continued further south to safer regions.

    Universally, the people of Gullinbursti are tattooed with symbols to mark [Boar] clan or [Eagle] clan. In recent years, these symbols have been adopted on to a banner to mark their region’s distinction, even if they do find it easier these days to be part of the Rose Demesne.

    Because of the recent renewal of relations with Luska, as well as the adoption (however forced) into the Rose Courts care, many other peoples have come to live within Tir Or-Torc, though the primary clans are still Boar and Eagle. Why Tir Or-Torc is a refuge to these people is uncertain; but it is thought that the history with the Courts - the fact that those of Gullinbursti fought back, and claimed foul play, causing dissention among the otherwise seemingly unshakable Aeldir - Tir Or-Torc gained a reputation.

    Bansuko of the Boar Tribe, the appointed governor of the region, finds it something of a bother to deal with some of these immigrants, but slowly, a culture is developing around the mixing of so many unusual races. Trade hubs, from the Luska Trade Network, have cropped up on both islands, and it is here and along the main roads that most of the immigrants congregate to. The tribesmen and women are left in peace.

    Mostly. Because of the problem of goblins and the powerful orcs, most young people are used to fighting or train in militia. Still, this makes them very proud of their clan tattoos, and it is unusual for them to wear headbands unless to prepare for battle.

    About the clans:
    Boar: Raising pigs or to fight goblins and orcs, the Boar Clan are enduring and usually short tempered. It is said that their agriculture skills are very strong and passionate argument with Seagull clan members is common.
    Eagle: They live in protected area called Aerie, the Eagle Clan are famous for scouting and fighting techniques with the sword. They are proud and noble spirited warrior-types. However, it is something of a joke of just how these straight-laced Eagles and mixed in and live with the Boar.


    Spoiler: Resource
    Show
    Swine - Wild boar and domesticated pig are very common in the region. Pigs for the use of such pig-meat as food, and pig-skin leather for armor, clothing, and many things. Wild boar are protected and considered sacred.

    Fruits - Although animals can thrive, there isn't much arable land for growing fruits or vegetables.


    Spoiler: Faith
    Show
    The people of Gullinbursti follow the faith of the Pale Lady. The Worship of the Pale Lady in the west points to the heritage that the People of Twilight originally came from the East across the ocean. However, the Pale Lady is also revered for Commerce, Drink (especially Wine), Twilight, Horizons, and Secrets.

    Several other deities are also revered. For example, Rui, the goddess of the Forest, and Lucia, the Goddess of Water, were once thought of as important to the region, but have since had a revelation that these were in fact Niahlla and Babdi of the Old Gods. As such, there are now many followers of the Old Gods within the region.


    Melzini Archipelago
    Region: 237
    Spoiler: Summary
    Show
    Population: 500,000 Humans
    Resource: Melzinite Bees [Good]
    Required Resource: Wood
    Religion: Old Gods (minority)


    Spoiler: Terrain
    Show
    There are seven islands in the Archipeligo. Melzini, being the largest, and having the largest population, has exerted and maintained overall control for the past fifty years. The second largest is Warkini, followed by the ‘Twin Islands’, Gini and Fini, and then Roldini and the smallest is Houbini. Technically, the second largest island is Touca, but no one lives there, for good reason. Five of the islands have a volcano on it. In recorded and living memory, the Melzini Mountain has not erupted ever, and is to be ‘resting’ and ‘calm’. Warkini Warcano, however, erupted once, in what historians call the year 24. It has been dormant ever since.

    The Twin Islands are so called this not because of the shape of the islands (Gini is slightly bigger, over all), but rather the two volcanos, Gini and Fini, are roughly the same height and shape. They even have ‘notches’ in the top of their volcanic rims in similar fashions. Both volcanoes are ‘resting’ and ‘calm’ and have not been known to ‘bleed’ any ‘earth blood’ in recorded history.

    Touca, on the other hand, is seen as the upstart island. It does not have any large eruptions, but it does erupt on a fairly frequent basis. Once every ten years or so, Touca ‘bleeds’. There is little ash, but the mountain that makes up the angry island of the Archipelago is still unsafe to live on, as exactly when or where the lava comes out of is hard to – if not impossible to – predict. Touca is far enough away from inhabitants that no one is hurt when these mini-eruptions happen, but the more superstitious of the Islanders say that bad times happen when Touca is bleeding.

    Currently, in the year 118, Touca has begun to emit red lava from it’s many seems. Historians and superstitious islands have conferred, and find it odd that the very day this started was the same day that Qount Martelo of the Republic of Pavos wrote his warning to the world about the demon that has been loosed upon Arandi.

    The climate of the islands supports many tropical trees, sandy beaches, and a diverse island animal ecosystem. Rocks dot the Melzini island, and the rocks are rather soft compared to other types of stone. Islanders have learned to stay away from these rocks, as the other distinct feature of them is that they are quite porous and hollow. These ‘Melzinite’ rocks make for ideal hives for bees.
    Roldini and Houbini are smaller islands, supporting smaller populations, but they are mostly flat and forested, with few hills to speak of. If they had volcanos on them, they have long since been extinct, and – except for the dangers of tropical storms causing flooding (a very rare thing) – they are considered the safest places to live in the Archipelago.


    Spoiler: People
    Show
    The Islanders are a peaceful people. Humans with skin that has been kissed by the sun, giving them a near permanent tan, they enjoy their lives just collecting fruit, tending to the Melzinite Bees, and watching their families grow.

    They were led by a Council of Seven; one Council member from each island, except for Melzini – with the largest population – having two. The Council was, most of the time, fair and able to maintain order. But the Council and the Islanders were unprepared for any kind of assault, and so were taken by surprise when the Rose Courts claimed their islands. Though there were orders from Lady Spring and the invasion leaders to maintain a peaceful conquest, this was interpreted by some to mean ‘dealing with problems that might arise’. Thus, one by one, each Council member was hunted down, and forced to submit or be deposed and replaced by an Islander more willing to bow to the Courts.

    A number of executions take place to secure the region for the Rose Demense, and it requires the skillful touch of the Autumn Court to come and appease the people. Spring Court members are discouraged from visiting the Archipelago for a few years, while things settle.

    The Islanders have taken to disliking races of shorter statures, finding them distrustful and brutal. They are quite taken, however, by the beauty of the Matron governoress sent by the Autumn Court to help oversee the transition of the Islands into a member of the Demesne. The current Council of Seven is… unsettled, but trying to cope.


    Spoiler: Resource
    Show
    On Melzini, the Melzinite rocks house Melzinite Bees which provide ample honey to the Islanders and also serve as a great hobby for the people of Melzini. Recent techniques have been shared among all the other livable islands, and now Melzinite Bees – and their Melzinite hive rocks – are being shipped to Warkini, Gini, Fini, Roldini, and Houbini. Melzinite hives seem to be made up of soft, volcanic rock, and with the right techniques, entire hives can be shipped anywhere in the world for fresh honey.

    The Islanders, though peaceful, have heard of the Ironwood of Melrakki-ey and seek it, or Wood like it, to make spears and weapons to defend themselves; and also make better boats, now that the Rose Courts are sharing their ship making skills with the people of the Archipelago.


    Spoiler: Faith
    Show
    Each of the islands in the Archipelago is treated as having a ‘great spirit’. The Islanders are not deeply religious, but they do often utter phrases like ‘Praise Melzini’ if they live on Melzini island and are having a good day. Another phrase could be ‘Touca’s Ill Luck Upon Me’ if they are having a bad day. It’s not a strong religion; there are a few shaman who claim to be able to speak with the ‘great spirits’ of their islands, but few people follow the practices.



    Tir Corryn
    Region 27
    Spoiler: Summary
    Show
    Population: 818,000
    18,000 Aeldir (Autumn Court)
    400,000 Humans
    200,000 Dwarves
    200,000 Gesh
    Resource: Silk (Minor)
    Required Resource: Medicine
    Religion: Pale Lady (minority)


    Spoiler: Terrain
    Show
    Tir Corryn belies itself to any who sail past it. From the oceanic view, it is a rocky place, full of crags and perilous cliffs; sharp and dangerous gigantic knives of rock, jutting up from the sea, with few safe shores to land upon. This makes the place ideal for those whom were - once - escaping from the law. These initial... exiles... were unwelcome even in the Marauder Isles, but that was many centuries ago, according to Tir Corryn historians. And those exiles were the first to find that behind the rocky shores was a land of nearly untouched beauty. Plenty of room to farm and grow food, in soft rolling hills of green, and large forests, with few dangers and lots of creatures to hunt for meat. The forests biggest dangers are the number of spider nests high in the trees, but the descendants of the exiles have taken to cultivating these spider webs and transforming it into silk.

    Free-Men's Beach is the largest settlement in the region, and the sprawling city is very similar to those you might find in the Marauder Isles, with one notable exception: Aeldir are in charge. An Aeldir governeress runs the city, and reports to a Lady Thislea within Autumn's Fall.

    Autumn's Fall is a small forest village near the center of the region. The exiles, centuries ago, that arrived on the island, were surprised to find it occupied by thousands of Aeldir, led by a beautiful woman named Thislea. She explained that the Aeldir had been here for Ages, since the Age of the Law-weilder. When Aeldir began to break away from the exiled Lady Autumn from the long ago Age, many of them drifted to the shores of Tir Corryn. Autumn's Fall was established in one of the larger forests, as a reminder of where they had come from, and the Autumn Aeldir had cared for Tir Corryn ever since.


    Spoiler: People
    Show
    The Aeldir welcomed the new exiles, from all the different races, and have maintained power in the region by playing off one faction against the other in a delicate balance that never seems to quite indicate those of Autumn's Fall are behind it. Strict codes of honor and law are enforced, and it's not uncommon for duels to occur in the middle of the streets of Free-Men's Beach.

    The Humans of Tir Corryn are often regarded as expert swordsmen. The Dwarves, expert craftsmen. The Gesh are deft with their fingers, and often tend to the spider silk. Though fewer in number then the other races, the Aeldir seem to enjoy cultivating the land and raising crops for the others. With a decent environment, little cause to need more than the very precious shipments of medicine, many within Tir Corryn have taken to improving their sailing. Piracy is... uncommon from within the region, though there are many bored sailors who hire themselves on to a ship in the Marauder Isles for the adventure of it all. The majority of the region tend to make for poor pirates; their code of conduct often conflicts with the looser morals of their Marauder cousins.

    Most spend their free time crafting boats, working on improving the silken sails of their ships, and holding races around the island. Some even travel south once a year, to test their foot speed against the Rabbit Clan. So far, none from Tir Corryn have been able to outrun anyone from Rabbit's Foot... but no one from the People of Twilight have been able to out-sail anyone from Free-Men's Beach.

    The governance is ultimately handled by the Aeldir, but each race has a small council of individuals whom act in the interests of the people. As most of these individuals of importance are ship owners or ship builders, the laws are writ under the Anchorage Accord; the council members are called 'Anchors', as they keep the community from drifting apart. There may be small feuds and duels, but these must remain honorable or they are seen as outright murder, and few within Tir Corryn can stand the insult of being called a murderer.


    Spoiler: Resource
    Show
    Silk (Minor) - the spiders within the forests produce a number of silken threads, and the people of Tir Corryn have developed a way to turn these spider's webs into lush and wonderful silk clothing. Merchants within the region have seen good reason to join to the Fern Ridge trade route, and this makes the people of the region quite happy.

    Medicine - though the region itself is rather ideal, and the silk provides a welcome export, the spiders themselves are dangerous for those whom stray too far into the webs. A single bite is an irritation, but too many, even over a great deal of time, and a silk gatherer will become sickly and unable to work. As such, medicine is needed to keep the people of Tir Corryn healthy and hearty.


    Spoiler: Faith
    Show
    Though most of the diverse race found within Tir Corryn follow no specific gods, a small minority follow the way of the Pale Lady; they seem to have acquired this through dealings with the People of Twilight to the south, in Rabbit's Foot. Many of the Aeldir that inhabit the island are excited by the ideology of the Old Gods, but as yet, do not know enough to form any lasting presence for a faithful following.



    Rabbit's Foot
    Region 28
    Spoiler: Summary
    Show
    Population: 611,000 People of Twilight (Rabbit Clan Humans)
    Resource: Cynabaster [Great]
    Required Resource: Carrots
    Religion: Pale Lady (minority)


    Spoiler: Terrain
    Show
    Rabbit's Foot is south of the idealic Tir Corryn, and the environments could not be more different. Where Tir Corryn is rolling hills of green, Rabbit's Foot is a hard, rocky place, with a high rising mountain that dominates the region.

    Mount Lepus was once an active volcano, long, long ago. These days, it has cooled and there are no known reports of rumbling or eruption, even to the memory of the Autumn Aeldir whom live just to the north. What is curious about Mount Lepus is the red boulders that - of their own accord - seem to be almost perfectly cubed. The People of Twilight settlers of the Rabbit clan found these giant cubes of red rock and call it 'Cynabaster', which means 'Smooth Red Square'. The Rabbit Clan have taken to using the Cynabaster for building their homes, but find that the material is hard to chip down for any other uses. Trying to do so results in a fine powder... which has it's own uses, but means that making weaponry from the red rock is implausible if not impossible.

    Rabbit's Den is the large settlement that has been growing, year after year, since the Rabbit Clan settled in the region. Located at the base of the mountain, it's slowly worked it's way up and around Mount Lepus, until the two - city and mountain - are almost one and the same.

    South Shore is a smaller city, where Rabbit Clan members fish and gather what food they can, but it's never quite enough, nor do the People of Twilight in Rabbit's Foot find fish particularly appetizing.

    The Quarries are holes in the otherwise flat land of Rabbit's Foot, and they are naturally made. Within them, with little mining required, are cubes of Cynabaster, so useful and pretty to those of the Rabbit Clan.


    Spoiler: People
    Show
    The People of Twilight came far from the east, and the Rabbit Clan is a group of explorers. They kept going south east, until they could find no more land south east to travel. They have come to love their rocky in Rabbit's Foot, and enjoy racing competitions between the different Clan towns. Every year, the Rabbit Races is held, circling the entirety of Mount Lepus; the fleetest of foot earns the rights for their family to make decisions for the nation for the year.

    Though they had good relations with the Autumn Aeldir of Tir Corryn, the Rabbit Clan was, as a whole, surprised when armies of Aeldir descended upon their region to claim it. The Rabbit Clan fought back, having recently given allegiance to Chesuka of Luska. They had even given up - or so the rumors say - the treasure of the region, the object that the whole land was named after, the 'Rabbit's Foot' to the Racoon-Dog Clan leader, so happy were they with her message of a unified People of Twilight.

    While there is still some dissatisfaction at being a part of the Rose Demesne, the benefits of being part of so large a nation - one that is unifying the People of Twilight under one banner - is slowly swaying the Rabbit Clan.


    Spoiler: Resource
    Show
    Cynabaster (Great) - a large quantity of these square cubes can be found all over the island. This mineral is characterized by it's sparkling light red color, and veins of white that can be seen if the cube is carefully broken in two. Useful as building material, the Cynabaster really impresses when ground into a fine powder. It's been proven to stimulate the digestion, as well as fortify the body against illness, notably strengthening the skin, nails, hair, bones, and spine. Some have speculated that it increases inner growth and self-control, and helps to break people of their bad habits, while increasing one's sensuality... but only the medicinal effects are actually verifiable.

    Carrots - Rabbit Clan members need food, but a majority of the people have heard of the Carrots from the nearby Limelight Bayou. Rumors - unfounded, and baseless, surely - have begun to sprout up that these Carrots will allow a Rabbit Clan member to run twice as fast and three times as far, and so many of the People are clamoring for the orange vegetable, however they can get it.


    Spoiler: Faith
    Show
    Like many of the People of Twilight, the Rabbit Clan can trace it's origins far to the east. There is a small number of the People whom still follow the old ways, and respect the House of the Pale Lady.


    Part 2
    Last edited by Gengy; 2016-06-05 at 01:52 PM.
    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

  3. - Top - End - #3
    Bugbear in the Playground
     
    DoomHat's Avatar

    Join Date
    Oct 2006
    Location
    Austin Tx

    Default Re: Empire! Lands of Arandi

    Illusiocrascy of Fantastigoria
    Capital: Fantastigoria Primacentra [Region #74], Doomhat

    National Luck (3)
    Ruled by Le Maestro della Aeternum (The Maestro)
    The 12th Maestro {Rolls}
    Beginning of Reign: [Diplomacy (5)] [Military (3)] [Curiosity (4)], [Faith (4)]
    Current: [Diplomacy (6)] [Military (3)] [Curiosity (5)], [Faith (4)]

    Close Approximation of the National Anthem: [LINK]
    Population: 950,000

    Spoiler: Capital Details
    Show
    Terrain:
    Spoiler
    Show
    Spoiler: The Vista
    Show
    The iconic vista most people tend to associate with Fantastigoria Primacentra is almost certainly its coastline. Ancient buildings of astounding make and color overlook long winding beaches from their steep perch, carved as they are from the forested hills. For the warmer half of the year, vast swarms of iridescent butterflies drift and dance in the sea wind. It is from these that the locals derive their famous silks.

    There's little of note moving further into the peninsula's inland forests. Here and there are more artifacts of previous ages, far less well preserved by virtue of their disuse.

    The City of Villae Fantomae is the capital, and central hub of all human activity in the region. It has the look of a place in a perpetual state of festival. Very few enter the city except to buy, sell, or indulge in something.

    It is also the home of the Maestro's Grand Hall, perhaps the largest and most acoustically perfect amphitheater remaining in the modern world, adorned with all the pomp and circumstance one might expect from both a king's palace and a prestigious entertainment venue.


    People:
    Spoiler
    Show

    “Art Thou A Beast?”
    -Official National Motto

    “Whatever you can get away with...”
    -Unofficial National Motto

    Leaving one's home without a mask in Fantastigoria is tantamount to leaving home with one's genitals exposed. It is an act of extreme taboo, both buffoonish and highly offensive. Every adult native has a mask they regard as little different then their actual face, which they will most likely wear with little variation until the day they die. Though it is not unheard of to use a small number of slightly varied masks for different occasions, or to replace one's mask to reflect some significant change in their lifestyle or philosophy.

    The masks of the country’s elite are often passed down through generations. These masks frequently carry the names and identities of their original wearers. Truly, a Fantastigorian noble doesn't have heirs, they have understudies. Countless youths vie every generation for the opportunity to inherit the identity, personality, and holdings of the country's oldest remembered heroes.

    A naked face is something only seen by one's family, close friends, and closer allies. Small children are given a general exception to this rule, given that their wildness and total ignorance/innocence makes them little better then beasts anyway. Infants are not allowed to leave the house if it can be helped. Toddlers are often given silk domino half-masks to get them used to something more proper. Young children have their faces chosen for them by their parents until they reach adolescence, when the time comes for them to accept true personhood by dawning a mask of their own choosing.

    Aside from their fixation on the wearing of masks, Fantastiagorians are obsessed with achieving the highest standard of decadence in nearly every facet of daily life. To their thinking, only animals seek to do things for efficiency sake alone. An ideal human world is one in which every tool is as beautiful as it is effective. Laziness and clean stoic directness are considered nearly identical sins.

    Nearly every Fantastiagorian lives in an almost constant existential dread that their work (whether it be farming, carpentry, singing, or governing) could be rightly described as clumsy, artless, or worst of all, ugly. Euphemistic language is frequently used to cover up instances of unavoidable hypocrisy.

    For example, it is generally agreed that warfare is a barbaric and ugly practice, there for Fantastigoria proclaims itself a fully pacifistic nation. It doesn't have an army, but it does fund the training of hundreds of “duelists” and “wildlife trappers” as members of the national “League of Diplomatic Affairs”.

    For the past century or more, Fantastigorians have spoken only the most current version of the Trade Tongue as their national language. This could easily be do to their highly cosmopolitan nature, but some Fantastigorian scholars have tried to credit their nation with inventing and maintaining it.

    That aside, Fantastigoria still technically maintains a native language. Due to its disuse in common parlance, it has become almost completely static, with no developing variation in grammar or pronunciation. For this reason, “Vox Parachever” (translated; Perfected Speech) is used exclusively for scholarly and ceremonial purposes. All of Fantastigoria's official nomenclature, such as place names and royal titles, are rendered in Vox Parachever.


    Resources
    Spoiler
    Show
    Produces: Silk [Good]
    The almost absurdly bountiful native population of butterflies provides both raw silk and a wide range of pigments. The natives have long since mastered these resources to a phenomenal degree. The silk of Fantastigoria is unparallelled in all the world.

    Demands: Jewelry (precious metals and/or stones)
    The people of Fantastigoria crave novelty and distraction, but above all else they desire to be unique and beautiful. The bidding for rare and wonderful costume materials is nothing short of ravenous.


    Religion: Equal minorities; Pale Lady, Nine Candles, and Church of Daen.
    Spoiler
    Show
    To a Fantastigorian, the act of miracle working is no different from any other craft. Monks and nuns are generally considered to be little better then layabout hobbyists, and world creation myths come and go from the zeitgeist of Fantastigoria like the rolling tide.

    The average Fantastigorian is easily bored by sermons, calls to devotional prayer, and donation requests. If one want's spiritual advice, one seeks out a paid professional! For this reason, fortunetelling is one of the country's biggest industries. Professional witches and soothsayers alike compete for retail space around every other corner and in every small hamlet. Only time will tell if any of them are selling something more then snake oil.

    There is only one myth the Fantastigorian's hold dear, and it is as follows...
    Spoiler: Why do we wear masks?
    Show
    What I tell you now has been passed down uncountable generations, and it has always been told true.
    It is said that long ago, great black birds with wings over a hundred hands long flew through the sky above us. From their wings drifted a black mist which fell and settled upon the ground. The mist poisoned and choked the breath of life from all it touched.
    The people despaired that all was lost, for they knew not why the birds had come. They knew not how to escape the death the mist had brought. But the Maestro in those days was wise, and he crafted a mask for each of his people.
    He gave unto each of them a mask and he said unto them, “Do not despair, for this mist is not meant to kill you, my people. This mist is a mist that only kills beasts, yet the spirit of the mist is confused by the nakedness of our faces. Put these masks upon your faces and be safe, for only a Person may choose their own face, and you will be safe.”
    And so the good people took heed of their Maestro and put on the masks and they were safe, for the mist did not seek to do harm to the people. But among the people there were some who would not wear the masks.
    “We do not wish to wear the masks. These masks you have given unto us are frightful of countenance and discomfort our breathing,” said they.
    And so they stood out of doors with naked faces and the mist could not tell them from beasts. So it was that the mist smote them. Their eyes boiled like eggs and wretchedness poured out from their throats. The people wept at the sight of such foolishness, grateful to know what their masks had saved them from.
    It has since been an age and an age since last the Great Birds were seen, for the lesson they had come to teach has been learned. Now all good people know better then to leave their homes naked-faced, as beasts of the wilds do. For we must always remember the many things that set good people apart from lowly beasts.


    The Provinces

    Fan'Gourmet
    Region 75
    Spoiler
    Show

    Population of 714,000

    Terrain
    Spoiler: Images
    Show

    Spoiler
    Show
    Inside a ring of dense dark old growth forest is perhaps the largest stretch of intensively cultivated land in the world. Virtually nothing remains untamed in the bounds of Fan'Gourmet. Uncounted fruit tree breeds populate garden parks divided from one another by vast stretches of berry hedges.

    Nearly every artificial structure is festooned with vines, window gardens, and hanging potted plants. The vast majority of houses are cozy wood and brick cottages. Some visitors will remark that the peek of tall windmills and glass hot houses are never far from sight anywhere you travel within the region's boarders.

    There are very few dense urban centers, and even those are marked with a significant presence of greenery. Rather then fountains, it's popular to decorate and surround statues of local heroes with well maintained plants relevant to the remembered person's legacy. Nearly every private home's yard is also a functioning garden.

    The potent smell of flowers and spice is nearly inescapable, so much so that some areas can leave an unprepared foreigner gagging. The other major quality of the region that detracts from the all too idealistic scenery is the frighteningly common presence of thick swarms of honey bees. The bees are remarkably tame, but panicking in their midst can be potentially deadly, or at minimum an invitation to a living hell of venom swollen agony.

    It perhaps goes without saying that the shelves and cupboards of every house and general store are clogged with jelly preserves, dried fruit, and honey concoctions.


    People
    Spoiler
    Show
    Before the dissolution of Fantastigoria's ancient great kingdom in the last age of wonders, Fan'Gourmet was set aside by some long forgotten Maestro as a place to refine the art of agriculture to its highest pinnacle of beauty. Even after over a century of separation, the people of the region have never abandoned that preoccupation.

    Nearly every facet of daily life and the apprenticeship of the young revolves around cultivating delicious sweets and spices. An eternal competition rages between households and clans to produce the “best” fruits and honeys by a dozen criteria of greatness.

    One farm boast the biggest product, another stakes their pride on the strength of their product's flavor, another still garners praise for their preservation methods. Hundreds of methods of pest and parasite eradication are tried and tested every year. Those that don't farm or garden themselves occupy their time and skills facilitating those that do.

    To the frustration of many out-of-towners, even local media, such as books and plays, all in some way heavily feature the act of cultivating sugary things. What's more, though they're fond of sharing the sublime product of their local art, they're strongly hesitant to let much of it leave their boarders, neurotic that it won't be treated with proper care or appreciation.

    Besides a fixation on artful perfection, the Fan'Gourmetese share Fantastigoria's preoccupation with wearing masks, though perhaps not as strongly. Masks are often worn causally, with elongated fasteners, functioning more as hats or heavy collars carved into face shapes.

    The governor of the region always carries the mask and identity of "La Duksae Libra".


    Resorce: Sugar [Minor], Requires Metal
    Spoiler
    Show
    Syrup, honey, jams, jellies, raw processed sweetener, nearly all things sugar rich is the mainstay of the region's production. Though ironically, their fixation on producing (and allowing others to sample) only their very best currently limits what they're willing to export.

    There are precious few mines to speak of, as few are willing to dig up perfectly good farmland to search for potential mineral riches, regardless of the sometimes desperate need there of.


    Religion: Majority Nine Candles, Minority Church of Daen
    Spoiler
    Show
    Numerology and Astrology, focusing on the maintenance of carefully researched calendars, are the center of local spirituality. Like in Fantastigoria, witches and fortunetellers generally replace the roles normally held by priests and nuns in other parts of the world.



    Fan'Xabla
    Region 73
    Spoiler
    Show

    Population 753,000

    Terrain
    Spoiler: Image
    Show

    Spoiler
    Show
    Quiet beaches give way to bleak sandy desert. Rolling dunes give way to rocky hill-country clumped together by yellowed palm trees and tough dry shrubbery. Between the vast stretches of wind scarred emptiness, grey brown mining towns are heralded by eye stinging smoke from countless forges and foundries.

    Out of this bleakness rises a conspicuous black tower at the heart of the country, marking the region's capital. Composed of black stone and iron, this is the Turrim'Noir, home of the Forge King.


    People
    Spoiler
    Show
    Though they wear masked helmets and light metal face-plates in the Fantastigorian tradition, they share none of the fixation on personal beauty and courtesy of other lost and found Fantastigorian cultures. They are, in fact, remarkably crass and surly by nearly anyone's standards.

    In Fan'Xabla, a person is judged by the quality and utility of their works regardless of any flare that went into making them. Showmanship and eloquence are often outright frowned upon. Regardless of their personal ugliness of manner, Fan'Xablans take a good deal of pride in beautiful workmanship.

    Their clothing is simple and utilitarian at first glace, but the stitchwork often shows incredibly intricate geometric patterns. The food is bland to the taste, but remarkably filling, and notably produces good health. Every tool or weapon you find in use will be perhaps one of the sturdiest and most elegantly shaped you're likely to find anywhere in the world.

    Evidence points to this place having once been a part of Fantastigoria's lost great kingdom, back in a previous age of wonders. They were likely tasked as a people to focus on refining the art of metalcraft to it's greatest possible extreme. A task they've never relinquished in well over a century.

    Rather then a Duksae, the region is governed by an 'Fantastigorian Immortal' who wears the title "Forge King". The current Forge King is always the top apprentice of the previous person to wear that identity. The Forge King's name never changes, regardless of their current gender.


    Resource: Fantastigorian Steel [Minor], Requires Fuel, Exotic Crafting Materials, Foodstuffs, and Recreational Substances
    Spoiler
    Show
    Its hard to say if the metal alloy produced by Fan'Xabla can rightly be called “steel” at all. Iron and carbon are involved in its making, but so are several other minerals mined from the depths of the region. It is unnaturally strong, yet far less heavy by volume then any other comparable substance. When polished, its surface shines almost hypnotically with a rainbow of swirling colors. When struck, it hums almost musically.

    Objects made of Fantastigorian Steel are prone to collecting a variety of strange individual legends and exaggerated rumors of supernatural properties. The owner of an object made of Fantastigorian Steel is almost certainly bound to endure some interesting times. The exact secrets of its making are closely guarded by Fan'Xabla's greatest master smiths.

    Unfortunately, the makers of this wondrous material also happily live up to a stereotype of being highly cantankerous and greedy. Though the country produces a generous amount of coal, it's never enough to satisfy the demands of the nation's forge masters, who always demand more then they could ever reasonably be rationed. Regardless of the extraordinary number of possible applications of Fantastigorian Steel, the master smiths always long for new toys and exciting possible combinations of foreign substances.

    The food in the region isn't really flavorless and thinly portioned on purpose, but a side effect of the limited nature of the local crops. There's also almost nothing in the region worth fermenting. Fan'Xabla is in desperate need of expanded menu options.


    Religion: Animistic Paganism
    Spoiler
    Show
    Faces are a common motif in architecture and the decoration of all manner of artifacts throughout the region. This is do to a literal belief that anything constructed with sufficient skill and passion is imbued by its creator with an awakened spirit.

    As such anything a craftsman is proud of is frequently affixed with a mask design, given a name, and treated with great care.
    Last edited by DoomHat; 2015-10-30 at 03:39 AM.
    ...with a vengeance!

  4. - Top - End - #4
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
    Location
    Mt. Ebott
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    Jörmungandr
    Nifhel and the Domain of the Fimbulvintr [Region #P5], Tychris
    Spoiler: Banners of the 4 Great Clans
    Show

    Clan Niffledruch:

    Clan Jötenhel:

    Clan Hardrada:

    Clan Grimmson:

    Ruled by The Harbringer Skada Lohcbar (In the Fimbulvintr's Stead)
    Mil: 9
    Faith: 10
    Cur: 2
    Dip: 5
    Luck: 9

    Close Approximation of the National Anthem: [LINK]
    War Chant:https://www.youtube.com/watch?v=Le4B9T12zbs
    Population: 970,000

    Terrain:
    Spoiler: The Land of Ice and Death
    Show



    Spoiler: The Fimbulvintr's Castle
    Show


    Spoiler
    Show
    Nifhel is a massive and dreary snowy wasteland, an apocalyptic hell hole wherein winter occupies 10 out of the 12 months in a year. Mass graveyards populate a massive amount of the land, buried beneath snow and the brutality of time, and funeral markers in various states of repair are a common sight. Sometimes so much snow compiles above these mass graves that another mass grave forms on top of it and the dead from several generations slowly congeal together as the snow melts and rehardens over the years.

    The winds are remorseless and fast, gales picking up with enough strength to hurl a grown man off of his feet, and flense him down to the bone. Were this deadly combination of depressing cold and furious winds not enough, the land is only made worse by the constant gloom and clouds choking any light that tries to reach Nifhel, and scouting things from a distance is made almost impossible with the mist that constantly enshrouds it. To make matters worse most water that can be found in Nifhel is either infested with parasites, disease, horrible corruption, or if rumors are to be believed monsters.

    Only the outskirts of Nifhel are truly habitable by her children, with land that can support livestock and rudimentary vegetation. Even still, the dour presence of grey clouds brooding overhead and the cloistering grip of the grave mist is a constant companion to the Nifelic people. The outskirts of Nifhel have been cut and sectioned off into the various territories of squabbling clans and tribes, with the 4 Great Clans dominating the most amount of land. Each Great Clan supports a fortress through which acts as as a homestead and bastion for them as they try to appease the Fimbulvintr. These establishments are almost universally crude and rugged in design, with the most ornate and well crafted of them belonging to Clan Grimmson.

    In stark contrast to the brutal but simple designs and buildings of the Nifelic people, the Castle of the Fimbulvintr is a macabre monolith. A huge temple of stone, obsidian, bone, and ice the Castle of the Fimbulvintr defies all reason and the precedent of past work done by the Nifelic people. It is huge, far larger then anything the Clans could build individually, possessing ornate gothic architecture and macabre ornaments such as skulls and frozen corpses strewn across the ramparts and walls. A single massive gate forged from the ribcage of a giant blocks all entrance into the castle, and any who have tried to scale its walls have been lost to the blizzard that rages over and around it. None have entered the Fimbulvintr's castle, and to most of the population it is merely a story crafted by the Noaidi.

    People:

    Spoiler
    Show
    “Crush the Serpent's Head!”
    -One of the many War Cries of the Nifelic people

    “Everyman has his price.”
    -Common expression

    The Nifelic people are a bloodthirsty and cynical lot, constantly engaged in conflict and infighting, they morbidly focus on the fragility of life and the passing ethereal nature of man. Honor, martial prowess, and courage are the three founding principles for their morals and customs, and as of such has lead to a rather expansive law that all 4 Great Clans abide by, Wergild. Each man has his price, and physically harming or killing someone results in a fine that must be paid to the victims family or clan. 100 Dreks for killing or harming a man, 50 Dreks for killing or harming a women (Cut the price in half if they don’t own land in the case of a man). 1,500 Dreks for killing or harming a noble person and 300 for killing or harming a Noaidi (500 if he was performing a Sermon or other religious ceremony). 10,000 Dreks for harming one of the four Horsemen, 15,000 if the Horsemen is killed. Due to the special nature of Nifhel’s economy, completely destroying the body of anyone counts as a Wergild and doubles the Wergild if the offending person committed the crime. The Harbringer is unique in the case of the Wergild due to his symbolic nature as representative of the Fimbulvintr, as of such he commands a Wergild of 50,000 Dreks, 25,000 of which is paid to the Royal coffers and the other half distributed amongst the population, and can be raised as seen fit by vote from the 4 Clans. Included with this Wergild is the ancestral Blood Vengeance wherein the new Harbringer can claim the life of 2 members of the offending family or order, one for each side as punishment for breeding/raising such an offending source, so grave is the punishment for harming the chosen of the God Lord of Nifhel. Nobility and higher can always opt to default to Blood Vengeance instead of Wergild, and cases of Wergild can be brought before The Harbringer and his acolytes to have the price lowered raised or dropped all together.

    Due to the magical corruption in their veins and the harsh surroundings they call home the Nifelic people are an incredibly hardy and brutal lot. Giants compared to normal humans a Nifel standing at 6 feet is considered to be on the short side with the average man standing anywhere between 6’4 to 6’8 while the women stand about 2 inches shorter. Muscled and brutal they have lost almost all sense of basic survival concepts such as farming or building as these tasks are generally conscripted to the slaves and indentured servants that the Nifelic people collect. Instead the Nifelic people predominately occupy themselves with raiding and pillaging the “warm blooded” relatives who live to the south of them, building armaments for war and rituals, or performing the religious ceremonies in honor of the Fimbulvinter so that he may raise the sleeping souls and toughen the skin of his children. The line between death and life has become so blurred from their overexposure to the darker arts that they have become completely numbed to it and have almost entirely lost any fear of death or “Flight” reaction. In their eyes the world is a massive beast waiting to be tamed. As of such armor is given an entirely stranger use as it is not worn to protect the user, rather it is worn as ornamental pieces to give praise to the Fimbulvinter and his pantheon of lesser spirits, and often times leaves much of the user exposed. Even full suits of armor are only worn to try and fully emulate the terrible full plate visage of the Fimbulvinter.

    The Nifelic people are highly racist and xenophobic, believing that the outside world is there enemy and that foreigners are devils or misguided monsters in disguise. As of such they look down on travelers crossing through their territory (Or outright loot and kill them) and maintain a constant vigil against foreign influences. The old ways are the true ways and everything that has come afterward is the creation of the Serpent and his ilk. Though they constantly seek battle there is a short two month period of time where the air grows slightly warmer and the clouds above allow cracks of sunlight to bleed onto the Nifelic people. To most other nations this would be called Spring and Summer but to the Nifelic people it is called The Lord's Fury and it is a sign of the Fimbulvintr's anger and displeasure, and they increase their raiding and violent quests tenfold during this period to appease their god. This period of time is also the greatest chance for a young and burgeoning skald to collect a truly inspiring epic that will cement them as true masters of their art and place their personal stamp in the face of history.

    Horses are correlated with wealth, status, and fertility amongst the Nifelic people, and only rich nobles are able to ride around on horseback above the common lot. The healthiest and strongest horses are owned by the leaders of the 4 Great Clans and as of such they are colloquially and officially known as The Four Horsemen. The title of horsemen is a rotating position that is officially hereditary but can have the bloodline replaced if another man duels and defeats the current Horsemen, instating his own bloodline into the clan and his name being replaced by the mantle of the Horsemen's. The Horsemen of Niffeldruch is Death, Jötenhel has War, Hardrada has Famine, and Grimmson has Pestilence. Each named after the 4 Truths that all of the Nifelic people hold on the world and life in general. We fight, we starve, we get sick, and then we die. Each of the 4 Great Clans is in constant competition with each other to prove who best serves the Fimbulvintr and their dominance, and each one goes about this conflict in different ways. Clan Niffeldruch are expert raiders, their members have been said to blend in with the night sky and move unseen through the cloying mist as they butcher heathens in their sleep. It is said that the warriors of Niffeldruch never speak during their raids, only lowly muttering and grumbling to each other or prayers to the Fimbulvintr, and that they habitually smother themselves in mud and other foliage to provide cover. The Jötenhel on the other hand are the exact opposite, screaming bloodthirsty warriors who charge headfirst into the enemy and try to kill as many people as possible before being felled themselves. They are the screaming heart of Nifhel, her fiery maned berserkers who discard all caution and headbutt life into submission. Where the Niffeldruch are dour and serious the Jötenhel are light hearted and mischievous, if in a crude and often times violent way. They sport the largest number of skalds under their service and use them to great effect both on the battlefield and off. Hardrada are less concerned with raiding and pillaging the outside world, as they see prolonged exposure to it as being heretical and inviting temptation. Instead the Hardrada focus on bullying and maintaining order within Nifhel itself, oftentimes hiring out or enslaving smaller tribes to do their dirty work and engaging in wars of attrition with their enemies. They are tyrannical and vicious, policing the other Great Clans when possible and maintaining the traditions of Nifhel for centuries. The Hardrada have the closest ties with their respective priesthood and maintain extensive logs and charters of trade goods, rules, and slights against their clan. The Grimmson clan is perhaps most unusual amongst the 4 Great Clans as they focus almost exclusively on exploring and discovering the secrets of Nifhel, her natural treasures and lost relics, and the gifts left behind by the Fimbulvintr as he descended to the mortal realm. The Grimmson Clan also explores outside of Nifhel and does participate in raids, but for the most part they are interested in that which goes beyond their understanding and the laws of the universe, and how they can best manipulate these laws towards the glory of the Fimbulvintr and the ascendancy of Nifhel. Even more so then the Niffeldruch's, the Grimmson Clan is unafraid of using any underhanded trick or advantage it can scrape towards a fight, and as of such they are often looked down upon by the other 3 clans.

    Pictures of the Nifelic People and members of the Great Clan
    Nifhel Raider

    Nifhel Noble Warrior

    Nifhel Kappi Prestur

    The Horsemen Pestilence, Famine, and War (From left to right)

    The Horsemen Death

    Kappi Prestur of the Grimmson Clan

    Another Nifhel Raider


    Resources

    Spoiler
    Show
    Produces: Tainted Water [Good]
    The Nifelic people have access to countless toxic oasis' in the icy oblivion that is Nifhel. Corrupted by disease, parasites, and infested with yet worse horrors and poisonous materials the bodies of water both frozen and liquid found in Nifhel is as dangerous as the people.

    Demands: Furs
    The people of Nifhel live in a constantly cold and terrible hellhole, as of such they need to wrap themselves in the warm pelts and furs of dead animals that cannot naturally survive in the far north they call home.

    Religion:
    Spoiler
    Show
    Cult of the Fimbulvintr Majority (Worship of the Fimbulvintr and his Spirit Council)

    The Cult of the Fimbulvintr

    Spoiler: The Origin of the Fimbulvintr and this Corrupted World
    Show

    3 Divine Animals chased after each other for eternity in the divine realm, constantly battling but never gaining an advantage. The Raven, The Snake and the Wolf. Eventually the Snake realized a way to win there eternal struggle, and tricked the Wolf to help grab the Raven and combine their efforts. The Wolf snapped at his wings and clipped the Raven so that the Snake could poison it and kill it. The Snake then gave the Raven's poisoned body to the wolf to eat, damning him in the process.

    The wolf's flesh became the dirt and land, his fur the topography, and his teeth the ore of the earth. The raven's feathers became the night sky, his caw the wind, and his one eye the moon. The Serpent, having destroyed the divine realm, moved on to the new physical realm formed from the corpses of the old gods, there he created man as his offspring and blessed them with his venom so that they may create language, his scales so they may know life, and his fangs so that they too can fall victim to his machinations and die.

    The old, true gods of the North are the spirit of the Wolf, and the Fimbulvintr is the spirit of the Raven who, without body or realm to inhabit were shunted into the mortal realm and forced to live in our miserable hovel. The Fimbulvintr is eternally opposed to the Serpent, defying death itself to seek his revenge.

    Or so the myth goes, as believed by the Noaidi who spread the faith through ritual, song, and dance.


    Spoiler: Heads of Religion and Positions of Power
    Show

    The current head of the Cult of the Fimbulvintr is Skada Lochbar, the Harbinger of Nifhel and the Fimbulvintr. Upon her head is a magical artifact from an age shrouded in myth and legend called the Helm of the Fimbulvintr. She claims that the Fimbulvintr speaks through her when the iron helm is upon her head and that he charges her with his divine spirit and determination to slay the Vile Serpent. The Horsemen of Death, Fjolda Niffeldruch as of right now, is the second most prolific and influential spiritual leader, and her voice on matters involving the rites and rituals of the Fimbulvintr spread far beyond the lands of Nifhel and throughout their many subjugated lands. A few particularly devout fanatics in those foreign lands have also risen up and become leaders of the faith to their people, including such names as: Erik the Grizzly Prophet of Gjöll who constantly shrouds himself in the skinned corpse of a grown female bear, Adah the Wind Chaser, a warlord in Hesterimilli who seeks to find the fastest horse in the lands in an attempt to catch the northern wind and the Fimbulvintr in the process, and speak to him directly, and Vagna the Executioner the most powerful Cave Queen of Móðguðr who lines her Morgue Throne with the heads of every nonbeliever she finds trespassing her territory and arranges their corpses like faux actors in a play for the Fimbulvintr's amusement.


    Spoiler: Tenants of the Fimbulvintr
    Show

    • Strength Above All: If you are incapable of holding onto something, you did not deserve to have it.
    • Honor in all things: Without Honor we are no different from the disgusting serpent and his vile creations or the animals that rage against us in the wild.
    • Do not fear Death, Embrace it with open arms: All men must die, when facing the executioner do not cry or flinch, but thank him for fulfilling the Fimbulvintr's will and maintaining this world. Even one in the employ of heretical forces is not to be spited by those about to die, for if he did not kill you, something else will do so at a later point.
    • Respect Nature: This world is composed of the meat and bones of the great Divine Wolf and thus all lands are sacred and revered territory. Do not defile the natural order of things unless necessary and always seek to reestablish the balance of things afterwards. If we are to seek retribution blood for blood, tooth for tooth, then we must resow the land seed for seed.
    • Turn no man from the Faith: Though the people of Nifhel are the chosen and holy people of the Fimbulvintr, mankind is still his in its entirety, and to reject your fellow man from joining the faith is tantamount to spitting in the Fimbulvintr's hand.
    • Suffer not the Serpent or his Offspring: The followers of the Serpent and his children cover this world outside the blessed North, their misguided or malicious minds intent on fulfilling his will and bringing about the Divine Serpent's apocalyptic return one way or the other. Ignore their blasphemous words, avoid their unholy stench and presence when possible, and try to show them the error of their ways if at all possible. If they insist on ignoring you and impeding the righteous cause of the Fimbulvintr, kill them immediately.
    • Soft Skin makes for a Soft Heart: Keep your spirit hardened from the world and your body toughened to the plagues and pains of the world. Your body is a temple to the Fimbulvintr, and it must be like an iron fort if you are to please him.
    • Swift Judgement, Swift Action: Hesitancy is for the weak, strike fast and hard in all things. The Fimbulvintr values a fast warrior in his crusade.
    • Ride Free, Ride Far: Slavery is to be abhorred and uniformly rejected. Even the enslavement of those most vile spawn of the Divine Serpent is ridiculous in the eyes of the Fimbulvintr, for they are lazy, weak, and prone to treachery.



    Spoiler: The Council of Spirits
    Show

    When the Fimbulvintr escaped from the apocalyptic wreckage that was the Divine Realm and came to our world he brought with him a coterie of like minded spirits that whisper to him and give him advice. Individually they hold little power compared to the God of Death, but they still possess the spark of divinity, and watch over the lands of the North as fervently as he does. It is believed that the Spirits hold council in the deepest bowels of the Castle of the Fimbulvintr, but not even Skada Lochbar has ventured beneath the surface of the enigmatic Castle.

    Lokor, the Celestial Bear: Patron Spirit of Gjöll, her domains include Grudges, Bears, the night sky, motherhood, and the Hearth. She is an honorable and pure creature, her body composed of the night sky with claws like shooting stars, and eyes like moons. She is the most patient of the Spirits and also the largest, yet she harbors grudges against the rest of the Council for slights against her over the centuries, and when her patience breaks her wrath is a terrible one indeed. It is said that the poisonous lakes and rivers in Nifhel come from her and the Fimbulvintr battling the Divine Serpent and carving the landscape, their blood mixing below.

    Sifdun, the Bone Wyvern: Patron Spirit of Móðguðr, her domains include War, Darkness, Fire, and Metallurgy. She is a capricious and violent creature, the groans and shifting of the earth below her violent outbursts and howls. She is a massive skeleton of a draconic creature, the tips of her bone wings ending in claws that she smashes and bangs with furiously at meetings. Her body is composed entirely out of every metal known to man, blended and spread throughout her form, with clear signs of where one metal changes to another. Within her spiked rib cage is her impaled and dominated heart, skewered with a long metal spear that pierces her spine through the middle. Her fiery breathe is said to burn hotter than any furnace, fueled by the souls of every warrior burned to death, and capable of scorching even her fellow spirits. During spiritual war times the Fimbulvintr is said to ride upon her to battle.

    Helimilli, the Northern Wind: Patron Spirit of Hesterimilli, his domains include Speed, Competition, Wind, Horses, and Bravery. Incredibly arrogant, Helimil ran away from the Council at first and had to be chased down and broken in by the Fimbulvintr before joining. A horse composed entirely of clouds and wind, Helimil is a sportsmen at heart and constantly seeks to one up his fellow spirits in everything and anything, and tests the bounds of his spiritual nature against the elements any chance he gets. Ephemeral, when angered his neighs turn to tornadoes and his eyes dispense lightning and torrential downpours. He is also believed to be incredibly promiscuous and many people in Hesterimilli claim to have children born in a union between them and the Northern Wind.

    Lokthar, the First Dead: Patron Spirit of Náströnd, his domains include Perseverance, Disease, Cannibalism, Martyrdom, Caribou, and Rot. Lokthar sacrificed himself long ago when the Fimbulvintr was ambushed by the Divine Serpent and leapt in the way of his cosmic venomous fangs. Instantly succumbing to the infusion of lies and treachery, Lokthar felt himself turn and rather then become a pawn of the Serpent killed himself. For his service the Fimbulvintr raised his shredded decaying corpse and bound his spirit to it. Now Lokthar acts as his most loyal and solemn servant. A great rotting caribou, maggots and vermin born of deceit crawl through his hole ridden carcass, and his single eye is said to see into the heart of any mortal it looks upon.


    Spoiler: Holy Days
    Show

    Ulftendrah: The Winter Solstice is a day of bloody spectacle and self sacrifice. It is the day where the Fimbulvintr struck down the Divine Serpent from entering our world and banished him back to the Divine Realm once more. On this day all the Clans send their greatest fighters to Nifhel to fight in a grand tournament and countless rituals of self sacrifice and purification are performed. Suicide pacts are a common sight on this day.

    Fimbuldrach: The Summer Solstice, the day where the Fimbulvintr first entered this world after the destruction of the divine realm. It is a day of solemn self reflection, staying indoors, singing of songs and dirges, and feasting. It is the only day of the year where violence is abhorred amongst the Nifhel, a single day of peace on Arandi.


    Spoiler: The Divine Serpent
    Show

    Such a horrible enemy, such an abhorrent creature it does not even deserve its own name. The Divine Serpent is the enemy of all mankind, it creates nothing only taints and corrupts that which exists. Its children are treachery and deceit, and it takes many forms. Currently it is stuck in the Divine Realm, unable to physically manifest itself amongst our mundane world until the proper conditions align themselves, and it tries to bring about those conditions as soon as possible. The Divine Serpent corrupted the men who worshipped it in ages past to create all of the abhorrent monsters and races in the world, disguising itself as other deities, demigods, and supernatural forces in order to tempt and seduce as many pure hearted people as possible. Each time the Divine Serpent has tried to enter our realm it has been repelled by the Fimbulvintr in cataclysmic battles beyond our scope or comprehension, with the last one being the most devastating and intense. So great was it that it shattered the mortal realms of man and tightly sealed the barrier between the Serpent and our world. And so it is prophesied that the next entrance into our world will be the End Times, the final battle between Honor and Treachery, Ragnarok.


    The people of Nifhel are quite stoic and embittered, only trusting and believing what is readily evident to them. Whilst many of them are agnostic there is a far more popular religious belief in the Fimbulvintr. A being cloaked in mystery as much as the mist that chokes these lands and give them their name. He is said to be a powerful and vengeful divine spirit, bound to this realm in the frozen mountains to the north and in more recent history, supposedly within the Helm that rests upon the Harbinger's head. He is said to be accompanied with a council of spirits who constantly bicker and argue over territory, worship, and the treatment of the land and each other. It is rumored and reported after Skada Lochbar's expedition that his fortress is guarded by the restless dead, brought to life by his wrath and ordered to stand watch for eternity. To the people of Náströnd and many others the lights from the north are his eyes from beyond, looking out over his realm. The Noaidi are the religious caste within the Nifhel society, men and women chosen from birth by the northern lights appearing with their birth. Such an auspicious sign means that the child will be taken from his family initially to begin training underneath the watch of another Noaidi. They will teach the child the songs, rites, and rituals that are used in worship of the Fimbulvintr. When the child has reached the age of 10 they are taken to the wilds of Nifhel to hunt and skin an animal to create their personal Drum that will be their religious tool for the rest of their life. Afterwards they are released back into their family to learn the ways of the people and begin practicing the faith. Noaidi for the most part are lone figures, religiously decoordinated and full of variation and religious differences save for the core tenants of the faith that they have all fallen in line with. Noaidi of the 4 Great Clans however are united into priesthoods who act in tandem with the 4 Great Clans to work towards the glory of the Fimbulvintr.

    The Priesthood of Jötenhel are dedicated to the art of warcraft, so dedicated infact that they have the highest number of Kappi Prestur's (Noaidi of the Clan who become warriors and dress like how the Priesthood depicts the Fimbulvintr) compared to any of the other priesthoods, and frequently employ smiths to create religiously significant pieces of armor and weaponry for the Clan to use. The Priesthood of Niffeldruch are death cultists to the extreme, raising groups of children from birth to be assassins, employing spies throughout Nifhel, and manipulating the Clan's when possible. They are often paid "tribute to the Fimbulvintr" in order to "Bring his wrath upon a certain enemy" leading them to dispatch their assassins. The Kappi Prestur of the Niffledruch priesthood are all put through the same assassin regime aswell, and often times lead such efforts on high worth targets. The Priesthood of Hardrada are the most articulate and well organized priesthood amongst all the clans, with specific layers of hierarchy and the beginning process of writing down religious stories on stone tablets and leathered skin for recording in the future. They are wordsmiths and manipulators extraordinaire, assisting in cases for Weregild, clan meetings for enacting a punishment or law, and recording such incidents. They employ the belief of tithe and ritually employ their Kappi Prestur's to "ensure that the common man pays his rightful dues to the Fimbulvintr." And to assist in policing the other clans. The Priesthood of Grimmson is perhaps most unusual of all in that it's Noaidi are also all inventors, craftsmen, smiths, or philosophers. Rather then employing pressure upon the people within or without Nifhel, they focus entirely on exploring the spirit and the world itself, seeing the natural world as just as important to understanding the Fimbulvintr. Their Kappi Prestur's are known to go forth and adventure, exploring and mapping the lands within and on rare occasion without.


    Náströnd (P6)
    Population: 513,000


    Spoiler: Terrain
    Show


    Spoiler: Relevant Picture
    Show


    Náströnd is a cold and bitter land like its neighbor Nifhel, long stretches of snow blanketing the country side in all directions, with winds whipping at such speeds as to render all travel during the night near-impossible. Winter places its icy grip on these lands for a majority of the year, with a short period of spring time where the shrubs, lichens, and sparse dwarf-tree bloom for the incoming migrating herd of caribou. Tall mountains dot the landscape, thrusting up towards the sky like somber giants of snow, brooding over their barren and frost-bitten kingdom. Caverns spread throughout these mountains and the earth underground, a vast subterranean network of natural and unnatural tunnels, and serve as shelters for the indigenous people when the winds become too intense for their mountain sheltered villages.

    In a macabre example of man imitating nature (Or vice versa), skeletons and frozen cadavers of large and strange creatures dot the land, bone hills and flesh plains. Many rudimentary tribes live inside of these cairn shelters, with the most famous of them being a deep gorge perpetually enshrouded in a mist. Within this gorge is a river of ice and the bones of a horrendous and terrible monster. These are all rumors however, as no man has lived to enter the gorge and left with their lives intact. This gorge is referred to as "The Mist World" and it is the spot where most well known custom amongst the Náströndian's takes place. Any marriage or formal agreement that happens on the edge of "The Mist World" is considered to be especially sacred and protected by the spirit of the caribou and all the northern lights in the sky.


    Spoiler: People
    Show
    The people of Náströnd are a strong and churlish lot, simple in their beliefs and practices, and prone to an overabundance of facial and body hair. The average Náströndian is a human ranging between 5'8" to 6'1", with a strong predilection towards brown and ginger hair. Crude and rustic, they have yet to master the art of permanent settlements in their hostile and unforgiving homeland, and so they have been forced to act as a nomadic and disparate people. Many tribes do not even speak the same language, with a few key customs and annual events linking them together despite their differences. Cannibalism, murder, and adultery are a common act in Náströnd, and what might have been a few desperate acts of survival in the past has bloomed rampantly into a full blown culture of betrayal and survival. Hunters at heart, the Náströndian's equip themselves with a variety of stone and bone weapons, drape themselves in the furs of the Caribou they migrate around, and often times decorate their domiciles with skulls, both caribou and human.

    Most tribes are lead by a chieftain, the strongest able bodied warrior amongst the survivors who knows how to lead them safely through the frozen wasteland. This title is not hereditary, instead it's passed on to whomever can kill the Chieftain and eat him.


    Spoiler: Resources
    Show
    Náströnd has a migrating population of Caribou (Minor) that travel into the snowy region from the south when mosquitoes bite them and drive them off northward. There they eat and roam until the winds grow too intense and they travel back south, by which point the mosquitoes have died from winter. Their antlers are frequently used as decorative pieces or as weapons in their own right.

    Due to their savage nature and lack of any real tools to use, the Náströndian's have a need for metal to forge tools and weapons with.


    Spoiler: Religion
    Show
    The people of Náströnd have a Majority of Cult of the Fimbulvintr worshippers, who view the Fimbulvintr as a vengeful God that practices many of the same cannibalistic rituals on his opposing divine forces, and devoured the dead Wolf's remaining spirit in order to come into our physical world through the Helm of the Fimbulvintr. As a result they have altered some of their cannibal rituals to also include the consumption of dirt or other earthly materials, as the Wolf's meat and fangs compose the base materials that Arandi is made of. In reply, many of the religious figureheads of the Cult of the Fimbulvintr have included the scattered peoples values of hardiness, perseverance, and strength with their other tenants and beliefs (Though in truth they were already mostly included beforehand as unspoken or unwritten beliefs). Though worship of the Fimbulvintr changes from tribe to tribe, as is to be expected from their scattered and mutable presence, the Cannibals of Náströnd do all have one unifying religious choice from their olden pagan days, and that is the selection of the Northern most star as their patron star, as they believe it is the third eye of the Fimbulvintr watching over them from beyond.


    Hesterimilli (229)
    Population: 479,000

    Spoiler: People
    Show

    The humans of Hesterimilli are lithe and normally short of height and light of weight to allow them to move faster on the horses they so prize and cultivate, their skin pale and malnourished as a side effect of the poor nutrition they gain from lacking much food to eat aside from the horses they covet. The people of Hesterimilli are a fractured and nomadic people, rarely staying in one spot though occasionally they converge with multiple tribes coming together once every solstice to ride from south to north.

    The Hesterimilli culture is one entirely devoted to the concept of speed, the lust for an adrenaline high and out running ones problems whenever they arise. Horseback races are often used instead of duels to solve personal quarrels with rivals, with wars between tribes being incredibly rare outside of hated rivalries. Hunter-gatherers since time immemorial, the preferred weapon of the Hesterimilli people is the spear and if a chieftain is particularly wealthy enough a curved sword. Horses are incorporated into almost every aspect of the Hesterimilli culture, with chieftains picking a favored horse upon rising to rank and burning themselves on the funeral pyre for their beloved stallion. By gutting the horse and crawling within its body before dying, the chieftain becomes one with the stallion and ascends.

    So reverent are they for Stallions that oftentimes they refuse to eat them or tan their skin, leading to a common theme of cannibalism and tanning human skin for armor.


    Spoiler: Terrain
    Show

    Hesterimilli consists of two predominant biomes, a harsh tundra in the northern regions and a fledgling forest deep in the south. Rivers flow through these woods in the south supporting basic vegetation life that in turn supports the horse, squirrel, and raccoon population living there. Despite its incredible importance to the survival of the Hesterimilli people, they still regard this sprawling forest with some measure of caution due to the fact that all the trees appear to be rotten and grow grey leaves. Furthermore the animals that are born near the forest have a rather high rate of albinism, strange pigmentation, and birth defects which have created untold rumors and old wives tales.

    Spread throughout the tundra are large skeletons of tusked creatures that died out in Hesterimilli far before any verbal story could be made to recount their existence save for their macabre remainders. Incredibly rare, the largest of these cadavers is almost like a hill with its immense rib cage acting as the end point for the solstice runs. The most incredible landmark in Hesterimilli isn't natural at all. The Beaten Path is a mile wide route that cuts straight from the south to the north where the earth is clearly lower then its surrounding by a few inches and has been beaten clean of life or snow from thousands of hoofbeats repeated over generations.


    Spoiler: Resource
    Show

    As the basis of their culture, the Hesterimilli have a Good Supply of Horses under their command, and have taken great pains to master breeding and training them over the span of generations. Sadly this does not leave much open to them in the form of game, as slaughtering a horse purely for food is tantamount to heresy amongst the various tribes, and as of such they are in desperate need of Meat


    Spoiler: Religion
    Show
    The people of Hesterimilli are predominately worshippers of the Cult of the Fimbulvintr save for the few holdout tribes that have evaded or fought off conversion from the Noaidi of Nifhel. Sharing such close borders to the lands of the Pale Empyrium, they have also adopted a few traits from their religious practices and intermingle them with the Cult of the Fimbulvintr's, and then tie it all back to their calling towards the one source in their lives that unify them all. The Great Stallions of the Wind. To them, the Fimbulvintr is the greatest Horserider in the realm, a being that tames and rides the strongest and wildest Wind of them all, the Northern Wind that brings with it blizzards and pestilence. He is a spiteful and stern God to the people of Hesterimilli, one who wishes to mol them into great riders such as himself, and thus constantly presents them with challenges and short reprieves to build their spiritual and physical character. The Fimbulvintr demands even more constant movement than the Great Stallions of the Wind as they believe, for he possesses a dark intelligence and a grand design for this world, one where all of mankind is united against the coming apocalypse.


    Gjöll (P4)
    Population: 479,000

    Spoiler: People
    Show

    The people of Gjöll are humans potentially of Nifelic descent due to their immense size and predilection towards violence. Almost universally dark of hair, rarely ginger hair can be found mixed amongst the population, and green eyes are unusually abundant amongst the population. The people of Gjöll are founded in a warrior culture that has historically been fractured into 3 coalitions of tribes but has since become more centralized around a singular Clan Rusjöll, which was previously lead by the boy Chief Uther and then passed on to his uncle Kay before falling once back more onto Uther once the Horsemen War began to mold the Rusjöll into a more Nifelic image. Legend goes that the first Chief of the Rusjöll was a boy only 14 years of age, Jären, built like a mountain, and blessed with immortality. He conquered all of Gjöll on the back of a bear that swatted trees to the ground and sent men flying with a thunderous roar. His hordes swept from east to west conquering everything they could see, and it was thought that he would claim the world as his own. He wore no armor into battle save for the bushy hair that covered him all over and wielded no weapon but his own two fists. The end of the story differs from teller to teller, some say he encountered a maiden as beautiful as he was strong who whisked her away off the edge of the world into the beyond. Others claim that he rode too far west and became lost amidst foreign waters, stuck at the bottom of an ocean, and then there are those who claim he came upon a river that stemmed from the graves and in a fit of boredom drank the water and perished. Since then, it has become a cultural stigma to grow ones body hair as long as possible (Even amongst women) and to fight duels with your bare hands. Men have tried to duplicate Jären's feat of riding and taming the largest bear in the land, but so far it has proven a fruitless task (Save for entertainment gained from watching men get mauled).


    Spoiler: Terrain
    Show

    Gjöll is an icy wasteland much like its neighboring regions, with deep chasms cutting through the landscape like a knife wielding mad artist's fever dream landscape. Small but dense clusters of fauna can be found near larger centers of civilization dotting throughout Gjöll. Little of the land is habitable outside of a natural phenomena far to the north of Gjöll. Referred to as the "World River" by the people of Gjöll, a long boiling hot river gushes out from deep beneath the earth and carves a path through the north western areas of Gjöll until it forms a waterfall that seemingly has no bottom to it. Steam rises from the hot water as it melts and blazes through the frigid environment until halfway through its course when it finally cools off enough for life to sustain itself in and around it. The "World River" is also the location where most of Gjöll's Bear population can be found, prowling the edges of the river for fish and game to eat before returning deep into the blizzards that plague the Northern Pugilist's lands. Invisible predators, the bears of Gjöll are universally white and adapted to blending in with their arctic environment.


    Spoiler: Resources
    Show
    The people of Gjöll have a minor resource of Bears that they hunt and capture around the World River for recreational and economic use, though as a result of their incredibly deadly and intelligent nature the Gjöllic people require a poisonous resource in order to take down and harvest the bears with minimal loss of life.


    Spoiler: Religion
    Show

    The people of Gjöll have a Majority presence of Cult of the Fimbulvintr, with many Kappi Prestur's riding through their lands atop Bears to preach the warcry of their Frigid Faith, and rile the populace into a bloodthirsty frenzy. They have altered the past beliefs of their ancestor, believing him to be the descendent of the first Harbinger, and that he still wanders these frozen wastelands to this day awaiting the day that the Fimbulvintr calls to him and he will ride to his peoples defense in the coming apocalypse. The people of Gjöll believe that one of the Spirits that accompany the Fimbulvintr and whisper to the Harbinger is the Great Celestial Bear, the mother of all the bears that populate their great land, and a fearsome yet noble warrior. Many of their religious practices and rituals in honor of the Fimbulvintr do not include the sacrifice or butchering of others, but rather include self flagellation and tests of endurance such as fasting or standing out in the cold naked for long periods of time in order to come closer to their god of ice and death.


    Móðguðr (P7)
    Population: 499,000

    Spoiler: People
    Show
    The people of Móðguðr are almost universally human with a small population of stone skinned monsters who live deep within the caverns of the land. Averaging at around 5'11" the people of Móðguðr are usually fair of hair and possessing coppery skin, yellow eyes gazing out from the snowy lands. Blacksmithing is an honored tradition amongst the Móðguðr who take the art of smithing far beyond the simple practice of smithing and instead turn it into a long and ritualistic process of torture, tying people (Particularly the stone skinned abominations that they are engaged in a war with) down to stone platforms and using their backs as anvils to hammer against. These weapons/items are normally crude or poorly made and thus never used in such mundane things as actual combat, rather they are reserved as holy relics and ritual sacrificial gear.

    The society of Móðguðr is ruled by several "Cave-Queens" dotting the land who each make their home in the Temple Mines that the people have occupied. By practice and tradition the Cave-Queens cover their backs in tattoos of the religious stories they claim ancestry with. As their rule is built on the notion that they are more then human, the Cave-Queens also wear helmets the vast majority of the time, and sometimes go so far as to permanently attach the helmets to their heads as a sign of pious determination.

    Creeping within the mines of Móðguðr are stone skinned creatures who vaguely take the guise of mankind. Though they walk on two legs, have a head, and possess two arms the comparisons between them end there. Their skin is hard and grey, brittle like hardened chalk that taints and marks the territory they claim as their own. Their nails are long and yellow, iron like in quality and capable of growing at incredibly speeds oftentimes splintering and spreading at the base into multiple nails. Their teeth are always growing and overlaying each other, constantly grinding themselves down on the stones and other metals they gnaw on in order to prevent their mouths from overflowing with teeth. Their eyes are massive saucers of yellow, glowing spotlights that pierce the dark caverns and have been known to petrify many a wandering warrior who has lost his way. Known to persist even after horrifying injuries that would slay lesser men, the people of Móðguðr have taken to burning the "Stone Beasts" in their fire pits after a successful battle.


    Spoiler: Terrain
    Show
    Móðguðr is, much like many of its surrounding regions, blanketed with snow and death. So deeply infested is the land with ice that the only earth noted is the large mountains that pierce out of the ground. As most of the wildlife in the land has died out and there are few trees to support outdoor settlements, the vast majority of the population is concentrated within caverns that stretch through the mountains and hills of Móðguðr. Though many of them are natural carvings produced by wind, water, and other events there are also numerous caverns and mines of man made design. Most of these are crudely made by the people of Móðguðr but there are some far more intricate ones designed by a people the Móðguðrians simply refer to as "The Ancestors". The most grand of these Temple Mines is the Dragon's Throat a mountain whose tip has been completely carved and remodeled with draconic designs throughout it. Cave paintings and carvings tell stories of the ancestors in the Dragon's Throat, past humans who rode sky serpents and conquered this land long ago before completely dying out. It is currently under hot contention between multiple Cave-Queens who live within the mine, holding onto an ironclad truce enforced upon them by the Nifhel.


    Spoiler: Resource
    Show
    As a result of their religious and tactical practices in living within caves and mines, the people of Móðguðr have a minor supply of Platinum (Minor) which they extract from the "Wyvern" bones buried within the caves and temples that they call home. Thanks to the Stone Beasts constant raiding of resources however the people of Móðguðr have a Food Dependency that often leads to them eating the tainted and poisonous meat of the Stone Beasts.


    Spoiler: Religion
    Show
    The people of Móðguðr worship the Cult of the Fimbulvintr predominately with a single powerful Cave Queen holding onto the old faith of ancestors and the Sky Serpents. They believe that the Fimbulvintr possessing his Harbinger rode the first Wyvern in years long past, and united the north in a beautiful and utopian society of strength and honor. Their ancestors, as they have come to believe, were some of the original Horsemen of Nifhel, who rode massive Wyverns into battle and one amongst them turned traitor and bargained with the Great Enemy, the Serpent. This warped that Horsemen's Wyvern into a far more hideous and snake like creature alongside their rider, and lead to the downfall of that glorious empire before finally coming to rest and die in these hollowed mountains. Now those faithful who pledge allegiance to Clan Grimmson go delving through ancient ruins, crypts, and dungeons in search of the corpses of those original Horsemen and their massive wyverns. A few amongst their kind whisper that the treacherous Horsemen is also interred in these blighted lands, potentially resting and recuperating their strength until the day the Great Serpent calls to them and begins the End Times. Ironically, those few holdout Pagans have as a result of being marginalized, better allied themselves with the stone-skinned aberrations that haunt the undergrounds of these lands, and use them as a means to defend their faith in the eyes of the populace.


    Other Regions
    Last edited by Tychris1; 2016-09-08 at 08:56 PM.

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

    Join Date
    Aug 2010
    Location
    The Primus Imperium
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    Lands moved here and here
    Last edited by HalfTangible; 2016-05-03 at 11:50 AM.
    Primal ego vos, estis ex nihilo.

    Discord: HalfTangible

    Extended Sig

  6. - Top - End - #6
    Bugbear in the Playground
     
    Lord_Burch's Avatar

    Join Date
    Jan 2014
    Location
    Over the river
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    Kherson
    Region 250
    Current Ruler: Gaius Aegeus Vasil

    Population: 780,000

    Spoiler: Stats
    Show
    Diplomacy: 5
    Military: 5
    Curiosity:4
    Faith: 3
    Luck: 1

    Rolls (+pop): (ignore order, forgot I could assign them how I please)


    Spoiler: The Seamont
    Show


    Spoiler: Government & Recent History
    Show


    Kherson is a loose confederation of magistrates ruling over cities great and small dotted all along the coast of the two peninsulas. Each one pays fealty to the Sea King, who sits atop the Seastone throne in the greatest city of them all, Thesallia. For most, however, this fealty is nominal at best, and over the centuries many conflicts have arisen over who will sit the throne. A dozen dynasties have sat the throne, and most have not survived two generations.

    In recent years, however, Gaius Aegeus Vasil, an ambitious nobleman who wed the eldest daughter of the previous king and whom inherited the throne after his predecessor died without bearing sons, has come to power atop the Mount. Through guile and diplomacy, as well as a few choice bribes, Gaius has united most of the lesser magistrates surrounding Thessalia under his rule. Still, the region is far from fully united: while the marriage of his daughter to the son of the High Magistrate of Themos, Cletus Iketes, secured most of the remainder of the region, though the Archon of Litius remains stubborn in his refusal to bend the knee to the Sea King.


    Spoiler: People
    Show


    The people of Kherson are divided into two sub-groups: the Aktí and the Geo. Both are ethnically similar, but the two cultures are distinct and largely determined by where the love: the Aktí live by the sea in the great cities, while the Geo live inland among the hills. Both have light olive skin, with wide, red, yellow, or occasionally silver eyes. Their hair is naturally dark, although the Aktí generally dye it a variety of bright, garish colors that are found along the coast. Most are fairly short, topping out at 5'8, and with 5'4 being considered average.

    The Aktí are all similar culturally, although there are small differences found among the four largest cities and their smaller dependencies. Litius, especially, claims different descent and religious practices than the rest of the region, though the culture of the Aktí prevails. Across all four cities, however, is a cutthroat culture rife with betrayals; most families come to power through treachery and corruption, and fall in the same manner. As a result, while the greater cities tend to maintain tenuous truces, the many lesser cities often vie for choice fishing spots, or trade routes with the most prosperous of the inland settlements. These conflicts are often settled through the overthrow of the magistrates of one city or another, with the assistance of their opponent. In stark contrast, family and marriage ties are held sacrosanct; to betray your own blood or act against your family-in-law is considered to be the worst crime possible.
    Trade is the lifeblood of the Aktí; many cities either specialize in one craft or another, or possess the raw goods necessary for those crafts. Since the vast majority of the population lives along the coast, maintaining a powerful navy and merchant fleet was paramount for the great cities, and oftentimes conflicts between them were won or lost due to their navies. As such, merchants and sailors are among the most well respected members of society, with especially prosperous merchants becoming magistrates themselves- once, even rising to sit the Seastone throne itself.


    The Geo are arranged in small family groups- typically, an older patriarch leading a homestead made up of his sons and their family. Unlike their coastal brethren, most are honest and upfront in their dealings- though this often means that city merchants attempt to deceive them. They swear no loyalty to any city, instead remaining aloof of the conflicts that often plague the coast. Their main industries are agriculture and sheep herding, although some family groups own iron mines and employ prisoners from the cities to work them.

    The people of Kherson follow the Doctrine of the Nine Candles, though there are some regional exceptions, such as Litius, who follow the old ways of the Grand Church. The most popular path is charity, and a common phrase heard around and oft repeated by the priests is "prosperity through charity".


    Spoiler: Terrain
    Show

    Kherson is a land of long, pristine beaches, dotted by river estuaries and natural bays. Behind these beaches are long, rolling hills, stretching from the inner Bay of Prosperity to the cliffs lining the Sea of Storms. Numerous cities have sprung up along the coast, with four cities emerging as the strongest, dominating the lesser cities around them: Thessalia, Themos, Karen, and Litius. The largest, Thessalia, sits at the beginning of the White Knife, the inlet between the two main peninsulas, and at the end of the river Khoyne, which originates from behind the city.
    Thessalia, the capital, is a city made up of dozens islands connected by bridges and canals at the mouth of the river Khoyne. The city is divided into two main parts: the manors and the Slums. The manors are the noble and merchant residences within the cities, clustered about the base of the Seamont, and along the hills above the city proper. The manors vary in their quality and location: some, mostly less prosperous merchants, are hardly a step above the slums, while others, the homes of the Great Magistrates, are sprawling palaces. The slums is a bit of a misnomer, a relic of when the city was hardly larger than an outpost and the Seamont a wooden palisade. The seaside, where ships dock, is populated by the homes of some of he wealthy merchants and their families live, while the great Church of Charity dominates the central island. Still, many of the islands are crowded with buildings and places of squalor, actually deserving of their nickname.
    Above the city lies the Seamont, a massive edifice upon and within which is the Sea King's palace. While a few towers project above the crest, and walls defend the higher slopes, most of the palace lies within: hollowed out by centuries of kings ever expanding their palace. At the center lies the Seastone Throne, the ancestral seat of the Sea Kings. Some stories tell of secret passages, carved out of the rock by one of the later kings- though no one has ever confirmed the rumor.


    Spoiler: Resources
    Show

    Export: The waters of the Bay of Prosperity are, predictably, prosperous. Rich with varieties of fish, crabs, and other sea life, the fisherman of the cities produce enough food to provide for the entirety of the seaside population of Kherson, with the capacity to produce more. Thus, as the S--- move out of their ancestral homes and encounter other places and peoples, they offer the rich bounty of their homeland: Seafood. (Is this too general?)

    Import: Despite the fact that the S--- rely on ships for most of their food and their trade, high-quality wood is a rare find in Kherson. Most of the inland forests had long been cut down for their wood, and most of what remains is only fit for use as fuel for fires. Thus, the most needed import is wood.
    Amazing Jaune Arc avatar made by the talented artist Comissar. Thanks a lot!

    Playing as the Kingdom of Gleiss in Empire! 3.

    Quote Originally Posted by Elemental View Post
    A ravenous, numberless horde of immortal, undying goats cursed with unceasing hunger would actually be a very disturbing apocalypse.

  7. - Top - End - #7
    Barbarian in the Playground
     
    The Blue Guard's Avatar

    Join Date
    Nov 2009
    Location
    Nottingham, UK (GMT)

    Default Re: Empire! Lands of Arandi

    Shafar Kingdom
    Shafarstan [Region 326]

    Ruled by Ganbaatar Boqorka [roll 1, roll 2, roll 3]
    Diplomacy: 3
    Military: 5
    Curiosity: 2
    Faith: 1
    Luck: 2

    Population: 820,000 [roll]

    Terrain:
    Spoiler
    Show
    Spoiler: Shafarstan and the Immediate Surroundings
    Show
    Thank you very much to Kasanip for this wonderful picture of Shafarstan and its immediate surroundings!

    The land of the Dhulciran was known just as nothing more than ‘the land’ before the Shafar, previously one of six great clans, came to dominate the area. Since then, however, it has been renamed Shafarstan by the conquering Shafar as a symbol of their victory. The land itself hasn’t changed, though, and is a rocky, infertile region dominated by dry scrubland.

    Spoiler: Shafarstan
    Show

    The people of Shafarstan have no static communities, but wherever the clans stop the people pitch their tents and impromtu villages, towns, and cities erupt into sudden existence. These impromptu settlements can last for as little as a night, or for as long as a season. How long they last, though, and where they rise depends entirely on the needs of the herds of sheep and horses the Dhulciran tend.

    Spoiler: Dhulciran Tents
    Show

    At the heart of spiritual life in Shafarstan lies the Meel Dhagax Weyn, the ‘Great Stone Place’. Here the dry, rocky scrubland is suddenly interupted by a massive plateau. The only way to the summit by horseback is by a single well-trod path carved centuries ago into one of its sides. It is here that the most important rituals of the Dhulciran are performed and the spirits honoured.


    People:
    Spoiler
    Show
    The people of Shafarstan call themselves the Dhulciran, ‘the people of land and sky’, in honour of the spirits of their home. The Dhulciran divide themselves based which clan they belong to (of which there are hundreds), but they all same the same general appearance, culture, and spiritual beliefs.

    Throughout their history they have raided each other and engaged in ritual conflicts, and the most successful were known as the great clans. These were the Shafar, the Kibirka, the Hnaasin, the Damac, the Cadho, and the Kacsi. Each of these great clans crowned their own king (called a boqorka) and each commanded the loyalty of a portion of the smaller clans. The struggle to survive in their harsh land, and the focus they had on competing with each other, made them a very insular people.

    Spoiler: The Ritual Conflicts of the Dhulciran
    Show
    Before the Shafar reinvented warfare in the region, the only means for one clan to settle a conflict with another clan was to fight in a tartanka — raids or open conflict weren’t seen as a means to resolve anything between clans.

    Tartanka’s were always fought between two teams of one-hundred riders, each of which wore a brightly coloured ribbon tied around their arm. The goal was to snatch the ribbons off the arms of the entire opposing team without falling off your horse or losing your own ribbon; if you lost your ribbon you had to specate from the sidelines. Injuries were rare, but when they occured it was due to a rider coming off his horse, and as a result they were often crippling. When only one team has any ribbons left, the conflict is considered settled in their favour, and they could take whatever they felt was fair from the loser.

    Tartanka’s are still fought, but unlike before an especially volatile situation can erupt into open and bloody warfare between clans. Despite being the cause, the Shafar make every attempt to prevent this kind of wasteful conflict. Unfortunately, it seems as though things will never return to the way they were before.

    However, since the Shafar have risen to control all the clans, much has changed. The Dhulciran, unified for the first time, are slowly shedding their insular nature. This has had the positive effect of putting them in contact with agricultural peoples with whom they can trade for food. Unfortunately, to help prevent infighting the Shafar have encouraged the clans to focus their raids on their neighbors. The first boqorka of the unified Dhulciran set down a rigid code to help mitigate the destructiveness of these raids, but that they occur at all puts a strain on their relationships with others.

    In addition, the Shafar have declared that they are the only true rulers of the Dhulciran, and they tolerate no ‘lesser’ boqorka in their midst.

    The Dhulciran are a tall, dark skinned people by nature, and they commonly have black hair and amber eyes. They dress themselves in sheepskin, wool, felt, and horsehide, covering themselves against the strong winds of their home. As a nomadic people they do not make decorations for the sake of decoration, but as a result they strive make every permenant object its own work of art. They are in particular fond of using shapes to create other shapes, resulting in interesting designs and patterns.

    Musically they have developed a form of overtone singing they practice either alone or with a variety of plucked, bowed, and struck string instruments. The most popular is the morin khuur, a two-stringed bowed instrument.


    Resources
    Spoiler
    Show
    Produces: Dhulciran Horses [Good]
    The horses of the Dhulciran strong, fast, and do not scare easily. Amongst the Dhulciran they are storied beasts, and the oldest stories claim that the first of them was a gift from the wind itself before it turned against the Dhulciran — in fact, that story contains the reason why the wind turned against them.

    Demands: Staple Food Crops
    The Dhulciran are a pastoral people who rely on their herds of goats and horses for almost everything. However, while there are many benefits to a pastoral lifestyle, there are also drawbacks. One of the main drawbacks is that they lack the food surpluses of agricultural peoples.


    Religion: Majority: Shamanism. Minority: The Doctrine of the Nine Candles.
    Spoiler
    Show
    The Dhulciran worships the spirits of the land (which they call the dhul and consider masculine) and sky (which they call the cir and consider feminine). The dhul and cir are equals and opposites, according to the Dhulciran, and that they give and take in equal measure.

    In addition to their native beliefs, the Doctrine of the Nine Candles has taken root in the hearts of many of the Dhulciran.
    Last edited by The Blue Guard; 2015-09-23 at 03:16 AM.
    "Everyfing I see is mine. All da uvver bits are mine too - I just ain't got there yet." - Grimgor Ironhide

  8. - Top - End - #8
    Ogre in the Playground
    Join Date
    Jan 2012
    Location
    QLD, Australia
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    Kingdom of Berrium




    Knight Protector Alistair Binari

    Current Stats
    Diplomacy: 4
    Military: 3
    Curiosity: 5
    Faith: 2
    Luck: 2

    As of the start of Round 2.

    Spoiler: Current Ruler
    Show
    Alistair Binari came to power at the age of eighteen, three years after his father's death in battle against a Lord gone rogue. The Queen Mother, Anora, ruled until Alistair was of appropriate age.

    Spoiler: Past Rulers
    Show

    Spoiler: Succession Laws
    Show
    The oldest living child of the deceased ruler shall take the throne. If there are no children of the deceased ruler, the throne shall pass onto the oldest living sibling.





    Region 62, Centrata
    Population: 840,000

    Region Details

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

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

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

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

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

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

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

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

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

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

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

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





    Spoiler: Berrium Tech
    Show
    None... Yet.

    Spoiler: Tech Table
    Show
    None... Yet.

    Spoiler: History
    Show
    The Grand Rule of Knight Protector Alistair Binari

    100-102


    Note: Thank you to DoomHat for making the lovely flag for me.
    Last edited by Mynxae; 2015-10-20 at 05:46 AM.
    Avatar by Dirtytabs.

    Epic quotes:
    Spoiler
    Show
    Quote Originally Posted by Elemental View Post
    Ahh Kyth'ra... A knight of such honour and virtue, not to mention suppressed homicidal rage.
    Quote Originally Posted by Morph Bark View Post
    His life was over.
    Quote Originally Posted by C'nor View Post
    Mystic who fluffs things with madness and zeal,
    Mynxae who always seeks rifts to heal,
    The lovely Dark Lady who's never at odds;
    These are a few of our favorite mods!

  9. - Top - End - #9
    Barbarian in the Playground
     
    Reggiejam's Avatar

    Join Date
    Jun 2014
    Gender
    Female

    Default Re: Empire! Lands of Arandi

    The Autumnal Court of the Aeldir

    Lady Autumn Cynel Bres
    Diplomacy: 9
    Military: 1
    Curiosity: 2
    Faith: 2
    Luck: 4

    Spoiler
    Show


    The Autumnal Courtlands
    Region 64

    Population: 960,000 Aeldir of Autumn
    Standing Army:


    Spoiler: Diplomatic Affairs
    Show

    Contract of Rose and Twilight

    This contract is a binding legal and contractual obligation between the signatories, their heirs, and their represented bodies concerning the governance and disposition of the island of Luska.

    Chesuka of Luska recognizes and incorporates the blame for the war in which Luska was taken by the Rose Courts in the common year 106 onto her shoulders. She accepts responsibility for the thievery of the "Luskan Trade Network" and her responsibility in starting the war with the Rose Courts. For this she and the people of Luska shall be granted mercy.

    Chesuka of Luska recognizes this mercy is beget to her by the Rose Courts. So too does she recognize the right of the Rose Courts to Luska by right of conquest and thus recognizes the Rose Courts as her and her successors sovereign for its return. For this she is restored to rulership of the island of Luska.

    Chesuka of Luska surrenders her and her people's claims to the islands known as Rivo Alto and Gullinbursti north of the island of Luska to the Rose Courts. For this she shall be granted the "Isle of the Free Men" to her south within four years from the signing of this document.

    Chesuka of Luska, her proper successors, and the people they represent shall be so recognized as Protectorates of the Rose Courts, and Members of the Second Order within the Rose Demesne. No harm shall be sought against them from within the Rose Demesne, nor shall they seek to cause harm to the Demesne in turn. So too shall the resources of Luska be made available to other members of the Rose Demesne as needed and Luska shall be cared for in turn.

    So signed this day, in the common year 108

    Cynel Bres, Lady Autumn of the Rose Courts
    Chesuka of Luska


    Contract of Rose and Storm

    The Rose Courts will aid the Stormland Holdings in their war against Geshemefar until it is concluded and recognize their current lands as well as those conquered in the war to be the recognized as the properly stewarded lands of the Stormland Holdings.

    In exchange the Stormland Holdings will agree to become a member of the Third Order of the Rose Demesne.
    • Such will obligate the Holdings to respect the Lords and Ladies of the Rose Courts as the ultimate royal power and defer to their judgment when conflict arises concerning both the Demesne and the Holdings.
    • The armies of the Holdings will also be made available in service to the Courts when called on.
    • The King of the Holdings shall retain his autonomy and may accrue vassals as he sees fit so long as they too agree also to become members of the Demesne.
    • However, he shall be restrained from pledging his vassalage to any but an approved kingdom of the Demesne's choosing who shall too need assume the Holdings' duties as a member of the Third Order.


    Contract of Courts and the West

    The League of Allied Provinces is recognized as a Favored Kingdom of the western continent and recognized to territories spanning the western continent and Tir Gwydr excluding the Aeldir colony on Tir Gwydr restricted not to expand or seek greater power on the island or within the Kingdom of Nand. The League generously offers in turn to recognize the islands from (Region 8) and north in The Neck between eastern and western continent as well as the eastern continent as rightfully ruled by the Demesne.

    Trade will flow openly and freely between the Rose Demesne and the League at fair rates. Autonomy and internal governance are respected and deferred to by both parties.


    Contract of Courts and Queen

    The Great Queendom of Avonlea is recognized as a Favored Kingdom of the southern continent and recognized to territories spanning all currently and soon to be controlled lands (75-77, 79-83, & 134) as well as all of the southern continent east of Ramshorn's (82) furthest western border and south of Ramshorn's northernmost point. The Queendom generously offers in turn to recognize all true islands discovered by their dominion as recognized lands of the Demesne as well as recognizing all current holdings (8-10, 12, 13-17, 20-24, 26-28, 64-67, 74, & 853) as rightfully ruled by the Demesne

    Trade will flow openly and freely between the Rose Demesne and Avonlea at fair rates. Autonomy and internal governance are respected and deferred to by both parties.

    Addendum: Night of the Phantom Moon 122/23 Aenic Calendar

    The Rose Courts, in keeping with friendly terms with Avonlea, agrees to a trade of technologies. The two nations agree to the following:

    - The Queedom of Avonlea provides the Courts with information for their Meritocratic Selection Method.
    - The Rose Courts, on the eve of completing a deal with the Kingdom of Berrium, will provide Avonlea with 'Courier Systems' as soon as the Courts are reliably able to teach this new method.
    - Both nations agree to guard these two technologies carefully.
    - Neither political power will knowingly trade away the acquired technology - the Meritocratic Selection Method for the Courts and Courier Systems for the Queendom - without seeking approval from the other.


    Contract of Courts and Grand Princess


    By virtue of this treaty, the dispute between the Rose Courts and the Grand Principality of Anceris regarding the island of Fan'Xabla and it's associated isles is hereby resolved and peace established between the two realms. To this end, the aforementioned agree to make the following arrangements regarding the administration of Fan'Xabla and its associated islands.
    1. Fan'Xabla shall be made a protectorate of Anceris as recognised by the Rose Courts.
    2. The internal administration of Fan'Xabla shall remain the domain of the Forge King.
    2.1. Anceris and the Rose Courts may each appoint individual to the position of Governor-General to act as representatives and advisors.
    2.2. The Governors-General are to act in accordance with Fan'Xablan law and neither will work against the other.
    3. Tribute in the form of gold and Dyhhkamene shall be sent annually to Fan'Xabla where it shall be received by the Aeldir governor-general prior to delivery to the Rose Courts.
    4. The Rose Courts are given first rights to the excess steel produced in Fan'Xabla, both raw steel and finished products.
    4.1. Anceris will be permitted a share once supplies increase beyond current levels.
    5. Anceris relinquishes any claim to the northern islands of the Xablan Chain ((71 and 72)) and will take no action preventing the Rose Courts from attaining these islands.

    Contract of Courts and Clans

    The Rose Courts, in keeping with friendly terms with the Wandering Clans, agrees to a trade of recently developed technologies. The two nations trade their respective Clinker Wood Ships and Minted Coins production processes, under the following terms:
    - The Wandering Clans acknowledge Rose Court claims to the Babdi Ocean (so named by the Aeldir, but recognized by many other races as a the 'Central Ocean' or 'Center Sea'), and will not operate Clinker Wood Ships within those waters
    - Both nations agree to guard these two technologies carefully. The Rose Courts will not trade the process to create Minted Coins without first discussing matters with the Clans. The Wandering Clans will not trade the process to create Clinker Wood Ships without first seeking permission from the Rose Courts.
    - Delegations from each nation will be sent to the other, to help instruct on these two processes, and keep to the accord.

    Contract of Courts and Union

    The Rose Courts, in keeping with friendly terms with the Crystal Union, agrees to a trade of recently developed technologies. The two nations trade their respective Clinker Wood Ships and Long Haul Caravan processes, under the following terms:

    - Both nations agree to guard these two technologies carefully.
    - The Crystal Union will not trade the process to create Clinker Wood Ships without first seeking permission from the Rose Courts.

    Addendum: Night of the Phantom Moon 122/23 Aenic Calendar

    The Rose Courts, in keeping with friendly terms with the Crystal Union, agrees to another trade of technologies. The two nations trade their respective information under the following terms:

    - Lanteen Sails for the promise of Courier Systems, to be delivered when it is within the possession of the Rose Courts.
    - Both nations agree to guard these technologies carefully.
    - The Crystal Union will not trade the process of Courier Systems without first seeking permission from the Rose Courts.

    Contract of Rose and Mother

    The Rose Courts in pursuit of peace and prosperity of the realm and with the acceptance of Avonlea, First Friend of the Aeldir in the Age of Expansion, take the Queendom as a Member of the Third Order of the Rose Demesne.

    As a Member of the Third Order of the Rose Demesne Avonlea shall bear the following responsibilities and privileges
    • Avonlea shall respect and defer to the Lords and Ladies of the Rose Courts as the ultimate royal power and defer to their judgment when conflict arises concerning both the Demesne and the Queendom.
    • The armies and navies of the Queendom will be made available in service to the Courts when called upon. The Queendom shall be permitted the request of Rose Courts armies and navies with preferential consideration.
    • The High Queen of Avonlea shall retain her autonomy and may accrue vassals as she sees fit so long as they too agree also to become members of the Demesne.
    • In pursuance of peace and better order within the Demesne the Rose Courts shall endeavor to encourage and facilitate the vassalage of the Stormland Holdings to the Queendom of Avonlea.
    • The Queendom shall be restrained from pledging vassalage to any but an approved kingdom of the Demesne's choosing who shall need assume the Queendom's duties as a member of the Third Order.
    • By proclamation of Lord Winter the Queendom and the Stormland Holdings shall be permitted the continued worship of Daen among the majority populaces with permissions made for a minority of Old Gods and Children of the Earth adherents within lands held by the aforementioned Members.
    • The Demesne shall act with coordination and full support in endeavors of the Courts of the First, Second, and Third Orders.








    Spoiler: History & Government
    Show

    The Aeldir claim a history going back millennia and while this long history may be factual to call the Aeldir a large or even consistent power over the past few centuries would be a grave misstatement. Situated on an island apart from the mainland of the southern continent the Aeldir have by and large sought only to exert their dominion within their own lands and while resentful and rebellious against foreign invaders throughout history and with the wherewithal and long life to outstay any potential conquerors the Aeldir of the western court have never been an especially dangerous military presence. The other courts of the Aeldir have demonstrated more capability in these areas but the long standing balance of power between the four courts has kept any one faction of the Aeldir from dominating the other, much less any outside the Aeldir’s island.

    It is the courts of the Aeldir that both allow the unparalleled dominance of each court within its own sphere and also keep the Aeldir from achieving more than a less organized kingdom of another species upon the mainland. Tir Amser, the island of the Aeldir, is dominated by four courts: the Autumnal Court of the West, the Winter Court of the North, the Spring Court of the East, and the Summer Court of the South. Each of these courts is headed by a Lord in the Summer and Winter Courts and a Lady in the Spring and Autumn Courts. While not in violent opposition these courts have for centuries strived and buckled against the other, abductions of prominent Aeldir common from each court and the undercutting of efforts to exert dominance by any one court coming swiftly and quickly curtailing any temporary advantage. A large majority of this conflict centers around the Rose Throne, a magnificent natural throne grown from the mightiest of trees upon an island in the lake at the center of the Isle.

    Some Aeldir have speculated the Rose Throne was the seat of a Lord or Lady who presided over a united Aeldir, others that it is the seat of the Aeldir’s patron deity, and others that it is nothing more than a symbol of the united heritage all Aeldir share. Whatever its true purpose has been lost to time, perhaps never being known, but for centuries it has been an object of desire by all four courts. The constant struggle for the Rose Throne and for dominance could not be maintained forever and in the year 99 of the common calendar following the death of an Aeldir of the Summer Court to a trap laid by a member of the Winter Court the two Lords and two Ladies of the Aeldir met in parley at the base of the Rose Throne itself to end the conflict before any further Aeldir might be killed by another Aeldir. Meeting at the neutral and sacred site of the Rose Throne the four courts signed a pledge to end the competition amongst their respective courts and to that end to pursue cooperation and unity from that moment forward, no longer seeking dominion over one another, but unification in the face of the rising powers outside their home.

    Lady Autumn Cynel has been chosen from amongst the four courts to act as the diplomatic face for the newly unified four courts owing to her role in the Unity at Rose Throne. The Aeldir woman's obsession with beauty and finery has led to a friendly if somewhat ostentatious presentation amongst the other realms. The Lady Autumn sees her fellow Lords and Lady as respected equals, deferring to the wisdom of Lord Winter, respecting the strength of Lord Summer, and watching with amused adoration the machinations of Lady Spring.


    Spoiler: Terrain
    Show

    The Autumnal Courtlands is largely populated within the dense forest that dominates the center of Tir Amser. In an eternal state of fall the western portion of the forest is known as the Harvest Woods and varies from deciduous trees of orange and yellow leaves in the south to peculiar red needled pines in the northern stretch. The Harvest Woods are populated by many woodland creatures alongside the Aeldir though the chosen herald of the Atumnal Court, the red fox, is perhaps the most easily recognized animal inhabitant of the region.

    It is within the Harvest Woods that the capital of the Autumnal Courtlands stands twisting within the branches and amid the shedding leaves of the trees. Caer Hydref, a city made of old growth limbs and vines sprawls haphazardly through the forest as though blown tumbling about by the wind itself. The majority of the Aeldir of Autumn live in homes that are considered within the city though the defined edges between civilization and woodlands remains nebulous to all but the Aeldir themselves, who know their land and its hollows intimately.

    The beach along the western coast is a healthy and vibrant property but sees little to no habitation, the Aeldir naturally preferring the deep woods inland from the shore.
    Spoiler
    Show






    Spoiler: People
    Show

    Population – 960,000 (960,000 Aeldir of Autumn)

    Like the Aeldir of the other three courts the Aeldir of the Autumnal Courtlands have pointed ears and fair skin. Aeldir of Autumn often have red or orange hair with shades throughout the reddish-yellow spectrum. These Aeldir often have brown eyes though some have red or orange irises to match their vibrantly colored hair.

    The Aeldir of the Autumnal Court share a strange peculiarity with their brothers and sisters of the other three courts in that every individual member of the region appears to be roughly the same age. Within the western court that age is most easily identified by humans as between 35 and 55 as relates to human concepts of physical age. The actual age of these Aeldir, like those of the other courts, varies greatly and outside the Aeldir who hold the closely guarded secrets of the birth, or more accurately, arrival of new Aeldir of Autum most don’t know their origin.

    The Aeldir of Autumn wear their hair long, often twined with twigs, leaves, and other accoutrements from their forest dwelling. Light colored clothing with accents of red, orange, and yellow are popular with women often wearing loose flowing dresses and men long robes of lightly quilted fabric.


    Spoiler: Resources
    Show

    Marigold Roses [Good] – Renowned for their beauty as well as their nectar which carries a sweet taste of honey and sugar Marigold Roses grow from the trunks of trees like a form of fungi. These flowers are an essential source of nutrients and medicinal value for the Aeldir of Autumn and serve as a staple resource to the local Aeldir.
    Spoiler
    Show


    The Aeldir of Autumn yearn, even beyond the desire of the other Courts, for things of beauty and are incredibly fond of the qualities of [Precious Metals] such as gold or silver.


    Spoiler: Religion
    Show

    The Aeldir of Autumn place their faith in the natural world and spirits that inhabit it. Though no defined clergy or organization exists the Aeldir nonetheless respect the words of their elders and wise men and women on the nature of the world beyond the material, the majority of these elders inhabiting the Winter Courtlands.


    The Dragon Spine
    Region 13

    Population: 701,000 Geshem

    Spoiler: Terrain
    Show
    The region is named for the large stony peninsula running south-west. It is tall, weathered rock with strong iron-ore bands running through it. Strong winds blow up and down the Cascade Channel to its west, churning the surf as it sweeps from ocean to the Labyrinth. From a distance, this oscillating sound appears to be the roaring of a great beast.
    The non-peninsular portion of the Dragon Spine is rolling hills and hardwood forests of walnut, beech, and pecan. Smaller stretches of cherry and apple dot the landscape. The . The climate has a long growing season followed by a dry, cool winter. The Dragon Spine is well stocked with small game- rabbits, foxes, otters, grouse and pheasant. Numerous songbirds and hummingbirds compete with falcons and hawks. Domesticated chickens and goats are common. Trout spawn in the rivers in season. The area lacks larger predators such as wolf and bear, or larger herbivores like deer or bison.
    The Argent River forms the border between it and the Tillwell. It flows out into the Gray Delta. Its border with [Region 14] is formed by the Dry Run, a deep, narrow chasm that was once the path for the Argent River until some cataclysm shifted its course.


    Spoiler: People
    Show

    The area is populated by a group of Geshem. These small folk dwell in large manors carved into the dragonspine itself, or in free-standing roundhouses amongst the woods. They have little in the way of formal government. They tend to be more secretive. Their special steel-making techniques and recipes are family heirlooms, and jealously guarded.

    The Geshem of the Spine tend towards family and clan first and their neighbors second with little to no concern for any beyond their own immediate sight. These small folk are skilled miners and metallurgists and most families have a stake in some portion of the iron and coal mines that run throughout the region's hills and mountains that form the region's namesake.


    Spoiler: Resources
    Show
    Steel: MinorThe Geshem of the Spine have a comprehensive knowledge of metallurgy. They produce charcoal from the forests in specially constructed chimneys. The mud from the Gray delta is used as the tamping agent. Windmills dot the Dragon Spine itself, utilizing the constant strong winds to power furnace bellows. Combined, they allow for a superior steel not seen elsewhere. Unfortunately, family pride keeps them from combining their efforts, keeping this a Minor resource

    These Geshem have a great desire for fabrics, as they lack significant cleared land to grow cotton, and wool can only go so far.


    Spoiler: Religion
    Show

    The natives are largely pagan, revering their ancestors as minor spirits and deities. The people place a great emphasis on familial honor and integrity.


    Cape Silvia
    Region 15

    Population: 688,000 Geshem

    Spoiler: Terrain
    Show
    The region's defining geographic feature, jutting out into the waters of the ocean north of its border, is taken from a local legendary hero by the name of Silvia Wowenhaun said to have been the first Geshem to cultivate the cotton plant in the region. And it is largely the legacy of cotton planting, whether in truth the work of one legendary woman or the work of generations, that marks the land. The Cape is defined by the rich black soil and many rivers running north through the region from headwaters further inland. These rivers in turn feed the cotton crops grown by the locals which are currently kept small in number and closely held by families meaning much of the land remains uncultivated.

    Summers in the Cape are long, hot, and are said to sap the strength of most Geshem and the Winters, while kinder than some, are not so moderate as to make the region tropical. Spring and Autumn, planting and harvest season, are the most comfortable and foreigners and locals alike often comment on the pleasant atmosphere during these months. Rich and bountiful, the Cape filled with small and medium sized game good for providing meals to families and the locals seem content to work their farms in relative peace.

    The most distinguishing feature of the Cape is the port trading town of Sigurt, nestled in the natural gulf between the Cape and [Region 14] the town is a ramshackle hodge podge of various styles and ages of structure and shows its history as a point of contention between the Geshem of the Cape and the Geshem to their south. Nonetheless, at the time of the Aeldir's colonization the port town remained in the hands of the northern Geshem and it was no doubt in no small part to pledges that it would remain so despite rising power among the Geshem of [Region 14] that helped secure the region's loyalty.


    Spoiler: People
    Show

    The area is populated by a group of Geshem. These small folk dwell in simple houses though the more affluent among them often seek to build grander and more impressive housing than their neighbor and this affection has led to some truly magnificent homes being built on the larger estates. Of course, from the surface of the land an outsider would be hard pressed to determine which homes were the larger and more prosperous for the Geshem of the Cape like their cousins in the Tillwell tend towards underground housing. Thus the grand manors of the Cape Geshem are in fact great labrynthian homes dug into the larger hills of the region while the less prosperous Geshem make do with homes dug into the flat lands.

    The Geshem of the Cape are largely patriarchal and inheritance passes from father to son. Despite this women retain a significant amount of respect and are seen as semi-divine in comparison to their male counterparts precluding them from owning land or acting as heads of household directly but providing them a respect and reputation for honesty within their culture. It is said that while the female Geshem of the Cape may not be the head they are the neck upon which each head sits and are so turned. This view aided in their integration into the Autumnal Court with Matrons of the Fall serving as semi-divine mother guiding figures for some of the more ambitious and powerful Geshem landowners and convincing them to swear their allegiance to the Rose Throne.


    Spoiler: Resources
    Show
    Cotton: MinorThe Geshem of the Cape are learned and experienced farmers and excel at the growth and cultivation of cotton for manufacture into clothes and linens. The rich river lands of the Cape make the region ideal for cotton growth and its current low amount of export is predicated on a lower population and a lack of contact with large scale demand from the broader world for trade.

    These Geshem have a great desire steel, for while their rich land is bountiful with game and crop it is lacking greatly in metal for use in the tools necessary for more efficient planting.


    Spoiler: Religion
    Show

    The natives are largely pagan, revering the land and sky alongside spirits the Aeldir have not yet bothered to learn the names of. The people enjoy the rituals of their native beliefs but seem to possess little spiritual attachment to be the beliefs behind them.


    ]
    Deep Fern
    Region 23

    Population: 682,000 Rexline

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

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

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


    Spoiler: People
    Show

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

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

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


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

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


    Spoiler: Religion
    Show

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

    Rivo Alto
    Land of the Endless Forest Rivers
    Region 10

    Population: ,000 Humans

    Spoiler: Terrain
    Show

    Forests, forests, and sandy beaches.
    The coasts start the Misty Sea, so it is difficult to travel the dangerous ways to the south. The safest route is through the Straits of Dolphins; connecting to Gullinbustri to the East and to the Strait of Lutris to the south.
    Raging jellyfish and raging seagulls are a danger, and it is said that ghosts and skeletons of lost travelers can be found in the forests. Therefore, one should bring a local guide, and the local navigators are quite famous.


    Spoiler: People
    Show
    These people of twilight have some contact with the Nanda, and so although they are descendants of the people of twilight who traveled from the east, their culture has adapted many customs of Nanda. For example, their clothing style.
    Since the contact with Luska, many of them have adopted into the clans, especially Otter, Weasel, and Wolf.

    Popular Rumors:
    It is said there are fairy children who live in the forests to the north, however it is unknown if it is lumberjack stories, or true.
    It is said there are ghosts and walking skeletons of people who became lost in the forests. However, locals agree probably they are not people of twilight. Therefore, it is a scary mystery.


    Spoiler: Resources
    Show
    Resources: [Good] <Wood> The giant and endless bounty of strong trees is the best material for boat construction and all sorts of wood craftsmanship and construction. The skill and ability to transport by waterway efficiently makes the export the most popular in-demand resource.

    Requires: <Silk> This wonderful material is the popular choice for clothing, to replicate the fashion sensibility of Nand influence. However, it must be imported.

    Spoiler: Religion
    Show
    The people of Rivo Alto follow the faith of the Pale Lady. However, several other deities are also revered. For example, Rui, the goddess of the Forest, and Lucia, the Goddess of Water, are also revered.
    The worship of the Pale Lady in the west points to the heritage that the the people of twilight originally came from the East across the ocean. However, the Pale Lady is also revered for Commerce, Drink (especially Wine), Twilight, Horizons, and Secrets.


    The Marauder Isles
    Region 26



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

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


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


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

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


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


    Spoiler: Government
    Show

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

    The death of the last Lord Admiral was seen as an advantageous time for the Aeldir to gain control of the region and Matrons of the Fall were dispatched to seduce and coerce members of the Ships Council. Quite successfully heads, and votes, were turned and an especially enthralled handsome young ship captain was elected Lord Admiral, making his Aeldir paramour Lord Admiral by proxy and securing the region for the Rose Courts.


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


    Limelight Bayou
    Region #22
    Population:711,000

    Spoiler: Terrain
    Show

    The Limelight Bayou is an extensive region of swamp along the coast. Seasonal tides mix with numerous rivers and course through a maze of channels, passages, and dead-ends. The water is thick with dirty and muddy, often brackish and foul in the back channels. They are choked with cypress mangrove, reeds and bulrushes in vast quantities, and Lilly pad, between these channels are humps of dry land populated with pecan and willow trees, and covered with saw-toothed palmetto and hardy cordgrass. A permanent smell of decaying plant and rotting fish permeates the swamps. Despite this, it can be a beautiful place. Lilly pads flower in season and wildflowers of many types add color. The ever present vines which cling to any vertical surface bloom in a wide range of color.
    Turtle, frogs, snakes, and crocodiles feast on the vast quantities of muck-eating fish in the channels. Numerous waterfowl and songbird make their homes here. On land, only rabbits seem to have found enough dry land for burrows. Goats, brought here ages ago, roam in both domesticated and feral herds.
    The region gets its name from a certain fungus that grows on decaying wood. The area is rich in phosphorous, and trees absorb it in great quantities. The fungus turns this into a greenish, lime colored glow at night as it consumes the wood. Humidity increases the glow, making cloud-covered, humid nights downright eerie. When the fungus releases its spores, it does so in a glowing, sticky cloud that drifts on the winds and dances along the top of the water. These are called Ruekhs, and have special spiritual significance.

    Spoiler: People, society, & government
    Show

    The people of the swamps are a group of Geshem who call themselves the Tcherepakhen, or ‘turtle-folk’. They speak a common language similar to the other Geshem along the coast, and retain a fondness for goats. Their culture, however, is remarkably different.
    They live in small, isolated communities in the backwaters and channels of the bayou. Their round houses are elevated on stilts to avoid the seasonal floodwaters. From a distance, they appear to look like giant turtles striding across the land, hence the name for the people. They dress in whatever is practical. The climate is not well suited to furs or delicate fabrics. They have a strong affinity for boats which is not typical of their cousins. Their boats are a common way to express wealth. Size is not as important as speed, maneuverability, and comfort.
    Each clan is led by a Balabusta (bossy woman) who is usually the maternal grandmother or great-grandmother of the clan. In practice, a wise person uses the term “Bubba”, or grandmother, instead of the more formal title. That is reserved for what the Bubbas call each other. When inter-clan issues arise, the Balabusta’s gather at a neutral party and discuss the issue. These discussions commonly involve drinking, and often degenerate into curing and occasional violence. The clan-folk know better than to get involved while these intense negotiations are going on.
    The Tcherepakhen’s diet is primarily turtles, reptiles, and tubers. Carrots, for some reason, grow exceptionally well here. They supplement this with cultivated sunflower beds and pecans in season. There is an unsavory, if persistent, rumor that certain clans in the deep recesses of the bayou are not beyond seeing the ‘big folk’ as a potential food source as well. But this is often disregarded as a folk tale spread to encourage other people to mind their own business and day out of the swamps.
    The Tcherepakhen are a strongly xenophobic people. They distrust other clans, dislike other Geshem, and downright hate anything else. They are fractious, easily provoked, and carry grudges for generations.

    Spoiler: Resources
    Show

    The region produces GOOD levels of carrots suitable for export. The area needs metal in any form. The swamps make mining impossible, so almost every common tool is either wood or pottery.

    Spoiler: Faith
    Show

    The Tcherepakhen are a superstitious folk, with little love for formal religion. They believe the lime-lights are more than just fungus. Many believe them to be Ruekhs, small spirits of nature or of the departed. Sometimes they are benevolent, sometimes mischievous, sometimes menacing. But the spirits always have a message for those who see them.
    Last edited by Reggiejam; 2016-05-18 at 07:01 PM.

  10. - Top - End - #10
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    The Winter Court of the Aeldir





    Lord Winter Balor Morrig
    Diplomacy: 2
    Military: 4
    Curiosity: 2
    Faith: 5
    Luck: 3

    Spoiler
    Show





    The Winter Courtlands
    Region 65

    Population: 460,000 Aeldir of Winter

    Spoiler: History & Government
    Show

    The Aeldir claim a history going back millennia, yet despite this to call the Aeldir a large or even consistent power over the past few centuries would be a grave misstatement. Situated on the isle of Tir Amser off the southern continent the Aeldir have by and large sought only to exert their dominion within their own lands. Though the shipwrights of the Winter Court have long plied their trade, sightings of the eerily silent longships are few and far between, and most are dismissed as drunken tales. Rarer still are tales of the Winter Court landing on the continent, though the troubles of coastal villages are regularly blamed on the supernatural depredations of the eldest among the Aeldir.

    It is the courts of the Aeldir that both allow the unparalleled dominance of each court within its own sphere and also keep the Aeldir from achieving more than a less organized kingdom of another species upon the mainland. Tir Amser is dominated by four courts, the Autumnal Court of the West, the Winter Court of the North, the Spring Court of the East, and the Summer Court of the South. Each of these courts is headed by a Lord in the Summer and Winter Courts and a Lady in the Spring and Autumn Courts. While not in violent opposition these courts have for centuries striven and buckled against the other, abductions of prominent Aeldir common from each court and the undercutting of efforts to exert dominance by any one court coming swiftly and quickly curtailing any temporary advantage. A large majority of this conflict centers around the Rose Throne, a magnificent natural throne grown from the mightiest of trees upon the Isle of Ionad in the lake at the center of the Isle.

    Some Aeldir have speculated the Rose Throne was the seat of a Lord or Lady who presided over a united Aeldir, others that it is the seat of the Aeldir’s patron deity, and others that it is nothing more than a symbol of the united heritage all Aeldir share. Whatever its true purpose has been lost to time, perhaps never being known, but for centuries it has been an object of desire by all four courts. The constant struggle for the Rose Throne and for dominance could not be maintained forever and in the year 99 of the common calendar following the death of an Aeldir of the Summer Court to a trap laid by a member of the Winter Court the two Lords and two Ladies of the Aeldir met in parley at the base of the Rose Throne itself to end the conflict before any further Aeldir might be killed by another Aeldir. Meeting at the neutral and sacred site of the Rose Throne the leaders of the four courts swore an oath to end the competition amongst their respective courts. They swore furthermore to pursue cooperation and unity from that moment forward, no longer seeking dominion over one another, but unification in the face of the rising powers outside their home.


    Spoiler: Terrain
    Show

    The forests of the Winter Courtlands rise from the center of the isle into a range of cloud-shrouded mountains, the foliage growing paler until it becomes a sea of white pines. It is an eerie landscape of long shadows and muffled sounds, the forest floor overgrown with tangling rosebushes. The beauty of the pale blue flowers is matched by the danger of their thorns, black and iron hard. Eventually, the mountains fall away into a natural bay on the northern coast of the island, and rising above the bay is the tallest mountain upon the isle. It is here where the Winter Court makes its home, Caer Gheimhridh, carving the spires and galleries of their home into the stone itself. At the heart of the mountain, the Lord of Winter sits atop a throne of sapphire quartz from which grows a thorn tree perpetually flowering with blue roses.
    Spoiler
    Show




    Spoiler: People
    Show

    Population – 460,000 (460,000 Aeldir of Winter)

    Like the Aeldir of the other three courts the Aeldir of the Winter Courtlands have pointed ears and fair skin, though the Winter Aeldir are so pale as to be universally chalk white. Similarly, Aeldir of Winter have white or silver hair with pure black eyes that see as keenly in moonlight as in sunlight.

    The Aeldir of the Winter Court share a strange peculiarity with their brothers and sisters of the other three courts in that every individual member of the region appears to be roughly the same age. Within the western court that age is most easily identified by humans as in their sixties as relates to human concepts of physical age, though there is no human alive so hale and hearty at that age. The actual age of these Aeldir, like those of the other courts, varies greatly and outside the Aeldir who hold the closely guarded secrets of the birth, or more accurately, arrival of new Aeldir of Winter most don’t know their origin.

    The Aeldir of Winter wear their hair long, braided and plaited with ornamentation of roses or precious metals drawn from their mountain home. Dark clothing is predominant, though some fair maidens have been known to dress in purest white. Their clothing is commonly flowing and light despite the harsh conditions of their home.


    Spoiler: Raven Kin
    Show
    Each of the Aeldir courts finds itself drawn to a totem animal, a familiar which embodies that Court's values. In the case of the Winter Court, that animal is the raven, both for their supposed wisdom and as harbingers of death. Raven iconography occurs throughout Winter Court ornamentation, and indeed their banner is a triumvirate of ravens encircled. This makes Winter Court war parties almost uniquely intimidating, as they don black armor adorned with raven feathers and full helms that conceal their faces entirely. Some are even known to lace the joins of their armor with Boreal Nectar, causing mist to seep through chinks in the armor in a phantasmal display. It is said that conspiracies of ravens follow Winter Court longships as they ply the turbulent seas, and their eerily human cries are a common occurrence in the Courtlands.


    A knight of the Winter Court in full regalia.


    Spoiler: Resources
    Show

    Boreal Roses [Good] – The secret of the Winter Court's mist-shrouded home, the ample nectar of the blue Boreal Roses evaporates into a cold, heavy mist. More impressive, however, is the effect when fire is added - the nectar bursts into a cold blue flame that emits billowing clouds of fog.
    Spoiler
    Show


    While the Winter Court's shipwrights are truly skilled, they are held back by a general lack of [Textiles] to be found in the frigid Courtlands. So too the Court's many artists, who long to branch out from song and sculpture into the peculiar art of tapestry.


    Spoiler: Religion
    Show

    As the first of the Aeldir to emerge from the waters around the Isle of Ionad, the Winter Court sees itself as keeper of the Courts' history, and the principle servants of the spirits of the island. The most learned and ancient of Winter Court bards have begun to trace the paths of greater spirits in the stars, and soon perhaps the Aeldir will recognize true gods.


    Silverlake
    Region 16

    Population: 696,000 Geshem

    Spoiler: Terrain
    Show
    Silverlake is largely rolling hills and hardwood forests of walnut, beech, and pecan. Smaller stretches of cherry and apple dot the landscape. The . The climate has a long growing season followed by a dry, cool winter. It is well stocked with small game- rabbits, foxes, otters, grouse and pheasant. Numerous songbirds and hummingbirds compete with falcons and hawks. Domesticated chickens and goats are common. Trout spawn in the Lake of Argent in season. The area lacks larger predators such as wolf and bear, or larger herbivores like deer or bison.

    The area is dominated by the massive freshwater Lake of Argent, with most settlements located on the shores, or on one of the lake's numerous islands. To the east and north, along the coast of the Great Ocean, stretch the Glittering Mountains, an ancient, weathered buttress between the land and the sea. Only a brief span of 20 miles or so at the very northern end of the region has navigable beaches.

    The region's southern border is marked by the innumerable Silver Falls which create the Argent River. Fed from the highlands further south, this roaring barrier produces a constant fine mist that suffuses the southern forests. Meanwhile, the north-eastern border is defined by the Wandering Strait, a deep, narrow depression running from the sea to the Argent river. Some believe that at one time the ocean was higher, and the Wandering Strait was just another passage of the Labyrinth to the south.


    Spoiler: People
    Show
    Another group of Geshem make this area home. Most are quiet fisher-folk, navigating the Lake of Argent on small rafts. Others move amongst the forests, collecting nuts and berries. A small contingent pan for silver in the numerous streams cascading down the Glittering mountains, floating their bounty back to the capital on sturdy barges every fortnight. These Geshem enjoy the lake, but fear the ocean. It is terrifying to them in its vast size and power. They considered anyone who sailed upon it to be fools, until the Winter Fleet appeared from the roaring waves and sailed up the Argent River to lay siege to the capital.

    On a large island in the Lake of Argent lies the nominal capital of Silverlake, Zilbertun. Here a large clan of Geshem smelt the silver into coins and bars which are used in currency and trade. The clan's leader was long regarded as the region's King for his control of the city and its wealth, and was indeed held in high esteem before the siege in 105. King Hersh was the elder of the two Geshem that lead the Wars of Defiance, but for his stature he was spared the crucible of conquest forced on his brother. He and his people were woefully unprepared for the Aeldir attack, as black clad giants assailed Zilbertun's picket wall and brought battle into the streets.

    The chieftain king did not die in battle, spared on the order of Lord Winter that he might be made an example of. The citizens of Zilbertun were gathered in the main square before the smelting furnaces, and King Hersh was forced to kneel upon a makeshift platform before Lord Winter and his war leaders. To the chieftain king's credit, he refused Lord Winter's last offer of surrender. In recognition for his bravery, and the righteous nature of his cause, Lord Winter spared King Hersh the attentions of the Dullahan, instead granting him the honor of a swift death. Lord Winter unlimbered his black runesword Ewinrhew and took the chieftain king's head, before preserving it forever in molten silver for shipment to his gallery.

    In the wake of their king's execution, the Geshem of Silverlake feared the worst was yet to come. Yet in contrast to the brutality of the killing there was no pillage, no chaotic rampage by the triumphant army. Rather, the dead were gathered in mournful silence, the Aeldir anointed with Boreal Nectar for return to Tir Amser, the Geshem interred in a long line of stone barrows along Lake Argent's northern coast. The treasury of the chieftain king was distributed amongst the citizens of Zilbertun to pay for the repairs necessary to their homes, and for their labor in constructing a simple stone tower that still dwarfed even the silverworks. This tower would become the home to the Winter Court magistrate, who would oversee the continued repair of the town and appoint a new mayor from those Geshem deemed most capable.


    Spoiler: Resources
    Show
    Silver: Good The Geshem's method for gathering silver from the Glittering Mountains has developed over generations, resulting in a bountiful amount of silver. This has long provided coinage for the region and its neighbors, coinage that now bears the triple ravens of the Winter Court.

    However, the natural methods of gathering silver are mirrored in the Geshem's other endeavors, and their unwillingness to take axe to their beloved forests has lead to a dearth of usable wood for their boats, barges, buildings, and fuel. This need is part of what spurred the chieftain king's brother to seek his fortune in the timber-rich west.


    Spoiler: Religion
    Show
    The Gesh of Silverlake practice a simple form of animism and ancestor spirit worship. This was, until recently, focused on the hero-spirits of Zilbertun's rulers, but has begun to shift in favor of the spirits of wood and water since the chieftain king's death and his brother's disgraceful retreat.


    Tir Cysegr
    Region 63

    Population: 578,000 Winter Aeldir

    Spoiler: Terrain
    Show
    Cradled in a crescent of mountains that turns the northern face of the island into jagged cliff side, Tir Cysegr is an isolated bastion of land in the open ocean. Further south, adn the mountains recede into forested foothills, and eventually a rolling beach, the sand a twinkling white flecked with the last remnants of black from a long forgotten volcanic infusion. This sandy barrier is riven through with shallow rivers flowing from the ocean and into the inland lagoon that dominates the island's center, which is fed still more by a profusion of freshwater springs running from the heart of the mountains. Beneath the lagoon, the island in peppered with submerged caverns, providing welcome shelter to the fragile, lightless creatures that dwell within..


    Spoiler: People
    Show
    The current inhabitants of Tir Cysegr owe their home to one of the greatest disasters in a previous Age of Winter. Concerned with the rise of the nascent kingdoms that would become the Old Empires, the Aeldir embarked on scattered colonization efforts around Tir Amser. Most were sound endeavors, only undone by the mercurial nature of the settlers and the encroachment of unforeseen rivals, but one was unique in its ambition and folly. Confident in the presence of more islands to the north of their misty isle, and hopeful of establishing a northern bulwark against foreign intrusion, Lord Winter ordered a massive colonization fleet readied and launched. Their mission was to explore the uncharted reaches of the northern ocean and make ready a bastion for the Aeldir for further exploration north. Constructed by the finest of Winter’s shipwrights at the time, the fleet carried the hope of the Winter Court when it launched. It was not heard from again.

    But contrary to common Aeldir belief, the fleet was not lost. At least not entirely. Near three months out of Tir Amser, they were struck a savage blow by a passing storm and were scattered beyond repair. Many died, but fully half managed to beach their ships or drift into the embrace of the island that would become known as Tir Cysegr. Knowing they were beyond hope of rescue, and having lost their veteran shipwrights in the storm, any chance of returning to Tir Amser slowly faded from their minds as they worked to establish the colony they had been charged with. And establish it they did, a flourishing city around the northern edge of the island lagoon, with smaller satellite villages further up in the mountains and nearer the sea. These lesser towns provide raw materials and a not-insubstantial supply of fish, ensuring prosperity if not wealth.

    While their long exile has greatly affected the souls of Tir Cysegr’s inhabitants, they remain pure Winter Aeldir, though they carry themselves in a way wholly unlike their ethereal kin. Rather, these Aeldir have given themselves fully to the sea and her mysteries, their black eyes seeming almost navy blue in the right light, their hair often crusted in salt and spray. Their joy is more visible than that of the other Winter Aeldir, and their sorrow more fleeting. They are tempestuous, unpredictable, and yet utterly devoted to each other. With contact re-established with Tir Amser and Lord Winter they bent the knee, but not without a great deal of soul-searching.


    Spoiler: Resources
    Show
    Nacre Ink: Good Among the sea creatures living in the lagoon in the center of Tir Cysegr, none is more numerous than the chameleon squid. These strange, small squids are capable of adjusting the color of the mucus coating their bodies to correspond with their surroundings, which would make them near-impossible to catch if they didn’t throng to the surface at high tide. The Aeldir have taken to cultivating the largest in order to harvest their ink, which has similarly chameleonic properties. It is used as a dye, primarily, and as a coating on their ships to help prevent salt corrosion.

    This is necessary due to the unfortunate fact that, despite the ample forestry around them, very few of the trees on Tir Cysegr are of sufficiently hard wood to produce worthy sea vessels. One of the primary reasons for their rejoining with the Demesne was the promise of ample, quality timber.


    Spoiler: Religion
    Show
    While they still know the Old Gods, most of the proper rituals have been long forgotten, even further than when the truce of the Aeldir bound the Word. The ocean is their true god, its children their kin and their salvation. They may know it as Babdi, but not as the Babdi of the other Aeldir. Yet it was still enough to forestall questions of Soulless among them, to the relief of all on Tir Amser.


    Orrisinata
    Region 457

    Population: ??? Humans

    Spoiler: Terrain
    Show
    The southernmost region of the island chain the formed the backbone of Kanite resistance to the Republic of Pavos, Orrisiem's volcanic islands spread out like spoke from the wheel of the central and largest of their number. This island, Orris, is at a glance a paradise. Black sand beaches encircle the temperate interior, thriving forests broken in wide swaths by idyllic plantations and clustered farmsteads. The remnants of the volcano loom over these rural communities, a broken green spine snaking through the core of the isle and forming a natural barrier around the extinct caldera. It is here that the capital of the region, Kauahi, is located. A city open to the surrounding landscape, her fields of food and commercial crops have been painstakingly cultivated to form a tableau of shapes and colors, nine spiraling arms around the core of the city in honor of the Nine Candles of their benefactor.

    Beyond the central island are four islands of note, each lying along a cardinal direction from the region's center. The site of initial territorial forays by Orrisi natives, Paeti, Weyuna, Batrak, and Otulani each hold impressive colonies on thier coastlines, in addition to scattered agricultural and mining outposts. There is a constant flow of ships between these isles, transporting goods and further settlers, though unlike the ocean-worthy vessels of the outside world most are simple catamarans or impressively large canoes.


    Spoiler: People
    Show
    Slightly shorter than their Nako neighbors, the Orrisi nevertheless retain the darkly tanned skin and black hair that characterizes the natives of their archipelago. Believing themselves descended from the fire spirits that shaped the islands at the beginning of time, they have a cherished tradition of manipulating the most dangerous of elements. Whether it is through the burn inherent in sugar cane harvesting, communal bonfires on nights of celebration, or the widely respected fire dancers that grace their festivals, fire is a central part of Orrisi culture. And while fire's dangerously predatory nature has never been reflected in their dealings with each other, it has colored their interactions with other peoples. The histories of the Orrisi are rife with instances of minor conflicts with competing tribes, as well as more extreme acts of violence that saw entire peoples forcibly joined to the Orrisi. Prior to the threat of Pavos, this was their primary interaction with the Nako, and the Orrisi presented a stubborn (if doomed) resistance to Qount Martelo's conquest.

    Since their conversion to the teachings of Kan, the passions of the Orrisi have become mroe controlled. While their territory still produces war leaders of renown, and supplied many troops to oppose the Pavosi invasion, the unity Kan brought to the islands was a sacred thing. No longer do Orrisi chiefs plot conquest - instead, they have turned their energies to the mastery of their islands. Worked metals have become increasingly common as the Orrisi embrace the smith's art wholeheartedly, and their spearcraft is renowned even on the Pavosi mainland. A warrior tradition is slowly transitioning into a soldier's tradition, though it will take many years yet for honor duels to go out of vogue.


    Spoiler: Resources
    Show
    Paper: MinorFlax is the most widespread commercial crop on the islands, serving as textile, food supplement, and most importantly the base for their paper. Forced to expand their production to meet the bureaucratic needs of the burgeoning Republic of Pavos, many of Orrisinata's mills remained in operation even after the Kanite schism.

    Unfortunately, the scattered nature of the isles and the rugged topography of their forests has made the collection of lumber a continual source of frustration. Now under the control of a new government, there are high hopes among the Orrisi that this deficiency might finally be resolved.


    Spoiler: Religion
    Show
    Filtering the teachings of Kan through their extant respect for the spirits of fire, the Orrisi favor the virtues of Purity and Honor in their teachings of the Nine Candles. They have in many ways embraced the role as guardians of the faith, no doubt explaining their intent to rejoin Kan directly no matter his guise. Fire is used in a great many ceremonies still, usually in a brazier fed by sweet herbs to supplement the faith's traditional incense burning.
    Last edited by TheDarkDM; 2016-07-10 at 02:24 AM.

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

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

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

  11. - Top - End - #11
    Barbarian in the Playground
     
    Goblin

    Join Date
    May 2015
    Location
    A house (ha ha I wish)
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    The Ruby Legion of the
    Crystal Union

    Queen Paige
    Spoiler: Stats
    Show
    6 Diplomacy 9 Military 2 Curiosity 3 Faith 11 Luck

    Spoiler: Technologies
    Show

    Nautical Flags (Requirements: Dyes)
    +1 to resisting hostile takeovers
    Holy Hymns (Requirements: None)
    +1 to Conversions
    Visual Mathematics (Requirements: None)
    +1 to opposed tech steal rolls
    Marchwandr Numerals (Requirements: Luskan Trade Language)
    +2 to trade route length
    Signal Flares (Requirements: Scholars/Mages/Alchemists resource) Scouts and Supplies Slot
    -1 to bonus troop losses as a result of army size
    The Honey Duke (Requirements: None (Though the CU will gift it freely to any who comlete a great project to install the Chain of restaurants in their lands))
    +2 to region soft cap
    Halberds (Requirements: Pikes Technology) Weapon Slot
    +2 to battle checks
    Celestial Navigation (Requirements: Paper)
    +2 to trade route length
    Castra Forts (Requirements: wood or stone)
    +2 to defence of own territory (+1 if conquered last round)
    Battlefield Medicine (Requirements: Steel, Alcohol, Medicinal Plants) Drugs and Medecine Slot
    -1 battlefield losses after victory
    Temple Healers (Requirements: Battlefield Medicine and it's requirements)
    +1 to resisting Assassinations
    Courier Systems (Requirements: Fast Mounts)
    +1 to Stabilization
    Burch Cipher (Requirements: Metal)
    +1 to defence against tech theft
    Compartment Hulls (Requirements: Ships) Vehicle Slot
    -1 Naval Units Lost
    Pikes(obtained through secret action) (Requirements: Hard Metals) Weapon Slot
    +1 to battle checks
    Luskan Trade language (Requirements: None)
    +2 to trade route capacity
    Long Haul Caravans (Requirements: Mounts)
    Allows the user to skip a region once per trade route, the skipped region does not count as being on the trade route. ex: 115 could trade with 117 without having 116 on the trade route
    Military Herding: (Requirements: Herd Animal) Scouts and Supply slot
    First 5 distance regions becomes 6 before inflicting distance losses for land units.
    Bucklers: (Requirements: Steel.) Armour slot
    +1 to battles when the opponent has a weapon technology equipped. +2 when they have a weapon but no ranged weapon technology equipped.
    Clinker Wood Ships: (Requirements: Wood)
    Allows exploration, diplomacy, and misc. actions over oceanic expanses. +1 to number of coastal regions able to be skipped between trade nodes.
    Lateen Sails: (Requirement: Cloth)
    Allows exploration, diplomacy, and misc. actions over oceanic expanses. Grants +1 to coastal exploration rolls.
    Meritocratic Selection Method (Requirements: None)
    The Prophetess Council has initiated a series of courses and tests for potential Heiresses resulting in more well-rounded candidates.
    Non-Dynastic heirs gain an additional +1 when gaining the throne.
    Repeating Crossbows (Requirement: Wood) Ranged Weapon slot
    +1 to battle checks

    Spoiler: Past ruler(s)
    Show

    King Jackson
    Chief Hemo
    Queen Eleanor the Wise
    Spoiler: stats
    Show
    Diplomacy 10 Military 10 Curiosity 10 Faith 3 Luck 13
    rolls

    Born 80 Deceased (age )
    Queen Eleanor was remembered as a wise leader. Her actions were always for the betterment of the future. She even diffused a situation in which the hotheaded lady Autumn threatened war because Eleanor had not fulfilled a trade she never promised to make. Eleanor was a master of the Topaz dragons diffusing fights freeing the oppressed, such as in Heimat, and acting diplomatically despite being King Alvin's daughter.
    King Alvin the First
    Spoiler: Stats
    Show
    6 diplomacy, 10 military, 8 curiosity, 1 faith
    rolls reroll

    Born 50 Deceased 131 (age 81)
    King Alvin the First is known for many things. He was the first ruler of the Furfolk and the creator of the Ruby Legion. He was one of four founders of the Crystal Union. He fully developed the Sasu ways into a universal warrior training regime and created an academy where the skills could be taught. He engaged in the Battles (1st and 2nd) of Arenhal in an attempt to conquer the petty king Theodon but failed miserably and was even captured. Now there is a treaty of peace the kingdom of Arenhal and the newly formed Crystal Union. In fact many would say that the Legions invasion actually jump started Arenhal from a small realm of peasants and mercenaries into a full fledged kingdom when the people rallied behind King Theodon to defend them. Then when he did defend his people successfully he earned their trust and was able to gain control of the region and expand beyond. Since then Arenhal has become one of the Crystal Unions most valued partners and allies.

    Lady Eleanor the Stiff
    Born 19 Deceased 119 (age 100)
    King Alvin the First's mother started uniting the tribes of Lignummus after he was born. She knew, however, that she was too old and stiff to rule the country by the time it was created and so gave the rule to her son. She is also a well known and loved by the Furfolk as a cook.


    Spoiler: Region 144 Lignummus
    Show

    The Woodlands
    Population: 980,000

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

    In the past 100 years they have come out of hiding and have become far more civilized than the cowardly animals they once were. Before then the Furfolk were a great nation known as the Braumus Legion but eventually it fell and it's people scattered. Some went north and divided into small clans and tribes before being reunited by Lady Eleanor the Stiff, her son King Alvin the First and their successors. The rest stayed in the south and eventually founded the kingdom of Arenhal. The Furfolk have developed a form of martial arts that has become quite important to their culture. It is based around agility and precise punches and kicks. Spears, blowguns and daggers are also common but the Tomahawk is considered to be the best weapon by far. In recent years all sorts of weapons have been adapted into it including bucklers, pikes and crossbows. With this martial art, known as Sasu, they beat back the giant spiders that used to plague their country. The Lignummese have also became quite fond of adventuring and exploring so that their country has expanded its borders west and north to the ocean. They do fish in this water but they don't export fish, they eat it. They also eat the fruit from trees but only export the trees as beautifully crafted canoes and long ships.

    Spoiler: Lignummese music
    Show

    The lignummese have two types of music. The first is more commonly used and is sung by most. It relies mainly on voices who sing the same line but at different pitches. It is very rhythmic and aside from vocals uses large drums and small rattles. It invites others to clap along and join in rather than force them to listen to complex things and is thus simple. Much of it is improvised.
    The other type is more specialized and requires actual practice. They have plucked stringed instruments and a few flute like instruments as well as a variety of drums. The most common instruments are the pipes. This music is sat down and listened to or played in the background at formal events. Often skilled pipe players will have competitions to see who is the best virtuoso. The music uses complex melodies on the pipes with accompaniment from voices, drums and plucked instruments while flutes usually have their own melody that compliments the pipes. (occasionally pipes are not present and flutes play both melodies.)
    When the Lignummese head to battle they chant music of the first type and are often accompanied by the other type.


    Spoiler: Religion
    Show

    Despite this new surge of civilization the majority of the Lignummese do not really have a religion many of them worship mythical creatures of the sky such as dragons and phoenixes and most simply believe that the higher you can go the better you are so flight makes you pretty much a god.

    A majority of Lignummese, mainly those living in Loftree, follow the Order of the Eternal Soul. There is even a holy order of especially devout Sasu Monks who worship the Dragons. They are known as the Sapphire Knights, Second division and wear armor of leather dyed blue.
    Spoiler: The Blue Knights of Lignummus
    Show
    The Blue Knights of Lignummus were in times past a warrior tribe on the regions western most border. They were identified by their code of chivalry and their blue robes. The robes were dyed by a flower that only grew in their tribes land and it gave a color that was different from all other dyes throughout the land. Eventually the country of Lignummus was formed when Lady Eleanor the Stiff and her son King Alvin the First united the tribes of the Wood Lands and expanded beyond. It would be another while before the King would meet the great leader Hilden and his adviser Avlen and even longer before the Order of the Eternal Soul would reach the people of the Lignummese empire, now called the Ruby Legion.

    After all of these events occurred a Holy Order was to be founded within Lignummus. A group from the Blue Knights tribe volunteered and became the Sapphire Knights, Second Division. They took up a new code, the code of the prophet Avlen, the four dragons and the collective Order of the Eternal Soul.


    Spoiler: Resources
    Show

    good Ships are made by the excellent craftsmen out of the wood from the dense jungles of Lignummus.
    [URL="http://www.giantitp.com/forums/showsinglepost.php?p=19902309&postcount=19"]-Jungle Jaunt

    -King Alvin
    Metal. In order for other races to travel easily through the thick jungle brush the lignummese have to cut paths and turned them into roads but maintenance is still difficult and metal would facilitate that greatly. Metal is also crucial for cutting down trees and would lessen work hours for those who have it.

    Spoiler: Terrain
    Show

    When you sail in from the ocean you will see a short sandy beach and then a wall of jungle. People who delve into this jungle will find it is equally thick all the way through except for a few roadways that snake throughout it. The lignummese make their homes high in the trees or in underground burrows. The poor dig tunnel systems underground and in the thicker trees but the wealthy build wooden tree houses. There are all sorts of trees that produce different types of fruits. Olives, bananas and oranges are the most common but there are also plenty of berries and small fruits that are enjoyed by native animals and peoples. Animals include leopards, small monkeys, snakes, thousands of squirrels and a plethora of bird species. Giant spiders are also somewhat common along the southern borders.
    Spoiler: Landmarks
    Show

    The biggest land mark is a huge tree in the middle of the country that extends hundreds of feet into the air, far above the other trees, with a fortress of tree houses in its branches. Rope bridges, ladders and zip lines extend from it to other tree houses nearby it is the closest thing to a city the Lignummese have. They call it Loftree.



    Spoiler: Region 146 Stagnummus
    Show

    The Marshlands
    Population: 630,000


    Spoiler: Terrain
    Show
    In the very northernmost points the Lignummese jungle seeps across the border but it quickly becomes a forest of conifers before stretching out into the great marshes. The forest is where the giant spiders moved after the Lignummese drove them back and so the forest is generally avoided by the simple people of Stagnummus.

    Spoiler: Landmark
    Show
    The great lake (festival). Once a year, when the fishing is done all of the Stagnummese put on their brightest clothes and head to the lake. They swim and show off their kites and art and they all celebrate. They raise tents and have friendly tribe versus tribe competitions.


    Spoiler: People
    Show
    Furfolk
    The people of Stagnummus are roughly two to three feet tall and covered in brown fur. They have very small triangular ears and slightly webbed feet. Their eyes are round and black and their snouts are more defined than those of their Lignummese cousins. They used to live entirely in the water but in the past 100 years have started to live on land. As a result rather than having the bushy tails of their cousins they have round, flat tails that help them paddle and steer in the water. They live in round huts made of branches and mud. These huts are quite strong and help to keep out the predatory giant spiders that can be spotted throughout land. The huts, though drab on the outside, are brightly decorated and filled with art and tools.
    Spoiler: History and Culture
    Show

    The Stagnummese love bright colors and wear cloaks and capes and smooth baggy clothes all dyed in bright reds, yellows, blues and greens. They also enjoy painting in a simple but vivid style.
    Spoiler: Example
    Show
    They also construct and fly brightly colored kites for fun.
    They are mainly divided into two areas. Those in the south make clothes and kites and grow dyes and vegetables. Those in the north build houses and fish in the great lake.
    Because of their religion initially and also tradition each man and woman of each tribe has a different job that was taught to them by their mother or father since they were born.
    The men of the north build and maintain houses to keep the people safe from the spiders, the weather and other threats.
    The women of the north fish for food and bones which are used in art and for sewing.
    The men of the south grow gardens of small plants like potatoes, carrots, various flowers for dyes and tobacco.
    The women of the south make kites and clothing and dye them bright colors with the dyes of their male counterparts.

    Spoiler: Religion
    Show
    A minority of the Stagnummese believe that they were created by four magical creatures of the sky. They believe that to each corresponds a color. Red created the women of the north and the fish in the lake and all the water that exists. Blue created the men of the north and the first home and all the mud and trees to make them. Green created the men of the south and grew the first garden. Green created all plants in the south to feed and clothe the Stagnummese. Finally Yellow made the women of the south and all things of the air including the snow that comes for several months of the year and the kites that the women of the south create.

    A majority has started to follow the order of the Eternal Soul, seeing it as a better organized and more widely practiced version of their own religion.

    Spoiler: Resources
    Show

    a good resource of Dyes is harvested alongside the vegetables that feed the country. They take the form of small flowers and small leafy plants. The Stagnumese gather the harvested flowers and leaves of the desired color and boil them in water then leave the water overnight. The next morning they have beautifully colored dyes that they can mix with a paste to make paint or pour onto cloth to color them.
    -Jungle Jaunt
    They need wood as it is essential for building their homes but they do not dare venture far into the forest for fear of the giant spiders.



    Spoiler: Region 142 Xeria
    Show

    Sadness
    Population: 710,000


    Spoiler: Terrain
    Show
    The region used to be a jungle like the surrounding regions but now most of this vegetation is dead and decaying. The people subside on fungi and birds that sometimes pass through the region while migrating for food. The land is now pocked with mines, quarries and small clusters of stone houses with a smoking forge in the center. They use whats left of their wood as well as coal that they mine to fuel these forges.
    Spoiler: Landmark
    Show
    The tree of hope. A massive tree near the Lignummus border that is still alive and well and is almost considered sacred as a last beacon of life. It teaches that all is not lost and that if it can survive then so can the people of Xeria. Once in a lifetime a resident of the region might get to taste one of the fruits of this tree.



    Spoiler: People
    Show
    Once Upon A Time there was a beautiful society of Creatures. These creatures were tall pointed ear creatures whose skin color started as one color of the rainbow and changed to another and then to white until they died. They were called Banions. The Banions lived in prosperity. They had farms and orchards and went on great hunts in the woods. They feasted for days on end and no one was left out.
    Their harmony was not to last. A group of insane creatures who called themselves the Amal Zaj arrived. They were insane but efficient in achieving their goal. They quickly converted the majority of the populace to a cult believing in four dragon gods of different scale colors who created the universe. Each of these was also associated with a gem and that was the quest of the amal zaj; to find these gems. They had already located a large quantity of Sapphires but they needed more. They became the high priests and enslaved the Banions. They began by clear cutting and destroying the trees then the began to mine, soon they started to make steel tools out of the metals that they mined. After the first year of mining they had not found any of the gems that the amal zaj were looking for. The Amal Zaj in their anger killed off all who were not of a color of one of the gods as a sacrifice. This resulted in the Xerians. The Xerians started as either red, yellow, blue or green and as they aged the red became pink, the yellow became orange, the blue became purple and the green became brown. They all became the colour of a discarded snake skin before death. They had pointed ears and gem like eyes like the original ones did. The Xerians were also stunted by their enslavement and maltreatment. They are a much smaller race barely scraping four feet tall.
    Some of the banions escaped north before the genocide but those that stayed and survived teamed up with some Amal Zaj who had hearts and fought for their freedom. They won but many of the remaining Amal Zaj felt guilty and left the country.
    The Xerians and few remaining Amal Zaj were all that was left and soon villages were formed. They returned to mining as it was the only thing they knew how to do and they grew fungi and caught small animals for food. They protect the tree of hope with their lives as it is the only tree that is not a sapling and they want it to live.
    Everything they make is grey. From stone houses and statues to steel weapons and armor. It is a challenge for these people to find beauty. The few poets write of either fire, the tree of hope or the gods but mostly of fire. Great smiths and warriors, they have mastered the use of long spears and shields in combat. While fighting they display great organization and strategy but elsewhere they can be rough and almost like animals in their struggles for food, water and survival.


    Spoiler: Religion
    Show
    As of so far, some people believe in The Doctrine of the Nine Candles (Minority). It is also commonly speculated that their background and origin have something to do with large beasts and crystals, but as of yet none have made it into an organised religion… (pagan minority) There is also an order of the eternal soul majority


    Spoiler: Resources
    Show
    A good resource of steel is produced here in great abundance and used in almost everything from decorations to tools to armor etc..
    -Jungle Jaunt
    -King Alvin
    They require textiles because they crave something that does not look hard and metallic like almost all of their things.




    Spoiler: Region 137 Ligustrummus
    Show

    The Clifflands
    population 701 000

    Spoiler: People
    Show

    Furfolk
    The Ligustrummese stand roughly two to three feet tall. They are covered in brown fur and have two white and black stripes that run all the way down their backs. Their arms and legs are about the same length and they often run on all fours. They have large bushy (squirrel) tails that help them balance while practicing martial arts or running on all fours. Their heads have brown fur and two large, black, beady eyes. They have ears that protrude from the tops of their heads and twitch back and forth almost constantly to take in sounds all around them. The rest of their face meets in one distinct point near the bottom where they have their nose and whiskers directly above their large mouth which can hold plenty of food at once.
    Spoiler: History and Culture
    Show
    In the past 100 years they have come out of hiding and have become far more civilized than the cowardly animals they once were. They have developed a form of martial arts that has become quite important to their culture. They fight using a variety of kicks as well as short stabbing weapons. With this martial art known as Sasu they beat back the giant spiders that used to plague their country. The Ligustrummese have also become quite fond of adventuring and exploring so that their country has expanded its borders west and south to the mountains.



    Spoiler: Religion
    Show
    Pagan
    Despite this new surge of civilization the ligustrummese do not really have a religion. Many of them worship mythical creatures of the sky such as dragons and phoenixes and most simply believe that the higher you can go the better you are so flight makes you pretty much a god.

    They have also adapted a minority of the Order of the Eternal Soul for similar reasons to Lignummus.


    Spoiler: Resources
    Show

    minor Rubies. The rocky slopes of Ligustrummus have a fair bit of this beautiful resource that is also quite valued by the Order of the Eternal Soul, especially in the Ruby Legion.
    -Jungle Jaunt
    Food. The rocky slopes are hard to farm and the people need to eat.


    Spoiler: Terrain
    Show
    Mainly mountainous with a bit of coniferous forest near the north (though the trees do grow partway up the mountain.)
    Landmark:
    A strange abandoned shrine in the mountains designed as a square. It is made of a strange black rock and has murals depicting a great black reptile. In the center is an altar with an orange, a red, a blue and a green gem, all of them quite pale in color. Wrapped around these gems is the same black creature.
    Legend says that those who visit the shrine and stay for a certain amount of time will be plagued with nightmares of death and destruction.



    Spoiler: region 135 Petrammus
    Show

    The Stonelands

    Spoiler: people
    Show

    Furfolk
    The Petrammese stand roughly two to three feet tall. They are covered in brown fur. Their arms and legs are about the same length and they often run on all fours. They have large bushy (squirrel) tails that help them balance while practicing martial arts or running on all fours. Their heads have brown fur and two large, black, beady eyes. They have ears that protrude from the tops of their heads and twitch back and forth almost constantly to take in sounds all around them. The rest of their face meets in one distinct point near the bottom where they have their nose and whiskers directly above their large mouth which can hold plenty of food at once.
    Spoiler: History and Culture
    Show
    The people of petrammus are mainly peaceful shepherds. Almost every family has a few sheep and many families group with others to make larger herds. They do have to protect their animals from the occasional lynx but the people do not require much combat training for that. The petrammese fall into one of two categories. Chaos and Order. The Chaotic ones herd their sheep throughout the lands in no specific pattern or route. They also steal animals from others to grow their own flocks. The Orderly ones herd their sheep through specific circuits and set up points where the circuits cross to have meetings and trade stories and trinkets found along the way. These points sometimes become small villages though villages are prone to raids by the less than orderly shepherds.
    They did not have many cities or even organized government so diplomatic attempts to colonize the region failed miserably. It took soldiers entering the region and rounding up citizens to establish control.

    Spoiler: terrain
    Show
    The northern reaches contain sparse conifer forest while in the south the Lynx-tooth mountain range rises up.
    Spoiler: Landmark
    Show
    the Mounds: No one knows who created these strange structures but one thing is for sure a Mound means safety. They are made of seamless stone and take the form of a dome with a small hole in one side that the fur folk can fit through but most others cannot. Petrammese who pass by them often leave a small pack of supplies so that if someone is wounded or starving they only need find a Mound.
    It is suspected that they were built by the Braummus Legion for storing things.

    Spoiler: religion
    Show
    Religion
    they share many religions
    minority Doctrine of the nine candles
    minority grand church of Daen
    minority house of the pale lady
    majority pagan
    Order of the Eternal Soul minority

    Spoiler: resources
    Show
    Resources
    [good] wool provided by the shepherds.
    -Jungle Jaunt
    -
    need metal so they might make better tools and weapons to construct official towns and to be better prepared for a fight.



    Spoiler: Region 128 Furtummus
    Show

    The Cavelands


    Spoiler: Terrain
    Show

    Similar to other nearby regions Furtummus has a forest to the north with the Lynx-tooth mountains to the south. The forest is sparse and spread out however and not home to many animals aside from rabbits, lynx and a few migratory birds.
    The mountains are inhabited by more lynx as they are the main predator of the area. In the mountains they hunt mainly goats. Animals are not too common however.

    Land mark: Ogres pit mine: the deepest mine of all the Acers works has been sealed up for decades. It is rumored that a digging crew spotted an ogre in the mine and now the Acer are sure to live above ground with their strongest locks keeping things out of the mines. Some Acer, because of their religion, will seek out self perfection and in that realize that their fear of ogres must go. So they break into the mine and attempt to endure its depths. Whole families have gone in there but none have made it back.

    Spoiler: People
    Show
    population 724,000
    The people of Furtummus are divided among two subraces. One lives in the forests to the north while the other lives in the mountains to the south.

    The northern are called the Grem they are diminutive green skinned humanoids standing between two and three feet tall. They are bald with flat faces and almost comically large pointed ears.
    The Grem are excellent snare builders and trappers. Their main trades are in rabbit and lynx that they catch. They often trade these animals pelts to the Acer in exchange for metals to build tools.
    The Grem have a loose hierarchical society where the lowest ranks are obvious but the middle is quite muddy as to who outranks who. They all know, however, to defer to the one with the most military might or risk a severe whooping.

    The southern are called the Acer they are short by human standards (around 3-4 feet) but quite thickly built and muscular. They have skin that is a shade of red or orange and pointed noses with small pointed ears.
    The Acer are excellent miners and smiths. The tunnels they dig seem wild and random but are actually quite well organized in their minds and no Acer gets lost while underground. They also forge weapons and tools of steel and the best smiths have the most power in their society.
    The Acer do not live underground for fear that ogres will crawl out and eat them while they sleep so they lock up their tunnels each night and return to their small villages of huts bunched together on whatever rocks are available.
    It gets quite cold up in the mountains so the Acer have created an organized trade system with the Grem to trade tools for furs and meat to sustain and warm the cold villages.


    Spoiler: Religion
    Show

    Majority Pagan
    Ancestor worship is quite popular among both races.
    The Grem enjoy a bit of animism here and there while the Acer tend more towards self mastery.
    The Acer have also adapted a minority order of the eternal soul.

    Spoiler: Resources
    Show

    A [good] amount of steel is produced and traded by the far more organized Acer.
    -Trudeau Trail
    -
    In order to continue forging however, the Acer will need an import of fuel. this will also help them to keep warm.



    Spoiler: Region 125 Solammus
    Show

    The Sunlands

    Spoiler: People
    Show
    678 000 Furfolk
    The Furfolk of Solammus are between two and three feet in height. Their fur is some shade of orange that ranges from almost red to almost gold. This fur becomes much bushier as it reaches their long squirrely tail. They have pointed ears and snouts and beady black eyes like the other members of their race. Their eyes are, however much larger as a result of the vast amount of time they spend underground.
    Despite their bright coloured fur the Solammese are often covered in black coal dust. They work tirelessly to mine the coal for fire is their god.
    The Solammese live in small villages throughout the region. Each usually has a mine and some sort of small farm (although large trees cannot grow easily roots like potatoes and carrots are capable of cultivation). They are also supplied food and other materials by trading with nomadic hunters and shepherds. They typically live in huts made of stone and animal skins but with the recent importation of wood they can build nicer houses.

    Spoiler: Terrain
    Show

    As with most of the other regions in the Lynxtooth Mountain Range, Solammus is filled with jagged mountains, cliffs and rocks. Plant life is restricted to small flowers and herbs, some of which have medicinal properties. The only animals that eat these are small rodents and rabbits which are preyed upon by the lynx for which the range is named.
    Landmark
    A ruined city is said to be hidden in the mountains and those seeking adventure go to find it. It is built of crumbling stone and does contain treasures and ancient weapons and armor of an age long ago.

    Spoiler: Resource
    Show

    A [Good] Coal resource is mined in the mountains of Solammus and is used to fuel almost everything that can use fuel in the region.
    Because of the rough, rocky terrain and the amount of it devoted to mining trees are uncommon and so the people require a steady import of [Wood]

    Spoiler: Religion
    Show
    The inhabitants of the region mainly worship a pantheon of sun gods each representing various aspects of fire and the sun. There are gods of plant growth, forging, guidance, warmth, destruction, sacrifice, the sky and many other things but the religion is disorganized and even small villages have many unique gods. Despite the many gods they are all believed to be different incarnations of the sun.



    Spoiler: Region 111 Alammus
    Show

    The Birdlands

    Spoiler: Terrain
    Show
    The region is a part of the Lynx tooth mountains and as a result shares similar traits with most other regions in the chain. It is filled with jagged rocks and cliffs and inhabited by Lynx, rodents and birds. The plant life does not include many trees but the shrubs and bushes present in Alammus are useful enough for fuel and other things.
    Spoiler: People
    Show

    The people of Alammus are Furfolk. They have the usual features, long bushy tails, fur covering their body, large black eyes, pointed ears on top of their heads and a sort of snout but their fur is dark grey or black rather than the usual shades of brown and they have tufts of fur on the tops of their ears.
    While most Furfolk from other regions live in small villages or wandering groups the majority of the Alammese live in an ancient city of stone called Astu. It is thought to have been built by the Braumus Empire during its golden age and before it began to collapse. As a result of its location and craftsmanship it had endured the weather for many years without becoming too damaged. Unfortunately all things eventually wear out. By the time it had been conquered by the Ruby Legion the city of Astu had started to crumble in areas and was in need of repair. These damages were not helped by an invasion and the people expect the Legion to fully fund the repair of the city with threats of riot and rebellion otherwise.

    Spoiler: Resource
    Show
    Great Cornis
    Cornis are an extremely abundant species of bird that can be found everywhere in large flocks. They are decently small and covered in black feathers with slightly crooked beaks. They are renowned for their intelligence and trickery. They have often been known to steal small baubles from people. They have been used as game for centuries but in recent decades domestic Cornis have become common. While domesticated they can be used for eggs much like a chicken would or to make use of their intelligence some Corni owners have started using them as messengers or basic scouts.

    The region requires Stone to repair Astu


    Spoiler: Religion
    Show
    The people of Astu and the surrounding area (Majority) worship the old Daen while those outside the city (Minority) follow the pale lady which does cause some tensions between the two groups.





    Lands from Arenhal and the Topaz Liberantium here
    Last edited by woolli264; 2016-09-18 at 03:02 PM.
    total-cluster**** of yogurt, drugs and sheep in EMPIRE!
    The rodent tribes of the Ruby Legion in EMPIRE2!
    The goblin kingdom of Jauder in EMPIRE3!
    The sailors of Izbefe in EMPIRE4!

  12. - Top - End - #12
    Barbarian in the Playground
     
    RandoMan's Avatar

    Join Date
    Jul 2014

    Default Re: Empire! Lands of Arandi

    The Summer Court of the Aeldir

    Lord Summer Turien Drustan

    Spoiler
    Show


    The Summer Courtlands
    Region 67

    Population: 770,000 Aeldir of Summer
    Standing Army:





    Spoiler: History & Government
    Show

    The Aeldir claim a history going back millennia and while this long history may be factual to call the Aeldir a large or even consistent power over the past few centuries would be a grave misstatement. Situated on an island apart from the mainland of the southern continent the Aeldir have by and large sought only to exert their dominion within their own lands. Resentful and rebellious against foreign invaders throughout history and possessing the wherewithal and long life to outstay any potential conquerors the Aeldir of the southern court have never submitted to an outside power and are written about in grisly accounts by would be conquerors from outside the island. Many southern legends written by explorers speak of a fierce and warlike race of woodsmen and it is the more common contact with explorers, or unfortunate traders passing near the southern coast alongside the dangers of the Deep Green that have kept the Summer Court focused on martial excellence.

    It is the courts of the Aeldir that both allow the unparalleled dominance of each court within its own sphere and also keep the Aeldir from achieving more than a less organized kingdom of another species upon the mainland. The island home of the Aeldir, Tir Amser, is dominated by four courts: the Autumnal Court of the West, the Winter Court of the North, the Spring Court of the East, and the Summer Court of the South. Each of these courts is headed by a Lord in the Summer and Winter Courts and a Lady in the Spring and Autumn Courts. While not in violent opposition these courts have for centuries strived and buckled against the other, abductions of prominent Aeldir common from each court and the undercutting of efforts to exert dominance by any one court coming swiftly and quickly curtailing any temporary advantage. A large majority of this conflict centers around the Rose Throne, a magnificent natural throne grown from the mightiest of trees upon an island in the lake at the center of the Isle.

    Some Aeldir have speculated the Rose Throne was the seat of a Lord or Lady who presided over a united Aeldir, others that it is the seat of the Aeldir’s patron deity, and others that it is nothing more than a symbol of the united heritage all Aeldir share. Whatever its true purpose has been lost to time, perhaps never being known, but for centuries it has been an object of desire by all four courts. The constant struggle for the Rose Throne and for dominance could not be maintained forever and in the year 99 of the common calendar following the death of an Aeldir of the Summer Court to a trap laid by a member of the Winter Court the two Lords and two Ladies of the Aeldir met in parley at the base of the Rose Throne itself to end the conflict before any further Aeldir might be killed by another Aeldir. Meeting at the neutral and sacred site of the Rose Throne the four courts signed a pledge to end the competition amongst their respective courts and to that end to pursue cooperation and unity from that moment forward, no longer seeking dominion over one another, but unification in the face of the rising powers outside their home.


    Spoiler: Terrain
    Show

    The Summer Courtlands have essentially two ecosystems, the thick forest of the interior known as the Deep Green, and the sandy beaches of the coast known among the Aeldir as the Bleeding Coast for the number of invaders purportedly dispatched along its length by eager warriors of the Summer Court. Relics of ages gone by, rusted and worn, litter the sand, having never been collected by the private and isolated Aeldir.

    It's in the Deep Green where the Aeldir of Summer make their homes. Living in small pockets of villages and communities among the trees, beneath the roots, and within the branches the only notable “center” is a tightly constructed castle of stone known as Caer Garrek where the Lord of Summer and his courtiers make their home though their numbers are no larger than those of other villages throughout the forest.

    The Deep Green is also inhabited by a number of woodland creatures, from boar to wolf, to bear and it is the bear that the Aeldir of Summer see as their patron amongst the animal court. The Lord of Summer bears the symbol of the bear, it's strength intended to provide power to the leader of the southern Aeldir.
    Spoiler
    Show






    Spoiler: People
    Show

    Like the Aeldir of the other three courts the Aeldir of the Summer Courtlands have pointed ears and fair skin, though the Aeldir of Summer often possess skin in darker shades, tanned browner by the sun. Aeldir of Summer often have brown or black hair with some dusky blondes. Unlike their brothers in the other courts, Aeldir of Summer often grown facial hair, though long bears or mustaches are uncommon. These Aeldir often have blue or green eyes lit with a ferocious light of animistic passion.

    The Aeldir of the Summer Court share a strange peculiarity with their brothers and sisters of the other three courts in that every individual member of the region appears to be roughly the same age. Within the southern court that age is most easily identified by humans as between 16 and 25 as relates to human concepts of physical age. The actual age of these Aeldir, like those of the other courts, varies greatly and outside the Aeldir who hold the closely guarded secrets of the birth, or more accurately, arrival of new Aeldir of Summer most don’t know their origin.

    The Aeldir of Summer wear their either short or long but pulled back in braids or plaits, a neccesary practicality in their hunter-warrior culture. Natural toned clothing of greens and brown are the most common and clothing is often light and practical for the heat of the forest. Leather jerkins and vests are common among men and women with simple shirts of cloth. Kilts and skirts are common among the Aeldir of Summer who benefit from the freedom of movement provided by these simple garments in their daily lives. When armored, the Aeldir of Summer don shirts of Blood Rose Chain, the bright red of the armor announcing to all who see them their preparation for a dangerous hunt or war.


    Spoiler: Resources
    Show

    Blood Roses [Good] – A peculiar quirk of the Summer Courtlands are the Blood Roses, red rose flowers whose petals are as strong and resilient as a fine iron or moderate steel link in a common set of chain. These peculiar flowers, a source of metal however strange, are often used by the Aeldir of Summer to create armor or heads for arrows and spears.
    Spoiler
    Show


    The Aeldir of Summer desire above all else the ability to travel the lands beyond Tir Amser with the play war of the courts now ended and to this end desire [Wood], that longships in the style of the Winter Court might be crafted and used to set foot on foreign lands.


    Spoiler: Religion
    Show

    The Aeldir of Summer place their faith in the natural world and spirits that inhabit it. Though no defined clergy or organization exists the Aeldir nonetheless respect the words of their elders and wise men and women on the nature of the world beyond the material, many of these wise men and women inhabiting the Winter Court to their north, lending a grudging respect between Lord of Summer and Lord of Winter.


    Silverwood
    Region 14

    Population: 704,000 Geshem

    Spoiler: Terrain
    Show

    Dominated by a temperate forest filled with mighty oaks in the west, shrinking and intermingling with pecan and beach trees in the east. Much like its "Twin Kingdom" to the east Silverwood supports a varied wildlife of small game and birds. Deer roam in the west though not in a great enough number to be more than a holiday treat to the locals. Rivers run through the tangled woods in haphazard flows and the mightier among them flood often in the spring and fall. The mightiest landmark is this forest, which stretches across the region east to west and north to south, cleared only in some sections where the Gesh log but replanted with new growth and thicker than a good gravy, as the locals say, in most parts.

    The region experiences warm, long summers, and dry moderate winters with brief growing and harvesting seasons between. It's southern border with Dragon Spine is defined by the Dry Run, an empty chasm through which the Argent river from the east used to run before being shifted by some event prior to recorded history to form the border between Dragon Spine and the Tillwell. It's eastern border is marked by a hill range which while not impressively mountainous or imposing to a human or an Aeldir, proved a natural barrier between Silverwood and Silverlake. The easiest crossing point between the two regions lies in Silverwood's southeastern corner where the Argent river bends south. The northern border with Cape Silvia is ill defined, a variety of rivers running across the stretch and both regions claiming alternate lines of demarcation. The trading town of Sigurt lies between two of these controversial rivers making its ownership a long-standing issue between the local Gesh.


    Spoiler: People
    Show

    The area is populated by a group of Geshem. These small folk make their homes in the hollows of the mighty oaks that stretch across the region, their small size allowing entire families to live in the hollow bases of the mightiest trees. Not All Geshem have a great trunk however, and many live underground, making their home in earthen hovels dug between and amid the roots of the great forest.

    The Geshem of Silverwood consider themselves of the same variety as the Geshem of Silverlake though maintain a distinct cultural heritage to both the Geshem of the Tillwell and those of Cape Silvia. Summer Aeldir had expected to find a fierce culture of independence, and they did, but the local Geshem were not born fighters or rejective of Aeldir specific culture. Instead they appeared to be staunch isolationists. Preferring to be left in peace to carry out their local business among neighbors, including those of Silverlake, with little care if another power claimed sovereignty over them so long as they were left alone more than they were bothered.

    The local population had in the recent decade come under the nominal control of "King Yrondil" the self styled monarch of the region who had more or less peacefully occupied the region with a contingent of sellswords brought in from his brother in Silverlake and a declaration of his kingship. His attempts to collect tithes and taxes had been ignored and his mercenary force had grown lackadaisical as they settled in with the local population, only rising to arms when a perceived outside threat in the Aeldir had arisen. With Yrondil's defeat and fleeing to the Tillwell and his brother Hersh's capture the factuality of the Twin Kingdoms returned to a poetic one. The locals seem content enough with this, continuing on with their everyday activities undisturbed.


    Spoiler: Resources
    Show
    Wood: Good The region of Silverwood has an abundance of trees and good lumber provided by these mighty trees. While small the Geshem have engineered a variety of simple machines to help them in felling and clearing this prize lumber for trade. For centuries their only interested customers have come from Silverlake and demand for the lumber had been increased by the machinations of the Twin Kings who had made great plans to establish themselves as monarchs leading to an overproduction of the lumber that the locals seek to dispose of.

    While the development of the Twin Kingdoms as literal kingdoms was a recent establishment the Gesh of Silverwood have trades for centuries with the Gesh of Silverlake and have grown if not dependent, very nearly, on the importation of precious metals especially Silverlake silver for use as currency and as decoration.


    Spoiler: Religion
    Show

    The gesh of Silverwood practice a simple form of animism and ancestor spirit worship. A small number of outsider Gesh in the south practice a Minority of the Doctrine of the Nine Candles but the Gesh of the region shun the adoption of most foreign religions.


    Tillwell
    Region 17

    Population: 332,000 Geshem

    Spoiler: Terrain
    Show

    Tillwell is a region of rolling plains crisscrossed with numerous streams and lazy rivers. Forests dot the landscape, ranging from tall nut-bearing hardwoods like walnut, beech and pecan to small groves of cherry and apple. The soil is rich, dark, and deep. The climate has a long growing season followed by a dry, cool winter. Many rivers flow either into the muddy , shallow point of the sea on the west or into the large freshwater lake beyond their borders to the east.

    Tillwell is well stocked with small game- rabbits, foxes, otters, grouse and pheasant. Numerous songbirds and hummingbirds compete with falcons and hawks. Domesticated chickens and goats are common. Trout spawn in the rivers in season. The area lacks larger predators such as wolf and bear, or larger herbivores like deer or bison.

    In the southwestern corner of Tillwell, their borders dip around southward around the single great promontory in the area. Too low to be called a mountain, the Great Burrow still rises several hundred feet around the surrounding plains. Atop the hill lies a vast stone henge. The henge is used to track the seasons and to predict weather. The Burrow itself is extensively hollowed out into the nominal capital of Tillwell. Visitors come here seldom, as it is all Geshem sized. Lower down, around the base of the hill and encircling it, another trade town has grown up. This one is human sized, and most trading goes on there.

    Spoiler: pics
    Show

    Nut bearing trees are cultivated in groves


    Wide rolling forests and hills


    Many lakes, ponds and lazy rivers




    Spoiler: People
    Show

    The Geshem are small folk, ranging from three to three and a half feet tall and roughly 45-60 pounds. They are slight of build but strong for their size. They are noticeably quick and nimble, able to move quickly and quietly when they choose. They tend to favor natural colors- browns, greens, and grays for daily clothes and accent them with brightly colored ribbons and jewelry on formal occasions. Their hair and eye colors also seem naturally attuned to the environment, with curly brown hair predominant. Men can grow short, tufty beards. Some roughness is considered dashing, but full beards are frowned upon. Geshem reach adulthood around 20, and live for close to 200 years. Their families tend to be large, as they can (and often do) bear children until nearly 100 years old.

    Circles feature prominently in Geshem life. Most homes are circular mounds that have been hollowed out. Architecture features the circle and arch for strength and stability. Farmland tends to be plowed and maintained in large circles, with the space in-between left for tree and bramble. Clothing often features embroidered circular patterns, and they favor jewelry like rings, bangles, and circlets.

    The family is the center of life for the Geshem, and geaneology is a passion. Families tend to live together in large multi-generational households. Large mounds may have dozens of homes connected by doors and passages, allowing the large interconnected family to live and visit freely. Others build free-standing round homes, one beside another. The upper, common levels are separate. But below ground, the lower private levels will often have interconnecting passages. The eldest woman tends to be in charge of the family, and lineage is tracked through mothers.

    The vast majority of the Geshem live in small communities around their farms and orchards. They blend into the rolling hills so well it is often hard to spot their buildings. Often herb and flower gardens growing above a small round door are the only indications of habitation. Well, that and the goats.

    Goats. There exists a derogatory term for the Geshem among the humans- “Goats-em”. The Geshem love their goats and breed a large variety of them. They are pet and protector, mount and milk-provider. Some are small and kept as pets. Some are bred for racing, a popular Geshem sport. Others are larger and have an impressively loud scream. Trained as guardians of the farms, they aggressively protect their people. Even larger ones are used to pull carts, wagons, or plows. In times of crisis, they become war-mounts- kicking, head butting, and trampling at the command of their rider.

    Goats, oddly, also form the basis of their government. Goat lineage is rigidly controlled and tracked. A special herb is freely distributed to keep the nanny goats from being able to bear young. The Billy Guild controls all breeding, and thus access to resources. The leader of Tillwell is the leader of the Billy Guild. He, or she, carries the Title Decasage ( Dek-a-saj). Below that comes the provincial chiefs- the Octasage; then the regional chiefs- the Hexasage; then the community chiefs- the Trisage. Special runners, called Dusage, carry messages between the groups. Badges of office represent rank and reflect the Geshem’s love of the circle: The Decasage bears a circle inscribed with a 10 pointed star, 8 for the Octasage, 6,3, and 2.

    There also exists a law enforcement and border patrol organization not appointed by the Billy Guild. These are the Pentasages, and wear a round badge with a 5 pointed star. They are elected by the Trisages and typically have 2-3 per community. But their authority to protect borders and chase criminals is accepted throughout Tillwell.


    Spoiler: Resource
    Show

    Tillwell produces a vast variety of foodstuffs. Grains, tubers, fruits and nuts are grown throughout the regions. Goat milk and cheese is common. Of course, brewing and baking are prominent as well. Chickens are prized for their eggs as well as their pest control. The muddy coastline of the west produce shellfish and crayfish in great quantities. However the catfish that are so prevalent in the streams are toxic to eat.

    The area lacks cows or other larger herbivores, the nation is always in need of leather and hides.

    They are explicitly forbidden to trade, gift, or sell goats, or accept them in trade or as gifts


    Spoiler: Faith
    Show

    The Geshem hold both The Doctrine of the Nine Candles and the Grand Church of Daen in equal respect. They see the Doctrine as a philosophy of living and the Daen as the all-knowing father and controller of the world. Attuned to the various seasons of growing things, they accept that the Lord of the Skies keeps things running on a timely, benevolent schedule so vast and intricate that any prayers or supplications on their part would be inconsequential. Instead, they focus on living well, both individually and for their society in general.


    The Grayhall
    Region 20
    Population: ,000

    Spoiler: Terrain
    Show
    Terrain: The coast and western third of the Grayhall is virtually identical to the Tillwell, it’s neighbor to the north. Rolling hills and hardwood forests of walnut, beech, and pecan. Smaller stretches of cherry and apple dot the landscape. The climate has a long growing season followed by a dry, cool winter. It is well stocked with small game- rabbits, foxes, otters, grouse and pheasant. Numerous songbirds and hummingbirds compete with falcons and hawks. Domesticated chickens and goats are common
    The southern and eastern half of the Grayhall slowly loses its arable land as it climbs into jagged gray rocks. Brambles, thickets, and climbing vines replace more useful plants. The area is home to several predator species, both lupine and feline. It is largely devoid of life, with one exception.
    A vast, ancient structure looms on a rise near the border with region 19. It is scaled for ‘big folk’ and carved out of gray stone held together without mortar. It is called the Grayhall, and gives the region its name. It is supposedly haunted.


    Spoiler: People
    Show
    People: The area is populated by Geshem as well. They live largely along the coast, avoiding the interior. They tell stories of an ancient race of big folk who hunted Geshem as if they were prey animals. Grayhall is believed to be a place of horror in ancient times. Perversely, the name itselfserves as a source of pride. The Geshem see themselves as noble survivors.


    Spoiler: Resources
    Show

    Resources: {Fish: Minor}The area is sparse. Geshem make a living fishing along the coast, producing an excess of fish. They are mineral poor, and greatly desire iron and/or steel in raw form or as tools.


    Munda Doab
    Region 21
    Population: 615,000

    Spoiler: Terrain
    Show

    Munda Doab means “Moors between the Rivers” in the local language. Its geography is defined by two large rivers. The Rhobin forms the border between Munda Doab and regions 22 and 23. Its main feature is its grayish blue water, similar in color to the eggs of the Rhobin. The other major river is the Fern river, named for its dark green water and numerous ferns.

    Between the rivers lie a highlands of volcanic rock. It is believed to be the remains of an ancient lava flow from the volcano in Arendar. Its rocky nature makes plant life sparse- moss and ferns grow in sheltered crags, scrubby grass clings in patches, slowly turning the rock into soil. Near the border with Arendar, a few stands of the massive Aerndarean Cedars grow.

    Despite this, wildlife is abundant. The basis of this seems to be the rock worm. Small and black, these worms slocly consume the volcanic rock, leaving fertile soil behind. Frequent rains wash them into the rivers, which teem with fish and cetaceans, including the white Rhobin porpoise. Large, colorful birds similar to those in Arendar wander the hills and tear up the surface looking for them. Other smaller ground-dwelling birds, such as the Rhobin, are also plentiful. Souh and other wildcats prey on the birds and fish in turn.

    There are two major features in the area. The first is the port city of Dem. It lies more or less at the center of the northern coast. Here the volcanic rock juts out into the Labyrinth, creating two fine harbors. The towering rock separating them is the city itself, a beehive of twisting passageways, balconies, and bridges. The second is the Great Barrow. Lying beneath the largest stand of Arendar cedar, it is a subterranean labyrinth of catacombs, passageways, and crypts. Scholars have noted several languages they do not recognize carved upon coffin lids and crypt doorways. Wild speculation says some of these are dates stretching into the distant past.

    Spoiler: people
    Show

    The people of the Munda are a mixture of Geshem and Yayfle from Arenadar. They call themselves the Mundane. Considerable interbreeding between the two make for a mixed culture. History says that outcasts from Arendar gradually mingled with shore and river Geshem.

    They live in communities in the empty volcanic tunnels in the highlands. The tunnels serve as roads, and run throughout the entire province. Most are Geshem sized, with the larger spaces being designated as community centers and parks. With their mixed heritage, these communities tend to be dimly lit in deference to Yayfle vision issues.

    Above ground, docks and boathouses tend to be the only permanent structures. They are places to store sail and tack, and to dress fish. Despite this, the land is far from unoccupied.

    Tents are common, and the Mundane have a huge culture around them. A coming of age gift is usually a mundane’s first tent and backpack. Above ground gardens, herds, and farms are tended by the younger folk, who treat their tents as their true home. Goats are common, and goatherds follow their charges year round, camping where they congregate. Tenting and sharing resources as young adults commonly leads to love and marriage as they get older. To the mundane, tents represent freedom and earned respect.

    Spoiler: resources
    Show

    With two rivers and a good shoreline, the Munda produces GOODlevels of exportable FISH. The camping and sailing culture creates a DEMAND for canvas or other heavy fabrics.

    Spoiler: faith
    Show

    The mundane have little use for organized faith, but tend to praise the sky father and earth mother. Those terms, however, have little recognized connection to any faith.
    Last edited by RandoMan; 2016-04-03 at 02:59 PM.

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

    Join Date
    May 2011
    Location
    Place of Utter Chaos
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    The Prevazan Artistry

    Skianz
    Region 44B
    Population: 1.010.000 Prevaz (Subterranian)
    Current Lymners of Skianz: Kara and Jentyl

    Stats:
    Chosen +1 Stats: Diplomacy and Curiosity
    Diplomacy: 5
    Military: 2
    Curiosity: 4
    Faith: 1
    Luck: 3

    Spoiler: Terrain
    Show
    Home of the Prevaz, Skianz, or High Art in the native's tongue, is a strange, hostile region. The whole region is covered in pitch-black darkness and everything that lives down here is adapted to this harsh environment perfectly. However, for one with sufficient light and/or other means of observing their surroundings, Skianz is a strange place indeed. The temperature in Skianz is around 22 C, owing the heat to the large number of hot water springs in the region. The area itself is rocky, the rocks often clad with bleak mosses and fungi of many kinds living of the nutrients brought up by these vents. These mosses and fungi are burnable when dry, giving the Prevaz access to another source of warmth. Due to the darkness, there isn't much other plant-life. Animals, most of which eyeless and relying on other means of getting around, are a somewhat common occurrence, although not as prominent as on the surface. The many lakes and pools, formed by run-water from the vents, are full of bleaks eels and other forms of life.

    In the middle of the pitch dark cavernous region on the outskirts of Skianz’s capital, stands the Clehti, or the Clock-tower in the common tongue. The Clehti is massive tower like structure, curving and twisting in ways that almost seem to break the rules of reality. Locals revere this place for its haunting appearance, for it is the place where young Prevaz make their first step into adulthood. When a Prevaz reaches adulthood, the young one is taken to one of the many unfinished extremities of the tower, the ends of which are sunken deep into the surrounding rock. There, in the unfinished parts of the Clehti, the young Prevaz makes his or her home for approximately 35 hours, or as the elder say: “The time the heart of the earth needs to rise up, create the basis of art, and cool down for those willing to perfect it”. After that time, the Prevaz will have made his or her mark upon the Clehti for all eternity and is considered an adult. Thousands of Prevaz have done this, making the Clehti a haunting, yet beautiful place for those with the ability to see it, which is almost impossible without lots of light.


    Lower half of the Clehti, the upper part being one with the ceiling of the cavern in which Gwithva lies.


    Spoiler: People
    Show
    [CENTER]Name: Prevaz
    Subgroup: Naga

    The native folk of Skianz are a giant-like race called the Prevaz. They possess the upper body of a human or elf, but their lower body is that of a gigantic snake. The Prevaz are quite slimly built, to aid their navigation through the treacherous underdark they call home. They possess a fat reserve in their tales, keeping the upper body slimmer due to a lesser need for fat storage there. These naga are quite heavily muscled, although the males are more so such than females. Because of the everlasting darkness, the Prevaz have no eyes, instead relying on echolocation to find their way. To this end, large flaps of scaled skin crown their heads, much like a cobra's hood. They can widen or even hide the flaps if it proved to be needed. They do not possess eyes, although pits in the places of their eyes indicate they might have possessed eyes, in times long gone. At the sides of their neck they have four small openings (two on each side of the neck), in which lie the organs that produce the high frequency sound they use to get around. Males typically stand around 1.8 meters high, with their tail reaching lengths of around 4.5 meters. Females are stand somewhat shorter, around 1.7 meters, but have slightly slimmer and longer tails and measure around 4.8 meters in total.

    The Prevaz live a long time, the oldest of their kind living to be around 200 years old. Young ones reach adulthood around 15 years old, but aren't considered adults until the coming of age ceremony is done. Also, they are coldblooded, although they require less amounts of warming up, due a special organ within the fat reserves of their tails, designed to absorb and contain heat. Typically, in the conditions in Skianz, a Prevaz needs to reheat him or herself every 4 days. Alternatively, if there is no heat nearby, they can go into a hibernation-like state, slowing down their metabolism and keeping them alive in low temperatures. They can stay in this state for approximately 6 months before starving.

    Their echolocation allows them to find their way in absolute darkness, pinpointing obstacles, companions and so on. Their echolocation is extremely well developed. From the resonating frequency of a metal they encounter, they can deduce which metal it is, providing they have been teached how to do it. They also have the uncanny ability to sense a person's mood through body language alone, making hiding your real intent from them a problem in some cases. They are also able to detect texture and other small details, provided the materials enable enough sound to be reflected.

    Due to the absence of eyes, the Prevaz have a bleak skin and dark scales, without much of a pattern present.
    The Prevaz are a highly intelligent race, their intelligence being on par with that of humans and Fae. They have a rich culture, oral traditions and folklore, which mostly focuses on the concepts of form, the creation of form, the preservation of form and the attainment of the perfect form. Both Prevaz men and women are dressed quite extravagantly, but the concept of thick cloth clothing is rather unknown to them, seeing no need to hide the beauty of one’s body, except when absolutely needed (in cold climates for example).
    In stark contrast to their harsh environment, or maybe because of it, the Prevaz put a large emphasis on the beauty of shape and form, wearing all kinds of jewelry and ornaments made by the many expert craftsmen Skianz has to offer. Art is held in high regard in this region, especially pieces that took long to be perfected, and almost everything the Prevaz use is stylish and beautiful as well as functional. From houses to dinner plates to roads, if it can be made into art, it will be. The buildings in Skianzes capital, Gwithva, also reflect this, with blocks of houses seamlessly flowing into one another.

    In addition to their reverence of physical beauty, the Prevaz also strive to perfect their inner beauty. They also believe that songs can convey this inner beauty to those who hear the song. Beautiful melodies can be heard in many places in Skianz. They also have plenty of stories, but due to a lack of media to write them on, scrolls with those stories are extremely rare to come by.

    Prevaz take partners for live, marrying with elaborate parties accompanying the occasion. However, most Prevaz do not marry until they are around 40-50 years old, because of the customs involving throne succession. However, it is not uncommon to have family and children before that age without marrying. The ratio men to women is about 35% men to 65% women. A great number of them live in the capital, but there are a lot of villages all across Skianz.

    Because they like to share their arts with others, the Prevaz are welcoming and mostly very friendly to visitors. They are also keen on getting to know other beauty ideals, both male and female, discovered by those who visit the Prevaz capital. However, when one speaks ill of art or is not friendly in return for a good amount of time and isn’t willing to listen to the Prevaz, the Prevaz respond by swiftly escorting them and their belongings out of Skianz.


    Spoiler: Resources
    Show
    Skianz is a strange and dark place, but within its darkness, great treasures shine. The Prevaz want to share the Prevaz Art they are so obsessed with, as everyone sees something else in the often mindboggling pieces of art the Prevaz artists create. Some of the statues and paintings they create reflect reality, some in amazing detail, although the colors of the paintings oftentimes make no sense. Their song, often in their native language, are often hard to sing, but carry fine melodies and rhythms. Some art is surreal, with everybody that lays eyes or ears on it feeling differently. Some confused, some strangely enlightened. It’s this individuality that the Prevaz like and are keen to share and get to know. Most of exported Art are statues and paintings.
    Due to a shortage of metals, metal statues and other art made of metal is very rare. As such, the Prevaz want to import more Metals to quench this need.


    Spoiler: Government
    Show
    The Prevaz are led by two leaders, a married couple, who together are called the Lymners of Skianz. They are chosen when the one of the last couple stands down from power, after which her partner does so as well and retires.
    After that, a contest is held between the top artists of the society, those between 20-50 years old and are single. At the end of the contest, the male and female winners are chosen using a jury made up of the finest and oldest craftmen and women of Skianz. The winners then marry and they assume power. As Prevaz so beautiful and skilled, surely they also have the means and prowess to lead the Prevaz in their searches and endeavors, until the circle is repeated again.

    The rest of the Prevaz are organized into families, with the youngest adults (30 years-40 years) lead the family. There are a multitude of families, each specialized in their own art. Each Strem is considered equal, because each art form has it's own value and cannot be quantified. An exception to this are those old veteran artists of extremely high skill that make up the socalled Konsel. The Konsel is tasked with choosing the next ruling couple and will provide advice after the choosing has been done. Another exception are apprentices (Yonker for Male apprentices, Yowynk for Female apprentices), who are often tasked to do activities that higher skilled Prevaz wouldn't like to do. However, they are not considered slaves by any sense of the word and are still treated with a good measure of respect. Apprentices are mostly made up of Prevaz that are born in a certain Strem but are found to have their biggest potential in another Strem. These young Prevaz will seek out a master at the age of 15-20 and will be under his supervision for around 10 years, after which they are elevated from apprentice to regular artist status. Around 1 every 5 Prevaz end up being apprentices.

    Lymnanstrem
    The family of the drawers and painters

    Lymnanstrem Heraldry

    This family is responsible for all great paintings made in Skianz. The individuals in this family are heavily trained in distinguishing different textures in great detail. Although they still cannot distinguish colours, to see graphite or ink on parchment, enabling them to read letters written by other races. Out of all the other Strems, the Lymnanstrem have the most detailed vision. In addition, they are skilled chemists, relying on a combination of released heat, smell and consistency of the liquid to mix pigments and brew other items. Also, some of them act as investigators or trackers.

    Artform: Painters, Drawers.

    Additional Professions: Alchemists, Investigators, Tracker.

    Delowstrem
    The family of the sculptors

    Delowstrem Heraldry

    The architects and builders of Prevaz society, the Delowstrem are responsible for nearly all buildings in Skianz. They are trained in enlarging the range of their “echo-vision” as much as possible, enabling them to see the bigger picture. Due to their efforts, they made Gwithva into one whole. Due to the range of their vision, in times of need, they are used as scouts. They have a very wide field of view and can cover a vast range of view. Even if they are not as minutely precise as those of the Lymnanstrem, close to nothing can escape their "sight". Most of the Prevaz of this Strem are male.

    Artform: Sculpting.

    Additional Professions: Architects, Builders, Scouts.

    Kanstrem
    The family of the singers

    Kanstrem Heraldry

    Even though it is dark in the vast caverns of Skianz, more often than not songs can be heard echoing through the blackness. Haunting and beautiful, visitors often think the caverns haunted because of this. However, once they reach the source of the sounds, they will find the Prevaz as the source. An entire clan is dedicated to perfecting the art of song. The Kanstrem make sure it is never totally silent in the capital and villages of Skianz. In their songs, strong emotions can be heard, flowing with the notes of the songs themselves. The Prevaz of the Kanstrem are often send as diplomats, for they are able to notice lies and shifts in emotion quite easily compared to other Prevaz. Also, these Prevaz act as interrogators when things get really ugly.

    Artform: Songs.

    Additional Professions: Diplomats, Interrogators, Lie Detectors.

    Drollastrem
    The family of the storytellers

    Drollastrem Heraldry

    Stories, history, myths and folklore. These are but a small subset of things that the Drollastrem seeks to record for future generations. Having trained their memory for their entire life, they write up and research every bit of information they can get their hands on. Also, they are quite fond of telling stories to visitors, telling them in haunting detail and intonation. Their vocal and echo abilities are a mix of those of the Lymnanstrem and the Kanstrem. They need to be able to distinguish ink and other methods of encryption and they need to be able to tell a compelling and convincing story aswell. What sets them apart from other Strems is their trained memory.

    Artform: Stories.

    Additional Professions: Scholars, Information collecting and indexing.

    Korfstrem
    The family of bodily beauty and dancing

    Korfstrem Heraldry

    Seductive, beautiful and artistic, the Korfstrem use their own body as their canvas. Striving for perfect beauty, they make sure they are in perfect health, which requires some knowledge of Prevaz autonomy and diet. They are vivid dancers, the best of them able to entrance people with fluid movements and choreography. The Korfstrem are the ones best suited for social problem solving, through diplomatic or more bodily means. Also, due to their knowledge of medicine and health, they are the healers and doctors of Prevaz society. Most of the Prevaz of this Strem are female.

    Artform: Dancing, Looking Pretty.

    Additional Professions: Social Problem solvers, doctors/healers.

    As a last thing of note, it might appear that farmers are absent from this list. As everybody obviously requires food, the task of hunting and gathering food items is split evenly among all Strems and individuals.
    Also, every Prevaz belongs to a Strem, chosen to the art where the individual is most proficient in. Bad artists are not shunned, as that would be very impolite. Art that is made with effort and the heart of the artist in it always deserves some measure of praise, even if the quality is lacking.



    List of current and past leaders:

    Kara (Lymnanstrem) and Jentyl (Lymnanstrem)


    Spoiler: Culture
    Show
    Daily Lives: Daily lives for the Prevaz are not set in stone. Depending on the needs, one might go out to gather food and hunt, while another might spend his or her whole day raptured by art. There is not really a distinction between the activities of men and women, besides the genres of art they like the most. However, every Prevaz day begins and end the same: curled up and asleep near one’s own miniature hot spring. All Prevaz at least try to sleep near a hot place, so they can begin their day full of energy. If a hot spring is not nearby, most Prevaz know how to lit a fire with the mosses and fungi present, which to outsiders burn with a light purplish glow.
    Prevaz houses aren’t made like those that two-legged humanoids use. They mostly have a ramp leading up to the roof, where there is a hatch providing entrance to the interior of the house (or den, if you like). Normal door do not work so well when you have a long tail trailing behind you, and a hatch on top of the house as an entrance solves this problem nicely. Likewise, there are no stairs in a Prevaz’s house, instead relying on slopes and slanted poles to get from one floor to another. For doors inside the house, normal doorways are commonly used, with weighted cloth acting as the door instead of wood. The entire house is filled with pieces of art of difference kinds of artists and the inhabitants themselves. Due to this, every Prevaz house looks vastly different. All the waste is neatly collected in a separate room in the back, which is cleaned out very regularly.

    [CENTER]
    Habits and Social Customs: The Prevaz are very polite to guests and conversation parties, the exception being close family and friends. When having a long talk with guests, It is custom to talk about art and other small talk every once in a while, even when talking about something urgent. It is believed that this clears and sharpens the mind, which is key in making sound decisions. When it is time for the guest to depart, small gifts are often exchanged, ranging from food to cutlery to small art pieces.
    The Prevaz have the ability to slightly unhinge their jaws, not unlike normal snakes. They can eat a food item the size of a small chicken in one go this way without much trouble. However, when eating, it is considered extremely impolite to unhinge ones jaw and devour something in one go. It looks ungraceful. The almost barbaric sight of it is the biggest reason not to “eat unhinged” for most of the Prevaz population. Also, it is very rude towards the cook and means one doesn’t enjoy the taste of the food provided.

    Doctrine of the Nine Candles: The Prevaz spend most of the day perfecting their art skills, while adhering to the Nine Virtues of the Doctrine. Their art isn't religious perse, but are mostly visualisations or themed after the different "Candles" of the Doctrine of the Nine Candles. As the Prevaz are blind, they rever to the light in one's soul and light in general as "Komder" which literally means "warmth" in the Prevazan language. As most forms of light warm the things it shines upon, the Prevaz consider this a decent definition of what other races call "light".

    Militairy: W.I.P.



    Spoiler: Religion
    Show
    Doctrine of the Nine Candles (Sole)

    In the Prevazan language, the Doctrine of the Nine Candles is called "Fordh a an Rasek Flammow", or the Ways of the Virtuous Flames, due to the lack of candles in Prevaz culture.
    The Prevaz's pursuit for beauty is more akin to a lifestyle than an actual religion. However, the Doctrine of the Nine Candles fits perfectly into this viewpoint. The Prevaz strive for the virtues in the art they make and as such, the Clehti is central in their following of the Nine Candles. Even though they cannot see light, they interpret light as warmth, which they can both feel and "see" through heat ripples in the air and around hot objects. Both the light and warmth that candles produce are referred to as Komder. The other religions never gained much traction in this remote region.


    Spoiler: Major Settlements
    Show
    Gwithva (Population: 400.000): The capital of the Prevaz, Gwithva is a shining example of Prevaz artisanship. The buildings in Gwitva seamlessly flow into one another, giving the impression that the city is built from one greater whole. On the outskirts of Gwitva stands the Clehti, the building rising high above the city. Large therms can be found all across the city, allowing the Prevaz to maintain their body temperature. Not that anyone would see it though, as the whole city is pitch and pitch black. The Prevaz can see the city well enough with their echolocation, but an outsider would have a hard time getting around. Fortunately, the Prevaz do allow torches and other sources of light to be used by outsiders, but not in places that would pose a fire hazard.


    Aneth
    Region 44A

    Spoiler: Terrain:
    Show
    Aneth, meaning Adventure in the Prevaz tongue, is a forested, warm area. Its many mountain ranges create some areas with an abundance of rain, and others that stay dry. An area of note is the Valley of Worrianz, or as it’s known with the human locals, the Valley of Praise. Holding the Western Skyway in its safe mountainous embrance, the Valley is known for its contact with the Prevaz. The Prevaz, fond of visitors, came to the surface from time to time to show the locals the way of the chisel, the voice or the brush. From these lessons, the Valley is likely to have gotten its name. The rainforests of Aneth in the north are dangerous, with numerous poisonous beasts and plants. In addition, the hot climate in these forests combined with the high humidity makes even a small task barely manageable for those not adapted to the climate. This is a problem because the silver is found in the same mountains that cause this weather. Therefore, humans and Whansis of Aneth work together to mine the silver. The humans doing the trading and the Whansis, being better adapted to the warm climate, mining the silver. They both get a fair share of the profit, making Aneth a fairly rich region.

    To the south-east of the Valley of Worrianz, on the coast of a big lake, lies Silvershine, the capital of Aneth, if it can be called that way. Silvershine is a tradetown, with the silver, mined by the Whansis in the forests, being sold and shipped by the human populace. Some small trade has happened between Silvershine and Gwithva, although all the trades have been of a more personal nature, with no major trade being organized. However, with the Prevaz solidifying their relations with the people of Aneth, that all has changed. Silver is being shipped all across the Prevazan Artistry and is in great demand with artists and nobility alike.


    Spoiler: People:
    Show
    Aneth is inhabited by two sentient humanoid species: Humans and the Whansis. The humans of the region inhabit most of the south, with villages and settlements strewn across the plains. The humans are dark-skinned with slanted eyes, wearing white clothing to reduce the impact the sun has on their daily lives. They rely on trade with the Whansis and surrounding villages to get what they need to get by. For food they rely on small-scale agriculture and they keep small herds of cattle. They live in square-shaped houses made of plaster and worked clay.

    The Whansis however, are of a race related to the Prevaz. Having the same snake-like tail, they are a distant cousin of the Prevaz race. However, they possess eyes with a keen eyesight, like the majority of the surface dwellers do. This lead to their name, as Whansis means "Keen Observers" in Prevazan, a name which stuck with the Whansis themselves over the ages. These serpent-humanoids are smaller and more slender than the Prevaz, allowing them to traverse the Aneth jungle with relative ease. The Whansis live in rainforest villages consisting of tree huts, woven of the branches and vines that are abundant there. In contrast with the Prevaz, their scales have vivid colors. Their hearing is worse than a Prevaz’. They mostly dress in practical clothing, favoring strength over style. However, Prevazan clothing styles and concepts seeped into the Whansis’ culture over time, particularly at formal events and trade meetings.

    The Whansis have more pronounced fangs than their Prevazan cousins and have a mild poison that causes temporarily paralysis in the victim. This poison isn’t lethal to all but the smallest of children.


    Spoiler: History and Goverment:
    Show
    Aneth has a long history with interactions between the Whansis and the Prevaz, using the Skyways to contact one another. However, over time, the Prevaz retreated more and more, focusing more and more on their Arts. Prevaz became a rare sight, and cults even sprung up claiming them to be agents of the goddess of the earth, Doara.

    Contacts between the humans that inhabited the plains and the Whansis weren’t always peaceful. Up until 300 years ago, conflict regularly broke out between the fractions, fueled by greed and rage. Humans wanted the silver, entering the rain forests and trying to drive the Whansis away. The Whansis responded in kind, repelling the human invaders time after time, using their superior knowledge of the environment.

    Eventually, both sides came to an understanding: keep on fighting didn’t solve anything. Silver could only be mined effectively by the Whansis, but they weren’t good traders, mostly due to their appearance. The humans couldn’t reach the silver, but had access to boats and contacts to trade the silver and turn a profit. The two races clasped hands and cooperated, turning the formerly poor wartorn region into a peaceful one with a good working trade system, if not a very large scale one.

    Aneth is led by a trader’s counsil consisting of two humans and two Whansis, who coordinate the mining and trading, prices of the silver and so on. After the Prevaz established contact and made their intent to strengthen relations known, they agreed to cooperate, their sights set on more business opportunities and insights.


    Spoiler: Religion:
    Show
    Due to traversing monks of the Doctrine of the Nine candles on their way to Skianz, the Majority of Aneth upholds the values of the Doctrine. There is a small minority that worships a goddess of the earth called Doara instead, which appears to be strangely serpentine in shape, according to documents pertaining about this paganistic movement…..


    Spoiler: Resources:
    Show
    The mountains ranges of Aneth are full of Silver, but due to a lack of organization and the problems with reaching the mining sites, only a Minor amount can be mined. Due to the hot climate, special clothing is preferred by the populace, making importing Fabrics a useful commodity.


    Blarhiminn
    Region 43

    Spoiler: Terrain:
    Show
    Blarhiminn is a warm region, although less so than its northern neighbors due to the soft sea breezes coming in from the southern Cradle sea. Much of it is covered by forest and hilly terrain, although mountain ranges can be found in the northern central parts of the region.

    A major feature of Blarhiminn is the series of islands called the Bromr archipelago, whose hills, cliffs and mountains contain fast amounts of tin, used for creating the region’s famed bronze. The region is rich in rivers and river deltas, making trade relatively easy. There is some small trade going with the region of Aneth to its north. The plentitude of forests are inhabited by Whansis, animals and stranger things alike, although the Whansis manage to keep them in check just fine, with the occasional help from the Valkyrja. Blarhiminn’s capital is called Liónarborg, meaning City of the People. It often just called “The City”, by native traders and merchants. It’s situated in a huge bay, which is in turn shielded by the islands of the Bromr archipelago, making the city easy to defend from naval attacks.


    Spoiler: People:
    Show
    The majority of the Blarhiminn populace are humans, although pockets of Whansis population can be found throughout the more forested and mountainous areas. The Whansis keep primarily to themselves, making a living amongst the trees and vines.
    The humans of Blarhiminn, called the Himinn, are dark-skinned with slanted eyes, being of the same descend as the humans living in Aneth. However, due to the less extreme climate, they wear a variety of colors, their clothing often having bronze jewelry sowed into the fabric. Most of the human population lives near the coast and the river-deltas of the region, although there are some villages at the mountains for easier transport of the copper mined from the mountains. Much like in Aneth, the local humans and Whansis work together in mining the metal from the mountain.

    Legend of the two Armies

    The region of Blarhiminn has, or had, two different armies: A legion of warrior women called the Valkyrja, led by the Queen-General, and a navy comprised entirely of men called the Unnrberja, led by the King-Admiral. This split was caused by an ancient superstition, the cause of which is only told in vague legends and children’s stories.

    Those stories boil down to the following:

    Men believe a woman on the ship dooms the ship to wander aimlessly on the seas for years. The woman kills of the crew one by one, softly singing to herself until there is nobody left. The seas eventually claims the woman and she becomes a demon of water.

    Women on the other hand believe a man fighting in the army is cursed the moment he steps on the battlefield, mowing down friends and foe alike, painting the earth red in his bloodlust. After that battle, the man will then rise as a demon of blood.

    Legends tell of these demons killing those of the opposite sex without mercy, and even of water and blood demons battling and killing each other, leaving only ruin in their wake.

    As such, the Valkyrja only accept women into their ranks, and the Unnrberja only accepts men.

    Crafts

    Both humans and Whansis were influenced by the Prevaz and the many Doctrine priests traveling the region on their way to Skianz. They use their bronze for a great many things, from everyday objects to artistic objects, although the quality of those objects is lacking when compared to skilled Prevaz artists. However, maybe one of the more interesting uses of this bronze maybe is the strange, ornate armors made of them. Carried by the Valkyrja, these armors don’t only have the purpose to protect the wearer, but also to impress and intimidate potential opponents.

    The branch of art that maybe left an even bigger impression on the region was music. From the bronze, the Himinn crafted wonderous instruments that combined a persons breath and metal pipes to produce notes that are quite pleasant to the ear (Think primitive trumpets/saxophones). The music is heard throughout the larger cities, with Valkyrja and Unnrberja using the music in their exploites.


    Spoiler: Religion:
    Show
    The Majority of Blarhiminn follow the Doctrine of the Nine Candles, with a Minority of the people following the Church of Dean. The large amount of Doctrine follows is due to the proximity to major Doctrine nodes such as Fidd and Skianz. The Church of Dean recently got a foothold in the region due to trading activities, being introduced by merchants.


    Spoiler: History and Government:
    Show
    Himinn-Whansis Wars

    Old stories tell that the wars between the humans and Whansis that happened 300 years ago in Aneth also spread to this region, for many of the same reasons. The situation being largely the same, a similar solution was achieved in Blarhiminn. However, because of the threat of the Valkyrja employed by the humans, the Whansis were forced to give more ground, leaving them with poorer live circumstances than the Whansis living in Aneth. This prompted a large migration of Whansis towards Aneth, seeking a better and more peaceful life. The Himinn, seeing their workers disappear, tried to close their border, but to no avail, as the area they had to cover was just too large.
    Eventually, 10 years after peace was achieved with the Whansis, the Himinn of Blarhiminn followed the example of Aneth. They gave the Whansis the same rights and privileges as they themselves had, and a pact between them was struck. The Whansis were now able to be part of the nobility, and even marriages between Whansis and humans were made, although they couldn’t have any children. As such, adopted children are common. They were, and still are, considered of their step-parents blood if the children stay with their new parents for at least 14 years.


    Spoiler: Resources:
    Show
    Molten and forged from both the deposits of copper in the central mountains and deposits of tin in the hills of the Bromr archipelago, the Bronze used in Blarhiminn is highly valued by both its populace and the traders that visit Blarhiminn. Its uses are many, but what would be the use of such a varied metal with an empty stomach. As such, the people of Blarhiminn desire a source of Food.



    Nogr
    Region 42

    Population: 582.000 Himinn, Hylli and Whansis

    Spoiler: Terrain
    Show
    Nogr (Meaning Abundance) is a warm region, strewn with deserts and vegetation that can handle the heat. Due to the mountainous areas near its eastern border the areas more inland are very dry, with forests only occurring at the few lakes and at the coastal deltas. A big terrain feature of Nogr is its coast. It is composed almost entirely of sheer cliffs, creating a series of waterfalls spanning many miles where the river deltas enter the sea. This phenomenon is thought to have been created by volcanic activity and earthquakes, raising the land far above the sea. These cliffs are also home to the Hylli people. Due to the slight elevation at the coast, multiple lakes have formed a few miles inland. It’s at these lakes that most Himinn and Whansis live.


    Spoiler: People
    Show
    Nogr’s coast is home to a subspecies of the serpentine folk that have adapted to life in the water, called the Hylli. Their physiology is quite similar to those of the Whansis, but they have thicker tails, thicker scales on their extremities and they have a greater lung capacity compared to both the Whansis and Prevaz. Finally, they possess a special eye membrane that allows them to see underwater. This membrane covers their eyes when they dive underwater, protecting it and giving them a clear vision. Above water, this membrane is not used. The Hylli can stay underwater for up to 60 minutes with a single breath of air. The Hylli live in homes carved into the cliff-faces, high enough to not get swallowed by the tide, but low enough to get to the water safely. They also buy Himinn and Whansis services by selling the gold found inside the cliffs.

    The Himinn of Nogr are cousins of those in Blarhiminn, and have many villages lining the river delta. They trade with the Hylli for gold and services. They often work together with the Whansis that also inhabit the region. The same war that went on in Aneth and Blarhiminn 300 years ago, also raged here and was ended the same time the war in Aneth ended, the locals chosing not to follow the choices that would later fail with their eastern neighbours. The Hylli were also involved in this war, but choose the side of the Whansis, as they shared the same problems.

    The Whansis of Nogr are fewer than those in Aneth and Blarhiminn, but lining the coast and lakes, they can still be found living in the forests. Due to the geography of Nogr, they tend to be found close to the mountains as well, which sparked the conflict in this area. Not for Bronze, not for Silver, but in this case, for Gold.


    Spoiler: Resources
    Show
    Gold: Minor In Nogr, Gold can be found in decent quantities in the local mountains and in the cliff faces. The mines aren’t that developed yet, due to lower local demands. However, that might be changed when the demand for it rises. The people of this region, partly due to their gold, prefer a healthy lifestyle and thus require Food.


    Spoiler: Religion
    Show
    Due to their proximity to both Skianz and the Raphid Dynasty, the majority population follows the Doctrine of the Nine Candles. Due to the lack of suitable large ports, other religions didn’t really have the chance to take root in the nation. There are still some remnants though of the same sect that took hold in Aneth, that worships the serpentine earth gods. Doctrine of the Nine Candles (Majority), Earth Serpents (Pagan, Minor)
    Last edited by WaylanderX; 2016-01-08 at 02:19 AM.

  14. - Top - End - #14
    Barbarian in the Playground
    Join Date
    Jan 2014

    Default Re: Empire! Lands of Arandi

    ChornOstrav
    Region 70, Player
    Nation: Tsardom of Trolls

    The Tsar: Boris
    Diplomacy:2
    Military:2
    Curiosity:4
    Faith:4
    Luck:3

    Population: 940,000

    Spoiler: Terrain
    Show
    The trollish land of ChornOstrav, also known as Black Island in the common tongue is called so for the color of the rock and the dirt are as black as the briny depths. The island is one of tall cliffs, winding fjords and dark forests. The black soil is a poor one for farming and the gnarled trees are dwarfed when compared with ones one the main land.
    The capital of this fair nation is situated at the mouth of where the Vodneve river meets the sea, and in the river’s honor is also called Vodneve. It is a port town situated to have access to the Sea and further inland. To the east of Vodneve stands an ancient and sacred site, there stands the Bald Mountain where the great witches gather once every 7 years to discuss matters of utmost importance.


    Spoiler: The People and Society
    Show
    The trollish ethnicity is one that is generally stockier than most other humans and full grown men are usually six feet tall at the minimal. They can be distinguished at first glance by the large gourd-like noses and big floppy and somewhat cowlooking ears. On second glance one may notice the roughly meter long tails with tufts of hair sticking out of their back. They have a fair complexion with hair that ranges from raven black, to golden blonde to fiery red.
    Ancient lore states that in a time when great monsters roamed the earth, big enough to swallow ships whole and tramp towns with a single step, the [t] escaped their northern homeland and landed in ChornOstrav, where they made a new home, among their odd tailless neighbors. Who at the time we’re happy with leaving the island to the [t], nobody needed that place anyway.
    Due to the poor soil, there is little farming in the black cliffs. The people mostly rely on the sea for fish, mollusks and goods brought in from other lands. Some of those goods are raided, some are traded, some are both.
    In trollish society it is believed that women are born of the Earth, the hearth and home, while men are born of the Sea, the wind and the waves. For this reason, women will be born and buried within the same homestead, while men are expected to go out and explore the world and/or die in the process. As the women are the masters of the home and the family, each house is guided by a matriarch and inheritance is passed down thru the mother. When young men reach of age, they are sent out into the world to prove themselves, earn the hand of a maiden and provide for their new home. Most men are either sailors, fishermen, hunters or something else.


    Spoiler: Goverment and Military
    Show
    This system also applies to the Tsar, who can come from any walks of life, be they son of a great family, a beggar, or even a foreigner, as long as they prove themselves in word and deed they can chosen for the throne.The Tsar is less of a supreme ruler of the land but more the leader in external affairs.The management of the country is mainly in the hands of the Three Great Sisters but both have the right to appeal to the other if the change is related to their fields.The titles of the Three are the Maiden, the Mother and the Crone. They don’t necessary have to be sisters, but they are usually of the same family as the Three decide who gets to be the next maiden when when one of them dies. The titles are given based on seniority, with the oldest being the Crone and the youngest being the Maiden.
    Each house of note has a warship or even a small fleet that they own. When the Tsar goes to war he summons these ships to his side and along with the great fleet that he controls himself as they sail off on campaign. The rest of the the time each man’s ship is left to it’s own devices.


    Spoiler: Resource
    Show
    In the deep mountains of ChornOstrav and on it’s highest peaks one can find a mineral by the name Dyhhkamene which roughly translates to spirit stone or wind rock. It has the appearance of quartz but it crumbles in the hand like chalk. When it is broken apart it lets out a gust of wind, if you take off a little, it’s a mere breeze, if more pressure is applied a strong push and if you're a fool enough to strike a large vein, then they won’t be able to piece your remains together if they find where they landed. It is used to in sailing to summon a good wind where there is one, but controlling the wind is a great power and it takes years to master it’s proper use.
    What the Tcardom lacks is good lumber, even though there are plenty of forests to harvest for hearth and home, they are too scrawny to build a mast necessary for a proper ship. This severely limits the amount Tzar’s fleet.


    Spoiler: Faith
    Show
    There are various old tales that are believed by the Black Isle’s people. They vary from town to town and often contradict each other. Some common motifs include the representation of the Sea as a wild mistress and the Land as a stern father. Sailors are oftenly referred to as the sons of the Sea and house wives as daughters of the Land.
    The Church of Daen didn’t really catch on, as in most tales the Sky is known to be a fool or a evil spirit imprisoned in the earth and his domain split between Sea and Land. The Pale Lady is seen as the Sea but under a different name, harsh but fair, so The House of the Pale Lady has a minority in the Tcardom. The Doctrine of the Candles has a minor following in the Black Isle, mostly within the male population. Women are barred from joining it, do to most people believing wandering is a key part of the belief system.
    The previously mentioned individuals who know how to use Dyhhkamene are thought of as sorceress capable not only of controlling the wind but responsible for rainfall. They go through years of grueling training under a master mage to learn the arts of navigation, of how one tells the weather and how to properly break the stone to release the wind to safer shores. After those years, the sorcerer will have prestige beyond bound, authority, everyone pleading them to guide their ship. Sorcerers oftenly caption their own ships, which often helps guard themselves against mutiny. As what fool would be dumb enough to cut the throat of one of their few chances back home?

    Majority Pagan, Minority House of the Pale Lady, Minority Doctrine of Candles
    Last edited by GorinichSerpant; 2015-10-01 at 11:29 PM.

  15. - Top - End - #15
    Dwarf in the Playground
    Join Date
    Apr 2015

    Default Re: Empire! Lands of Arandi

    Vincedom of Hess Tannan

    Soommor








    Ruler of Hess Tannan: Vincehin Marillom fo Devanni - Highest of Hess Tannan, Gilded Saint, Holder of the Stones

    Vault Leader of The Copper Vault: Micuel Fallorini


    Diplomacy - 5
    Military - 3
    Curiosity - 4
    Faith - 2
    Luck - 2


    Spoiler: Government
    Show

    The leader of Hess Tannan, Tannan and all associated lands is, if only in name, the Vincehin of Hess Tannan, who presides over his lands from the sanctity of the Silver-Blue Palace. Typically a male, except when there are no males heirs to the Vincedom, he has the final say in all matters of law and state conferring with a council of 10 individuals, 4 of which he selects, 3 of which are chosen as prominent figures, and the last three chosen by the people of Hess Tannan. In this manner the Vincehin can keep control of the council while still allowing the opinions of the people to affect the direction of the country. It is normal for the Vincehin to keep a few personal advisors as well, often childhood friends and other trusted people in their lives, although the identity of these people is kept a closely guarded secret, to prevent outside forces influencing the Vincehin through them.

    While in classical times the Vincehin held more or less total sway over the lands around Hess Tannan, in the current era, the rise of a merchant company known as The Copper Vault has disrupted the control of power, and now they run the country in all but name. They have had a highly beneficial effect on the economy, which is why they were allowed to gain enough power to rival the Vincehin, but their methods are often brutal and they seldom take a humanitarian view, instead striving for efficiency in wealth. The Vincehin and the Vault Leader strike a careful balance to maintain the wealth and prosperity of Hess Tannan.

    The heir to the Vincedom is always the second son of the Vincehin, since the first son is made to be the Marshal Grande in control of the armies of Hess Tannan, at the discretion of the Vincehin. If no second son is produced, then the first daughter will be selected instead. If only one child is available, then they will become the Vincehin, and a favourite cousin or uncle will be chosen as the Marshal Grande in their place. A ceremony takes place where the Sellice do ne Rasion, a large honeysuckle coloured gem, also referred to as 'The Stone' is handed to them and they are bathed in first sweet, then bitter liquids. This symbolised the pleasures and responsibilities that come with being the Vincehin.

    The Copper Vault runs more of a meritocracy, merely choosing the most charismatic, charming and intelligent individual to become the front for the organisation. While a great deal of the guild is run by administrators at the core of the company, the Vault Leader is immensely powerful in Hess Tannan, since he generally chooses the direction that the company will be taking and how to deal with major difficulties the Vault may face. Impotent leaders are quickly weeded out and replaced with more capable men, and loosing rank in the company may well mean losing your life at such high levels, since the Vault Leader will remain so for 6 years or until his or her death. If death is the faster option to replace a leader then the guild board will not hesitate to have them 'put on a permanent pension'. A truly great Vault Leader can balance the tightrope with the Vincehin, satisfy the board and juggle all of the guilds problems at once, without putting themselves at risk.





    Tannan
    Region 122
    Population - 355,000
    Standing Army






    Spoiler: Terrain
    Show

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

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

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


    Spoiler: People
    Show

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

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


    Spoiler: Resources
    Show

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

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


    Spoiler: Religion
    Show

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

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

    Majority - Native Idol Worship
    Minority - The Grand Church of Daen
    Minority - The House of the Pale Lady
    Minority - The Doctrine of the Nine Candles
    Soommor
    Maker of Plays, King of the Pitch, First Chosen of Mazara, Camel Sniper, Last Remaining Fragment of Bill Shatner's Mind, Agony Incarnate, Not Jesus, Inventor of the Electric Condom, General Disaster, King of Africa and Uganda in Particular, Better than the Rest of Us.

    Quote Originally Posted by TheDarkDM View Post
    Oh you are just a treat.
    A Brutal and Shameless Plug if I ever saw one.
    https://www.youtube.com/user/TheBlarGamer

    My Blog
    https://benology.wordpress.com/

  16. - Top - End - #16
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
    Location
    Constantly Roaming
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    Dynasty of Escaye

    “All glory comes from daring to begin.”

    Queen Zellevera the Fierce


    Diplomacy: 3
    Military: 5
    Curiosity: 8
    Faith: 8
    Luck: 9

    Total Land Army: 55 000
    Total Naval Army: 26 000
    Total Standing Army: 81 000
    Maximum Troop Capacity: 81 000 (36 Regions + Capital + Holy Order Bonus. 72 + 5 + 4)



    8 000 Knights of Escaye
    13 000 Ruby Legionnaires
    21 000 Tribal Warriors
    3 000 Rainbow Raiders
    2 000 True Crown Hunters
    3 000 Fiid Mercenaries (From claiming region 39)
    5 000 Topaz Soldiers
    4 000 Dynasty Warships
    4 000 Ships of 'The King's Fleet'
    6 000 Tribal Ships of War
    9 000 Grey Empire Battleships
    3 000 Units of Banion Seamen


    Region of Xeroas, 145
    Population: 470,000

    Spoiler: Terrain and Cities
    Show

    Spoiler: Example Terrain
    Show

    Nature:
    The region of Xeroas is a large north facing monocline with deciduous forest. Being a monocline, it has some very different altitudes, with a cliff facing north and sloping off more slowly in other directions. The monocline extends to be around 3,600 feet high at its largest point, thought it only takes up the northern portion of the land. Other areas of Xeroas are relatively flat and dense with large deciduous trees, partially connecting the jungle-like terrain to the east. Temperatures in the area are moderate, and there is a slightly higher than average amount of precipitation due to the ocean and large river they happen to be beside. Despite this, fog is rare in the area. Instead, the land has cursed them with powerful winds that can sometimes knock over trees. The people there have made their homes in the main areas: The cliff facing the ocean known as Haven, and a city inside of the valley on the opposite side of the mountain known as Eden. Within these areas, (past the beaches) the soil goes deep and has plenty of room for larger plants to grow. ..When their roots can get through the layer of emeralds that are scattered across the ground. In Xeroas there are emerald dykes in the cliff face of the monocline, the trees, and ground. This is great for the local populace, as the terrain is covered with beautiful gems, but the eco-system has suffered for it. Because of the gems scattered in the ground, it is much more difficult for small plants like flowers or bushes to grow because their roots do not travel deep enough. This causes a lack of smaller animals as well, reducing the amount of carnivorous species and allowing large animals like deer to run mostly unopposed. Although, they happen to be hunted by the locals anyways, so some argue that no damage has actually been done. Xeroas has a single small river known as the Wosk Canal that connects the larger river and the ocean on the opposite sides of them, and brings water through Eden. Common types of vegetation would include Oaks, Elms and Birch with some smaller shrubs and fruit trees scattered about. Without the smaller plants to crowd up the area, the forest floor seems very plain in comparison to most and is often remarked as seeming ‘clear’ as if it had already been cut and regrown in a controlled environment. It is also worth noting that grass still grows in the areas without emerald dykes, but does not grow very long.
    Spoiler: Sample Dyke (Not Emerald)
    Show


    Eden:
    Home of the Zaj

    Eden is a city made of stone, wood and emerald. The city is located in the valley behind the monocline in order to protect it's civilians from the strong winds in the region which could pose a threat to daily life. In this city, each 'house' gets a fair amount of land of which is theirs- Though the crown has the power to take it back. On this land, the house is told to live their and that so long as they do not break any of the local rules; they can build whatever they please to inhabit in. Mostly this leads to people creating efficient multi-story rectangular houses as one might expect, but the more creative Zaj can come up with some very strange ideas should they be allowed to pursue them. The city layout is somewhat uncoordinated, with the ruler granting lands in whichever way seemed like a good direction to expand without much thought for strategy or elegance. Despite this, markets and temples appear in good locations throughout Eden, allowing all citizens access to such areas. Eden has a small lake beside it that the residents use to fish sometimes, but there is soon to be a temple on top of it. The palace; constructed almost entirely of emerald is near such lake, housing the leader and his or her advisors. Residents of Eden have a strong distaste for outsiders, most having the opinion that if they do not share their customs they should not share _anything_. This is almost always dismissed by the traders/global scene, but visitors are still met with hostility from the people.
    Spoiler: Temple of Earth
    Show

    The Temple of Earth: A large project has been started to create 'the temple of earth'. This temple will be made purely of emerald, and used for the worship of religion and ceremonies. It is located just over the lake in the center of Xeroas, and will use support pillars underwater to support it's weight. It has been talked up to look 'magnificent'. More details to be included upon completion.


    Haven:
    A fishing village based on naval imports and exports

    Though seemingly small, Haven houses still one fifth of the population; making it a very large town- Almost a city, if the residents of Eden were willing to forfeit their made up superiority complex over those from Haven. The 'town' is much more organized than that of Eden, with a proper street plan, anticipated housing, and strategically placed markets/services. The main jobs for one in haven have much to do with trading and transport- as those industries keep the town afloat. Being just below the face of the monocline and against the ocean- Haven finds itself in a very sheltered location that is easy to trade from. The winds cannot blow through solid stone; (Or emerald) and as such it is a safe place from those kinds of disasters. The monocline arches above the town, and people always say that it will eventually fall down, though it has never shown any sign of doing so. Life in haven is usually calmer than that of Eden, it's people more open to foreigners and diplomacy.

    Spoiler: People, The Amal-Zaj and their Government
    Show

    Spoiler: Sample Image
    Show

    Amal-Zaj (Known more commonly as ‘the Zaj’) appear to be humans with dragon-like features such as scales, a tail, horns, etc. Their hair is often more metallic colours such as silver, gold or brass. Most stand to be around six feet tall, with fair to tan skin. Their ‘type’ comes from the colour of their scales- Which are usually located around the kneecaps, arms, forehead, and spine. It is uncommon for one to have scales in other places, (such as the chest or face) but it does occur. Their ears tend to be pointed, and they have eye colours that correspond with their type. Amal-Zaj can grow horns and tails as well, but it is mostly genetic and they rarely grow to be very long. Within the Zaj society it has become very popular to decorate these horns and tails with jewelry and gems, which happen to be plentiful in the region. Aside from these differences they are quite similar to humans, having almost identical average body weights, strength, speed and intelligence- With one exception. The Zaj are specialists above all. They always excel at one type of thing based on their type, and each one is trained to hone their natural talents. However, each type has an element they are weak in. This leaves them less developed in some areas, and very developed in others; causing very extreme cultural differences despite being part of the same community.

    Because of the moderate climate that they live in, the Amal-Zaj mostly wear light decorative fabrics of various colours. Generally, the Amal’Zaj live in large families known as ‘houses’ that are constantly competing with one another for political or economic superiority. A house consists of at 40 to 200 Amal’Zaj of one colour, each having been assigned to a house when they are born based on how many members they have, regardless of past relations. Each member of a house is independent of one another because of the lack of formal connection system in the Dynasty Escaye, but the houses which prosper often have assigned roles and jobs for each member like a team would. When one member of a house dies, it is replaced by another unless it is full. When all of the houses have at least ¾ capacity and there is a large group of youth, several adults are charged with the task of creating a new house, and adopting the members. Each house has a leader to represent them to the ruler if they have problems, suggestions or requests. The buildings they live in are fairly standard, being rectangular and made of wood and stone. They prefer to build up rather than out, which leads to many four to seven story buildings in each area. As alluded to before, there is no marriage system in the Dynasty of Escaye, and you are free to take as many lovers as you wish. If someone has a child, they are subject to the house selection process listed above. The concept of a blood based family does not exist, and is instead replaced by the houses system. Each house is expected to take care of their own, and to try and guarantee that each person becomes successful in the world. Gender roles are essentially equal, with neither side having an expectation another wouldn’t. Sexual orientations don’t matter as much without marriage, and anyone is free to love whoever they wish. As for less fun things, taxes function as they do in real life, with the government collecting percentages of profits from anything they can without trying to sink the economy.

    Their culture is largely religion based, believing that by acting in accordance with the gods they will be blessed by them, potentially gaining their favour or being lead to a greater world. Temples are a common sight across Xeroas, and they are largely promoted by the government. Although, they often use their ‘divine superiority’ as an excuse to attack other nations, claiming that they are chosen by the gods to evoke their will- either to expel rival religions or expand their own. They are known to be intolerant of other beliefs than their own.

    Spoiler: Types of Zaj
    Show

    The Zaj are born in one of four colors, each of which corresponds with the Zaj’s main trait. Each type also has a trait it is weakest in, being the trait on the right of it in the chart below.

    Gold --> Red --> Blue --> Green-->
    Diplomacy Military Curiosity Faith

    Golden Zaj- The Diplomats
    The golden (or yellow) Zaj are the most diplomatic. (Obviously.) They often use this talent to become effective administrators or group leaders because of their natural talent for getting people to work towards a similar cause. In the cases where they do not rise so high in their career, they often make good managers or salespeople anyways so there are plenty of stations available for them. Of all the coloured Zaj, the golden ones are the least plentiful, numbering about a sixth of the population. They are often taller than the other Zaj, typically having Green eyes with blonde (or golden) coloured hair. These people tend to try and avoid conflict, seeing it as a barbaric and inappropriate way of solving problems that can easily be solved with some well-placed words or resources instead of lives.

    Red Zaj- The Warriors
    The red Zaj are the most athletic and powerful. They tend to excel at physical jobs like woodcutting, mining, or labour but are most often drafted into the military. Red Zaj often have broad shoulders and powerful figures, not necessarily taller but always naturally wider and stronger than the other types. Compared to the others they tend to be simple minded, preferring a simple and effective solution with no strings attached over a complicated one- Even if it might get better results. As such, they do not tend to be very creative and serve better as soldiers than commanders. Red Zaj number about half of the total population, being the most common. They often have golden eyes, with silver hair.

    Blue Zaj- The Explorers
    The blue Zaj tend to be daring, intelligent, and creative, willing to take risks in order to gain the upper hand of a situation. They make great explorers as well as inventors, willing to go where nobody has gone before if there is potentially a greater reward to receive or new heights to be discovered. When doing neither of these jobs, they take intelligence based jobs like management or number related things, thriving in such fields. Though, this comes with some downsides. They are very unpredictable, and unlike the rest of the community, they trust in what they consider to be ‘real’ over the gods. (Things like technology or inventions) Though for the most part they respect the gods, placing your faith in something incomprehensible is foolish to them, and they tolerate it rather than embracing it. It is also worth mentioning that madness is more common for them than any other types of Zaj. Out of the blue Zaj in the community, (which numbers to be about a quarter.) It is estimated that 2% of them have some form of madness. Blue Zaj are very small compared to the others, naturally being shorter and weaker. Blue Zaj mostly have red eyes and slightly red-brass coloured hair.

    Green Zaj- The Believers
    The green Zaj are the most balanced of the race, having medium build, size, intelligence and strength. Career wise they fit in most places, but most often find themselves doing artistic or other non-specialized jobs. They have a skill set similar to the average person, with a couple exceptions. Green Zaj are often very faithful and connect more easily with the Gods, gaining a greater understanding of religion and what it means to follow each belief. Some are even able to harness the powers of their gods to do minor things, but those with that talent are few and spend their entire lives developing their faith. Unlike the rest of the population, green Zaj have a difficult time compromising, and are very stubborn and unyielding. This makes them poor negotiators, because it is against their nature to yield to any force lesser than the gods and not one of their own Green Amal-Zaj usually have copper coloured hair and yellow eyes. They occupy about a quarter of the total population.


    Once per generation, a royal Zaj is born. They are physically different from the other Zaj, possessing crystalline scales and eyes that align with their royal colour as well as wings that allow limited flight. (Mostly used for gliding) All crystal Zaj is exempt from the house system, instead being raised by the council. They grow up with the purpose to rule, being taught from a young age how to do so as well as different ruling strategies and why someone might use them.

    Royal Colours:
    Green = Emerald
    Blue = Sapphire
    Red = Ruby
    Yellow = Topaz

    The council is elected based on the most influential leaders of each house, and there is one council member for each type of Zaj, totaling to four. They work together with the ruler to manage the Dynasty but hold no power over their decisions. (Though they can make recommendations and warn him or her when they are making a poor decision.) Being on the council comes with the benefits of increased influence, personal as well as house based wealth and the added benefit of extra land that is given to those who serve the council well.

    Spoiler: Resources
    Show

    Emeralds [Good] - are abundant in Xeroas. These gems are often predicted to have a spiritual significance because of their correspondence with the green Amal-Zaj, the ones who are most faithful in the community. They are used most often as decorations, and a minor form of currency to the people. Unlike most other gems, they can be found on the surface of the hills, making them easy to mine and beautiful to look at. They are currently being traded in ?/2 routes. (Jungle Jaunt, Emerald Crown)

    However, the gems in the hills that the people of Xeroas hold so dear have crowded out any space for minor plants and flowers. Grass may still grow on these hills, but the gems happen to get in the way of the roots of weaker plants like flowers; this makes them rare, and by extension limits the colours of clothing or textiles. The fashion and art of the area revolves around a diverse range of colours, making the [Dyes] from these plants are highly sought after. Satisfied via Emerald Crown trade route.

    Spoiler: Religion- The Order of the Eternal Soul (Sole)
    Show
    Order of the Eternal Soul- Sole

    As the capital of the nation which founded the order, they take great pride in their religion and host many religion based holidays or events. They think of themselves as the core of what is means to be in the Order, and even civilians will go so far as to volunteer for crusades so long as it is against 'Onyx.'

    Sapphire Knights, First Division. (Holy Order)
    The 'Sapphire Knights' are an organization founded with the intention of fighting back against the forces of Onyx and chaos in the world, and will do their best to protect the Order's ideals. This also represents the organized church in the region, hosted at the 'Emerald Temple' where the teachings are performed.

    Holy Order Bonus:
    +1 Troop capacity (6 Total)

    Spoiler: Cultural Identities
    Show

    Temporary Cultural Identity: Dogmatic Disciples of the Divine Dragons (Conversion 2D6 -> 2D8)

    PCI1: Curiosity Competition (Investigation 2D6->2D8)
    The people of The 5 Tribes Syndicate have begun to gain interest in their region and have become competitive over who can find and record the most information. This has since expended to the Dynasty with the formation of the Crystal Union.

    PCI 2: Inquisitors: (Resist Conversion 2D6->2D8)
    The Dynasty had been known to be quite hostile towards other religions, with many Zaj becoming self-proclaimed 'inquisitors'. They denounced and demoted other religions, making it much harder for foreign priests to convert them because of the general opposition of these people. With the introduction of their own national religion, this has shifted from a complete disdain of other religions to a heavy pride in their own.

    PCI 3: None

    PCI 4: None

    PCI 5: None

    Spoiler: Technologies
    Show
    Luskan Trade language (Requirements: None)
    +2 to trade route capacity
    Long Haul Caravans (Requirements: Mounts)
    Allows the user to skip a region once per trade route, the skipped region does not count as being on the trade route. ex: 115 could trade with 117 without having 116 on the trade route
    Burch Cipher (Requirements: Metal)
    Simple cipher used for scrambling the alphabet in a message.
    +1 to defense against tech theft
    Clinker Wood Ships: (Requirements: Wood)
    Allows exploration, diplomacy, and misc. actions over oceanic expanses. +1 to number of coastal regions able to be skipped between trade nodes.
    Lateen Sails: (Requirement: Cloth)
    Allows exploration, diplomacy, and misc. actions over oceanic expanses. Grants +1 to coastal exploration rolls.
    Compartment Hulls (Requirement: Ships Resource, Vehicles Slot)
    Effect: -1 Naval Units lost
    The Hulls of the Union Ships are made of many small sealed compartments making it so that when the hull is damaged unless said damage is extremely extensive only a small part of the ship will be flooded. As such ships are able to survive far more damage be it from travel or battle.
    Meritocratic Selection Method (Requirements: None)
    The Prophetess Council has initiated a series of courses and tests for potential Heiresses resulting in more well-rounded candidates.
    Non-Dynastic heirs gain an additional +1 when gaining the throne.
    Pikes (Requirements: Weaponry Slot, Hard Metal Resource)
    Plus 1 to battle checks
    Repeating Crossbows (Requirements: Ranged Weaponry Slot, Wood)
    Plus 1 to Battle Checks
    Bucklers: (Requirements: Armor Slot, Steel.)
    +1 to battles when the opponent has a weapon technology equipped. +2 when they have a weapon but no ranged weapon technology equipped.
    Military Herding: (Requirements: Herd Animal, Scouts and Supply Slot)
    First 5 distance regions becomes 6 before inflicting distance losses for land units.
    Visual Mathematics: (Requirements: None)
    +1 Against opposed rolls to steal technology
    The Honey Duke: (Requirements: None)
    +2 to the Soft Region Cap
    Signal Flares: (Requirements: Scouts and Supply Slot, Scholars/Mages/Alchemists Resource)
    -1 to bonus losses due to size
    Standard Nautical Flags: (Requirements: Dyes)
    +1 to resist Hostile Takeovers
    Celestial Navigation (Requirements: Paper)
    +2 to trade route capacity
    Temple Healers (Requirements: Battlefield Medicine)
    +1 to resisting assassinations
    Halberds (Requirements: Pike Technology)
    +2 to battle checks
    Castra Forts (Requirements: Wood or Stone)
    +2 to defence of own territory (+1 if conquered last round)
    Splint Mail (Requirements: Armor Slot, Steel)
    +1 to battle checks
    Boarding Parties (Requirements: Tactics Slot)
    Land Units fight at half power instead of one fourth while at sea.
    Woodblock Printing (Requirements: Wood)
    +1 to investigations
    Mariner's Cuirass (Requirements: Splint Mail, Yondervoed, Armor Slot)
    +2 to naval battle checks, minus 1 to naval battle checks after victory



    Region of Lenthe, 177
    Population: 718,000

    Spoiler: Terrain and Cities
    Show
    The land in Lenthe is very smooth, with the southern monocline coming to an end around where the border starts. The land consists of a prairie-like ecosystem and environment, losing the trees from the east but regaining the ability to grow small plants. The ground is rich in Sapphires, which are dug from below ground. Amidst this area many bison and elk roam the area, hunted by wolves and coyotes which might prove troublesome to the people if they had not been so dedicated to mastery. The grass grows long amidst these plains, and the strong winds from the south continue through the area; but they rarely cause much trouble.

    The first major settlement is located around the bay to the north. It is known as Clegrove, and is the host of a large stone castle. Around the castle the city consists of small and spread out houses with a large stone wall surrounding it. This wall backs onto the bay, which has no walls. There are many other forts and villages scattered throughout the land, and Clegrove holds about 40% of the total population. These villages number to be 21, each with a very small population comparatively.

    Spoiler: People, History and Government
    Show


    The Race of the people is Amal-Zaj, which can be seen in the region above this one.

    Their culture is heavily based around the strength and individuality of each person, taking pride in who you are and running with it. They believe in freedom to act, rebel, and separate should the authority prove to be weak or untrustworthy. This had put the region of Lenthe into a state of anarchy for many years, with two ‘rulers’ challenging each other for the title of king and starting a civil war. Luckily, this issue was solved upon joining the dynasty; coming to an almost complete acceptance of the leaders worthiness. It is predicted that this started long ago with the ‘First Rebel’ who cast out an extreme religious government that was obsessed with finding gemstones. Despite this, several towns appeared throughout the region even though they were commonly warzones for the competing rulers. After so long, they decided they wished to stop fighting but couldn’t being themselves to forfeit to their opponents they had been fighting for so many generations. This was where the Dynasty came in, giving both sides an opportunity to turn in without being considered a loss for either team. The two warring factions were the “Immortals” and the “Untamed,” both having expected to be the remains of the rebels and the crown from so long ago.

    The populace are generally hard-working independent people, who do what they believe is the best course of action weather it is supported or not. Popular careers consist of all forms of crafting, disciplines, and military. ‘Mastery’ of something is heavily valued in their communities, and the quality of your trade is often a sign of how much respect you should be given. Unlike Xeroas, the people do have a concept of family. Gender roles are essentially equal, with males being slightly more dominant. They are not sorted into ‘houses’, and live in communities much like any real one would. The people wear often darker or less vibrant colors like brown, grey and black. For the most part the people are very serious and disciplined, not doing many things ‘for fun.’ Instead focusing on survival and again, mastery. Now that the civil war has ended, people are starting to open up again; but it may take a while..

    Now that the Dynasty has adopted them under their rule, they share the same government as them. However, a long time ago before the civil war started they used to be part of the dynasty. The links are faint and few, but old texts support the unity of all Amal-Zaj a long, long time ago.

    Spoiler: Resources
    Show

    Sapphire [Minor] - Are commonly mined and used as bartering tools by the residents of Lenthe, encouraging and keeping alive the mining industry. These mines dart the plains in the area, and many of the residents go work in them to make a living in the hills when they cannot get into the military. The sapphires are also used to denote status among the more powerful people in the area, usually mixed with other metals to create decorated equipment. They are currently being traded in ?/1 trade routes. (Emerald Crown)

    Because of their will to be strong individuals, many of the people in Lenthe have a hard time accepting a life of growing and harvesting. Though they have no trouble sustaining themselves via hunting and gathering, [Grains] are a rare sight despite being a main part of the peoples diet. They rely on imports to gain this resource, and consume large amounts of it. (Satisfied via Emerald Crown trade route.)

    Spoiler: Religion
    Show

    Cult of Four Dragons – Paganism (Majority)
    Order of the Eternal Soul- (Majority)

    Before the prophet Avlen started to assimilate those from Escaye, he first visited Lenthe and convinced the general population of their religion. The populace had previously worshiped some form of Paganism, but they quickly found that the two religions were eerily similar. The people themselves are attracted to the idea of a world tailored Just for them. This was also in accordance with their culture of individual based strength, which made it appealing to most. Over time, the faith has become more common. The details of this religion may be located under that of Xeroas.



    Region of Reinein, 176
    Population: 875,000

    Spoiler: Terrain and Cities
    Show

    The north-west part of the region is made up of a light jungle, fading into a plains as it travels to the east. Temperatures in the region are mostly warm, and become cool around winter. The land stays just above sea level for the most part, receiving the occasional wind from the east. However, there lies a great mountain in the southern-most part of the region known as Mt. Spire, in reference to its particular shape. It becomes quite foggy around the northern shoreline during the Spring/Summer seasons, but the people don’t seem to mind. There are no major rivers or lakes on the mainland, instead only small marshes that infrequently appear throughout the territory.

    Mt. Spire is the host of a monastery containing a small order of monks who function as the military for Reinein. Their numbers are small, and the region has never actually been to war against anyone before. Most believe the monks to be freeloaders, living off of their taxes; but in truth these monks are the reason they have never been to war, protecting the nation from the shadows. This monastery is known as ‘The Order of the Trout.’

    The main city in the region is known as ‘Faldar.’ It is on the opposite side of the region as Mt. Spire, being located on the north-most area of the region and bordering the shoreline. The people of this city often fish for a living, and make little money. As such, the houses are heavily spread out, rarely going over a single story. Faladar has no defences set up, nor does it possess a garrison. It is therefore quite vulnerable to attack, but the Dynasty intends to change that… Throughout these lands there are other villages, numbering to be five; however, none of these possess enough population to be specifically noted or mentioned when observing the region and are therefore usually ignored on maps.

    Spoiler: People, History and Government
    Show

    The people of Reiniein are human, traditionally around five feet and with a darker skin tone. They are a simple people, living on the coast to the ocean and harvesting large quantities of fish to feed their villages. Gambling is a very popular in the region, with many people trying their luck and either losing or gaining their fortune. Complex and expensive clothes aren’t very popular in the region, with most settling for the most functional or warmest clothing. Their culture is fairly laid back, with a mostly uncompetitive economy.

    Reinein is run as a democracy, with various political parties competing to become the central government. The most popular party is quite conservative, appealing to the religious and economic part of the people while the main opposition (Liberal) focuses more on new ideas and open mindedness. They have a reputation for getting the region into major problems such as the current state of the economy or lack of allies- But every few years they happen to win, almost entirely because people become frustrated by the slower progress of the conservative party.

    The history of Reinein details that long ago a group of settlers came from the north to occupy new lands and create a government of their own. While they were partially successful, they found themselves limited by the lack of resources in the region. Having split off from their previous ruler, they would find no sympathy from them- Nor did they want to become involved in the conflict around them. So they waited; making peace with everyone and giving away fish to prevent themselves from being attacked. This caused a large lack of trade in the area- killing the economy and forcing people to live off of low wages. They hope that under the rule of the dynasty, they might emerge from their economic crisis and become a larger power in the area.

    Spoiler: Resources
    Show

    Greyfin Fish [Great] - are the main resource the people in the region harvest, with the lack of other valuable minerals or magical resources in the region the people have little to exploit. The fish are one of the sole benefits of the area, aside from placement of course. Despite this, the fish they harvest are often of a considerably large size- Usually being able to feed several people with much less fish than usual. It is also worth noting that these fish have a small grey blade-link fin on their heads that can be quite poisonous if it manages to enter the bloodstream. The sudden abundance of these fish, as well as more advances naval techniques has allowed the union to start to transform this small fishing haven into a potential major food exporter in the south.. They are currently being traded in ?/3 trade routes. (Emerald Crown)

    [Spices] - are scarce in the region, and are required to keep the fish fresh. Without these precious spices, the people often find their fish going bad before they have the opportunity to eat or trade them, thus creating a serious problem for the already lack-luster economy. Satisfied via the Emerald Crown trade route.

    Spoiler: Religion
    Show

    Order of the eternal Soul- Sole

    The people of the region had worshipped the Lord of the Skies for many generations. It was their tradition and elected federal religion. Though Avlen’s word has recently spread to their borders, converting some to his new faith. The temples spread throughout the region dedicated to the new faith, and the people were gradually converted away from their innate culture. It was recorded that at one point religious tensions were very high, but ended once most people started to believe in the order.



    Region of Alithis, 148
    Population: 587,000

    Spoiler: Terrain and Cities
    Show

    Alithis is a somewhat cold and hilly region that contains small traces of forest along the eastern border. This forest thins out quickly, but never disappears. As such there are trees scattered throughout the region, providing shelter to the animals in an otherwise empty area. Alithis suffers from cold winters, with snow covering the ground for a few months each year. In the summer things are quite the opposite, with warm days and nights. There are a couple rivers that run through the area, traveling from the southern mountains up to the lake on the north-east. This lake is known to the people as ‘Blue-Pool,’ and is often a highly desired spot to live. The mountain range to the south is where things start to get cold. Though it’s rarely below -5 degrees, (Celsius) snow does settle on the ground and stays throughout the year. Mountains in the area are not known to be very big, but are rich with Bronze that the people export in return for other materials. In total there are four major cities, each containing about a fifth of the population. The remaining people live in smaller towns throughout the territory. These cities are known as ‘Wataga,’ ‘Windfall,’ ‘Drestfk,’ and ‘Delia’.

    Architecture in all of these cities is quite similar, with stone streets and basic housing. Most buildings stay at one story high, though a few richer ones can extend to two or three. Like the streets, they are founded on stone but built with wood. Drestfk, the most southern and richest city had considerably more of these than the other cities because of their proximity to the mountains which contain the bronze they export.

    Spoiler: People, History and Government
    Show

    Alithis has a history for being easily persuaded- be it faith or riches, they are very tolerant of new ideals which form. They were once a part of the dynasty, though when a civil war broke out between them and the capital they took a step back, refusing to participate in the conflict. During this time they learned to become more independent, each city relying on each other to succeed rather than other nations. Try though they might, the allure of foreign culture and resources is very appealing and highly valued.

    Their government was formerly run as an aristocracy, those who had the most influence over people/the economy deciding the direction of the region and making the important political decisions. When Avlen came along and rallied the people to his cause, the aristocrats saw themselves losing power to this man- claiming the public’s affection and attention and essentially becoming the ruler of Alithis. In this way, it became a theocracy for a few years before negotiations started with the Dynasty- forfeiting their rule to the crystal Zaj and their council.
    Spoiler: People
    Show

    The race of these people is Amal-Zaj, which can be seen in the regions above.

    The people of Alithis inhabit a moderate climate zone, and as such they wear a variety of different clothing styles. Gender roles are almost equal, but color roles are not. Where sexism might be is irrelevant to the community, instead discriminating based on color. If you’re blue, you’re a lunatic- Red, a brute, etc. This causes friction between the people, separating them where unity could easily be obtainable. Avlen started on the path to equality for the people, but much more work is required to balance the issue. Inequality aside, hard work and dependability are highly valued in the community. A responsible and consistent worker might find themselves exempt from the prejudice, gaining the respect of everyone. Their dependence on each-other does prevent them from outright fighting each-other, though by starting to rely on other nations those tensions could break.. Luckily, the guard remains neutral in the event, disarming any conflict in the rare case it does become violent.

    Spoiler: Resources
    Show

    Bronze [Good] - is the main export of Alithis, with large mining operations in the mountains to the south. Bronze is more common than Iron for tools and weapons in the region, and remains a common but useful resource for the people. Currently being traded in ?/2 trade routes (Jungle Jaunt)

    [Wool/Cloth]- Is one of few resources the people must depend on other regions to obtain. To keep themselves dressed and warm during the colder months is difficult to do without a good supply of fabric, which the region has a distinct lack of. Satisfied via Jungle Jaunt trade route.

    Spoiler: Religion
    Show

    Order of the Eternal Soul (Sole)

    Though the region is my no means the capital of the Dynasty, it is considered the capital of the ‘Four Dragons’ Cult- Which has become organized into the 'Order of the Eternal Soul'. Avlen, the foretold prophet had made Alithis his home while he was considered an outlaw by the rest of the Dynasty; and had essentially risen to a state of leadership among the people. They believe in his divinity confidently, trusting in his teachings and leadership. A few temples have been erected around the cities, though none of them by the request of Avlen- Who wishes to organize the religion before doing anything of the sort. Now that the religion is organized, the region of Alithis is the center of religion for the order, and temples are being created in abundance. The rare few who prefer the less organized version of the religion are quickly being converted, but still remain independent from the rest of the people.
    Last edited by Zayuz; 2016-08-14 at 11:34 AM.
    "What is to give light must endure burning."

  17. - Top - End - #17
    Barbarian in the Playground
     
    Kobold

    Join Date
    May 2010
    Location
    Ottawa, Ontario
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    The Wandering Clan; The Hands of the First Architect

    Current Ruler: Pieto Steeleye, Master Architect, Lord Paramount of the East
    Stats: Diplomacy 9, Military 10, Curiosity 6, Faith 10, Luck 1d4





    Western Aladar
    Region: 281
    Population: 300,000 Drimma (Dwarves), 760,000 Humans
    Religion: Hands of the First Architect (minority - the drimma), House of the Pale Lady (majority- the humans)
    Resource: Steel [Good]
    Need: Alcohol
    Trade Routes: Blackspire Pass, North-West Paramount Road

    Spoiler
    Show
    Spoiler: Terrain
    Show
    The Wandering Clan have settled into a mountain valley at the tailing end of a long mountain chain. The mountains themselves are old, dotted with trees and low enough to be only lightly snow-capped. They descend into rolling hills that give way to gentle plains as you head east. The temperature is on the cooler edge of temperate, with storms usually breaking on the far side of the mountains but the occasional downpour rolls in around the northern edge of the mountains.

    A monolithic stone building carved into the mountain face, the Clan House, serves as the entrance to what will eventually be a new city intended to be a hub for all the Families of the Wandering Clan, where they can plan their projects and gather their resources. For now, hundreds of great land barges have been converted to semi-permanent dwellings to house those working on the city, mining the hills and manning the many forges.


    Spoiler: People
    Show
    The Wandering Clan is made up of the drimma, often called dwarves by the other races. They are a stout and hardy people, typically standing between four and four and a half feet tall, with broad shoulders and thick frames. While they possess admirable manual dexterity, a drimma’s thick frame does slow their movements, and makes swimming all but impossible. Remarkably hirsute, the drimma cultivate lush beards, which in an adult male will typically reach well past the waist. Their hair also acts as an effective insulator against both extremes of cold and heat; drimma rarely wear any clothing beyond a simple breech-cloth for the sake of modesty and thick soled boots for long marches. A drimma’s hair is naturally fire-resistant, it may scorch and curl, but won’t catch fire - their beards often serve in place of a forge apron when working metal.

    The drimma are tireless workers, able to labour for hours under the harshest conditions and walk for days on end without rest. As hardy in mind as they are in body, the average drimma is disciplined and intently focused on the job at hand, leading other races to often see them as dour or even humourless, but in private they are every bit as passionate and expressive as any human.

    The Wandering Clan have long been nomadic, traveling the world mostly on foot, with their larger possessions, along with those to aged or infirm to keep pace, being hauled along on great land barges hitched to a dozen or more oxen. They keep herds of cows and goats capable of maintaining their slow and steady pace as a supply of meat, milk, and leather.

    Since settling in their new home, the Wandering Clan has earned the loyalty of the local human population; mostly scattered villages of farmers and hunters descended from the abandoned peoples of the collapsed empire of Aladar supporting a number of small towns. The human were at first afraid of the strange new arrivals, then bemused as the dwarves set to work clearing their fields for them, then awed as they casually drove away the bandits and raiders that plagued the area. The dwarves don’t ask for much, and their presence has greatly improved their lives, so the locals never really complained when the Clan went from being helpful visitors to simply being in charge.


    Spoiler: History & Government
    Show
    Once a largely subterranean people, the drimma were forced from their mountain home by a combination of war and natural disasters. Beset on all sides, with savage hordes assaulting from without and the beasts of the deep rising from below, with even the very earth turning against them in the form of quakes and tremors, a faction of the religious leadership of the drimma came to the conclusion that their isolationism must have offended their god, the First Architect, whose greatest work was the making of the world. In focusing all of their efforts on making their home a masterwork of engineering and art, the greatest wonder of any age, they had turned their back on the rest of creation; like a painter who used only the tiniest potion of the canvas provided. After long and vehement argument, the faction was given approval to leave the city, whose doors would be sealed behind them, forever closing it off from the rest of the world. And so was born the Wandering Clan. In the centuries since, the Wandering Clan has traveled far from their old home using ways now lost and forgotten; Families have gone their separate ways, eager to start their great work or tired of the long journey. Having finally found a suitable new home, they have begun to create a new city, a place where they can gather in between spreading their creations across the broad canvas of the world.

    The Wandering Clan is made up of several dozen Families, each specialized in a particular craft, and led by the Master Architect, chosen from amongst the most skilled artisans by popular vote of the Family elders. Once elected, a Master Architect serves for life. The Master Architect decides when the Clan moves on and where it travels to, as well as which great projects it will undertake, while the Families decide how and where their talents are best used to complete those projects or support the Clan.


    Spoiler: Religion
    Show
    Majority: House of the Pale Lady; Minority: Hands of the First Architect

    The Hands of the First Architect:
    The drimma of the Wandering Clan worship the First Architect, by whose hand the world was made. It is their belief that the First Architect created the world to be a canvas upon which his chosen people could work; they pay homage to their creator by using the tools he has left them to create their own masterworks. It was the mistake of their ancestors to horde those creations for themselves; the Wandering Clan believes that their creations must be shared with the world, made a part of it, so that the First Architect can see upon his canvas a completed work.

    Their relations with other religions are mixed; while the Hands of the First Architect do not proselytize to non-drimma, they also consider any drimma who follows another way to be a lost sheep in need of rescuing.

    The human populace of the region are mostly followers of the Pale Lady, though a few have picked up worship of the First Architect .


    Spoiler: Resources
    Show
    The mountains and hills of the area now claimed by the Wandering Clan are rich in iron and carbon, which they refine into high quality [Steel] suitable for their many craftsmen.

    Perhaps the drimma’s greatest vice is their taste for [Alcohol], in all it’s many forms. No matter how much the locals produce, or in what variety, they are always looking for more.




    Noricum
    Region: 261
    Population: 800,000 Humans
    Religion: House of the Pale Lady (majority), Pagan (the Lord of Wrack - minority)
    Resource: Steel (minor)
    Needed: Wood
    Trade Routes: North-West Paramount Road

    Spoiler
    Show
    Spoiler: Terrain
    Show

    This region, dubbed Noricum by it’s inhabitants, consists of mostly of open plains and scattered scrub-land growing into a lightly forested north and hilly west, with a salt-water sea to the east. A great cliff-face bounds most of the sea, though it is dotted with several safe bays and natural harbours; the sea itself is a stormy, unruly beast that lashes constantly against the cliffs. Ruins of ancient forts dot the land, reminders of the time when it was once a border colony of a great empire.

    Seven cities occupy the coast of the eastern sea, the largest of which, Norica, is the putative capital, though in practice it has little power over the region. The Seawatch Bastion rests on an island at the mouth of the bay around which Norica was built, a grand temple/lighthouse dedicated to the spirits of the sea commonly worshiped by those who ply the dangerous waves of the storm-tossed waters the locals call the Wrack.


    Spoiler: People
    Show

    The humans of Noricum (Norii) are largely farmer and fisher folk, though a small merchant class has arisen that oversees trade between the cities and the rural towns and villages. A significant portion of the populace is ensconced in the seven cities, all but two of which are under the control of a ruling family descended from the colonial governors of old, who maintain their positions through a combination of wealth, tradition, and force of arms. Of remaining two cities, one has an elected council to oversee it’s affairs, while the last is a theocracy, under the control of the Cult of Wrack.

    Spoiler: Ruling families
    Show

    Alexius Leganium, high priest of the Lord of Wrack, rules Norica, the largest of the seven cities and putative capital of the region, with an iron hand and dreams of the day when all of seven cities are firmly under his hand and consecrated to his Lord.
    Lord Mikail Ateius rules Cannor, a city of 40,000 that lies close to the southern edge of the region.
    Lord Petrova Claudius rules Preveria, a city of 65,000.
    Lady Ibetta Nepius rules Nastromo, a city of 50,000.
    Lord Nero Numerous rules Prestada, home to nearly 60,000 souls.
    Lord Otho Salonia rules Lorricai with a light touch; as a result, his city of 35,000 is the most lawless and rowdy of the seven - hardly a hive of scum and villainy, but lacking the rigid orderliness common to the area.
    Eugene Valdiri heads the council that oversees Morridia, the northernmost of the seven cities and home to the best mines in the region and the largest following of the House of the Pale Lady in Noricum.


    Physically, the Norii share many characteristics with their southerly neighbours, being pale-skinned and dark-haired with eyes that run the full range of human coloration, though some families have a predisposition towards lighter hair (often attributed to mixed blood from northern raiders). Average heights are typical of the human race, between five and half and six feet for men, slightly less for women.

    Norii are an orderly people, with a somewhat fatalistic outlook - the majority take their living in some way from the sea or the cliffs bounding it, and that same sea takes as much as it gives.

    Given the slightly cool temperate weather, typical dress is warm woolen tunics and breeches in subdued natural colors. Almost every fisherman wears a necklace of carved sea-shells and driftwood, talismans to ward away the anger of the sea. Those in positions of authority also wear a sash, decorated in accordance with their status in society; wearing a sash to which one is not entitled is a social rather than a criminal offense, typically leading to ostracism and derision.


    Spoiler: Religion
    Show

    There is a religious divide in Norica between those who follow the House of the Pale Lady and the Cult of Wrack. Near the end of its days, the old Aladarian Hegemony annexed these lands and their governors sought to supplant the native beliefs with their state-cult and largely succeeded. Since the fall of the Hegemony sometime in the last age, the worship of the Pale Lady has made a resurgence, though not without sometimes violent opposition from the Cult of Wrack.

    Most of the rural farming folk are worshipers of the Pale Lady, finding solace in her teachings of facing challenges with courage and the cycle of rebirth, where the virtuous are rewarded with luck in their next life. The fishers and city dwellers of the coast largely pay homage to the Cult of Wrack, a pantheon of sea spirits, the most potent of which is called the Lord of Wrack, who demands sacrifice and prayer to stay his anger - he is not a god of plenty, but one of fear and demand.


    Spoiler: Resources
    Show

    The cliffs are mined for [Steel]; enough for local usage and a small surplus for trade, but they are always in need of [Wood] to replace those vessels lost upon the stormy sea.




    Toldec
    Region: 821
    Population: 620,000 Humans
    Religion: House of the Pale Lady (majority), Pagan (druidism, ancestor worship - minority)
    Resource: Gold (minor - Good)
    Need: Grain
    Trade Routes: Blackspire Pass, North-West Paramount Road

    Spoiler
    Show
    Spoiler: Terrain
    Show

    Toldec is a cold and misty land of rocky hills, covered in thick forest to the north and west, gradually thinning towards the eastern and southern reaches. Countless small streams and rivers wend their way through the hills, running from freshwater lakes and underground springs. Very little of the land is suitable for farming and while the forests are rife with edible plants and game animals, they are also home to numerous predatory beasts (bears, packs of great grey wolves, and a particularly vicious dog-sized weasel-like creature they simply call ‘forest devils‘ are the most common) making hunting and gathering dangerous propositions.

    In the deep forest of the north, a nearly impassable thicket guards the Summerstone - a great gold and granite altar that is the heart of the Toldecian druidic faith. It is here that the druids congregate to call for the turning of the seasons, offering sacrifices of rare herbs, wooden fetishes, and blood.


    Spoiler: People
    Show

    The humans of Toldec are a gruff, pragmatic people focused on family and survival in a dangerous but bountiful land. They live in numerous small towns and villages scattered throughout the land, with bands of nomadic hunters carrying news and trade across the often long and dangerous distances between settlements. Typical dress is leathers and furs taken from the animals they hunt for sustenance, using bone and horn inlaid with gold to ornament their clothing and hair; gold rings and other jewellery are also relatively common adornments. Toldecians are always armed, even in their homes and villages; some of the beasts of the forest have no fear of men, and so they must always be ready to defend themselves and their kin from attack. Axes and bows are their favoured weapons, being useful tools as well as a means of defense.
    Physically, they are typically tall and powerfully built (with most topping six feet), signs of a common ancestry to the Noorden, along with their pale skin. Hair colors run the gamut of browns, blonds, and reds; eyes are blue, with a rare few born with green eyes - this is considered to be a mark of favor and spiritual strength, these ones often find themselves drawn to the path of the druid.


    Spoiler: Religion
    Show

    The people of Toldec largely follow a druidic faith similar to that of their northern neighbours of Aardrosil, with a stronger focus on ancestral worship - every house in Toldec keeps an empty place at their table for the spirits of their ancestors to join them. There are also a few towns and villages that have turned to the worship of the Pale Lady, mostly in the eastern hills. Relationships between these two religions are typically cordial, as even those who follow the Pale Lady still offer proper respect to their ancestors.


    Spoiler: Resource
    Show

    The western reaches of the province produce a minor amount of [Gold], primarily from those brave prospectors who pan the streams and rivers running through it’s rocky hills. While they have a sufficiency of meat and tubers to maintain a healthy diet, the lack of proper agriculture makes [Grain] a desired commodity.




    The Silver Coast
    Region: 262
    Population: ? Humans
    Religion: House of the Pale Lady (majority), pagan - ancestor worship (minority)
    Resource: Silver (minor)
    Needed: Steel
    Trade Routes: North-West Paramount Road

    Spoiler
    Show
    Spoiler: Terrain
    Show

    Rolling hills in the west soon give way in the south to scrubland and light forest, while rising into the foothills of the more mountainous northern taiga. The central and eastern areas of this regions are flat, windy plains. The region is home to a number of herds of grazing animals - deer, horse, sheep and caribou for the most part - along with their predators - wolves, cougars and lynx.

    The Sarevad Headlands jut into the stormy Sea, with the southern bay - called the Wrack both here and to the south in Noricum - being a particularly treacherous stretch of water. The northern bay, called the Bay of Tidings by the locals, is far more gentle.

    The region is on the colder end of a temperate climate, with the northern reaches closer to subartic; the headlands are slightly warmer and much wetter than the rest of the region.


    Spoiler: People
    Show

    The majority of the human populace of the region is settled along the headlands, mining rich veins of silver from the granite or fishing in the northern bay, though a decent number of people do live in the plains and even the northern foothills, hunting deer and caribou rather than trying to farm the relatively poor earth.

    The people of the Silver Coast are a mix of racial types; there are dark-haired Caucasians like their southern neighbours the Norii, much larger fair-haired Caucasians clearly descended from the Noorden, and a shorter, swarthy people called the Haradi, who migrated from the east a few generations ago. Prior to their recent occupation by the forces of Kjuuda the Ravager, the three ethnicities mostly kept to their own towns and villages and got along well enough; in the aftermath of the occupation, there is some lingering anger and resentment towards the Haradi, many of whom had relatives amongst the invading forces.

    Those of Norii stock live along the headlands and dress in warm wools and cottons, favouring shades of brown and green.
    The Noorden have mostly settled in the west and north and prefer to wear cured leathers, well oiled to protect against rain and snow. A warrior’s right of passage requires him to hunt and kill the beast whose hide he will wear into battle; wearing the skin of a powerful predator is a mark of pride and skill.
    The Haradi have taken to the open plains of the region, maintaining a largely nomadic lifestyle, and prefer a mix of leather and furs to protect against the biting winds that sweep across the open land.


    Spoiler: Religion
    Show

    The majority of the populace, particularly amongst the Norii, hold to the teachings of the Pale Lady. A significant portion of the Noorden population follow a form of ancestral worship that places great import on living up to the example of the person one is named for. The Haradi offer the occasional appeasement to a variety of spirits, but are largely free of any deep spiritual commitment.


    Spoiler: Resources
    Show

    The granite of the headlands holds a number of [Silver] deposits, which the locals mine for use in decorations, jewellery, and coinage.
    There is a call for [Steel] in the region, both for the tools used in mining, and to craft arms and armor so that they will not be so easily overwhelmed in the future.



    Aladar
    Region: 260
    Population: 800,000 Humans
    Religion: House of the Pale Lady (majority), Pagan (the cult of Wrack - minority)
    Resource: Ember-Iron (Good)
    Needed: Herd Animals (cattle, sheep, goats)
    Trade Routes: North-West Paramount Road, Storm Sea Circle

    Spoiler
    Show

    Spoiler: Terrain
    Show

    Bordered by a rough and angry sea to the east, the land rises sharply in the north and west, forming a lowland plain through the majority of the region. Once almost entirely settled, the disaster known locally as the Scourge - a flaming rock from the heavens that smashed the old capital and devastated the region - has left large pockets of wilderness amidst the farms, pastures, and towns of the human populace.

    The blasted ruins of the once mighty capital of Aladar Imperius lies on the coast of the eastern sea, it’s shattered buildings said to be haunted by the spirits of the thousands who died there when the Scourge came. Only the bravest or most foolhardy local will dare enter the ruins in search of ember-iron shards; most are never heard from again.

    Far out in the bay where the capital once sat lies the great Maelstrom, an eternal storm of rough, churning waters marking where the largest fragment of the Scourge crashed into the sea. No boats ply the waters anywhere near this area - nothing that currently sails the sea could possibly survive amidst the roiling waves.


    Spoiler: People
    Show

    The people of Aladar are pale-skinned and dark-haired, averaging five and half feet tall; eyes are commonly brown, though there are more than a few families that have blue or green eyed members.

    Aladarian’s culture has changed greatly since the Scourge some two centuries past; gone are the ambitions to glory and conquest, replaced by an insular standoffish-ness generated by an underlying fear that whatever god or gods brought down the Scourge will do so again. Communities look to themselves and are largely ignorant of the goings on of the wider world.


    Spoiler: Religion
    Show

    The former state-cult of Aladar, once a region spanning monolith, was badly fragmented and changed by the Scourge. While the largest fragments of the flaming rock hit the capital, a great many grand churches were struck by smaller fragments, giving rise to a common belief that they had been specifically targeted by divine wrath - that a foreign god or gods had defeated their own and sent the Scourge as a punishment for persecuting their faithful. Many of the priests who survived the initial devastation did not survive the chaos that followed. In the wake of this disaster many of the people returned to older faiths, embracing a wide variety of beliefs, including more recently the House of the Pale Lady.

    A fragment of the old state-cult did survive, though changed and driven to secrecy in the face of hostility from the majority of the populace. Believing that the Scourge had been the physical form of their god cast down from the heavens, they believe that if enough of the shattered fragments of his body can be brought back together, their god can be reborn to take vengeance on those who struck him down.


    Spoiler: Resources
    Show

    The greatest resource the region has to offer is the scattered fragments of the Scourge, a material which has come to be called Ember-Iron for it’s unique properties; water and most other liquids brought into contact with Ember-Iron rapidly heats - a tiny sliver of the metal left in a bucket of water will boil away the contents within an hour. So far no one has been able to successfully alloy Ember-Iron, and it is brittle and incredibly difficult to work in it’s natural state, making it unsuitable for tools or weapons; it‘s value remains as a luxury - a sliver set in a frame of another metal used to heat baths, boil cauldrons without needing a fire, etc..

    The people of the region have a need for Herd Animals; most of the native animals fled or were eaten in the aftermath of the Scourge, and the locals are desperate to add new blood to their pitifully small and inbred stock.




    Hevastus
    Region: 259
    Population: 50,000 Humans (Aladarian), 712,000 Humans (Hevastii)
    Religion: House of the Pale Lady (Minority); Pagan - native animism and cult of the sea (Majority)
    Resource: Medicinal Herbs (Good) (Great)
    Needed: Textiles
    Trade Routes: North-West Paramount Road, Blackspire Pass, Storm Sea Circle

    Spoiler
    Show
    Spoiler: Terrain
    Show

    A coastal lowland region crossed by half a dozen major rivers, all prone to flooding, the swamps and marshes of Hevastus supports a broad variety of plant and animal life, including numerous species of fish, amphibians, waterfowl, aquatic mammals and alligators.

    The Pool of Silence, deep in the heart of the central swampland, is home to The Eldest, a truly titanic alligator said by the locals to be as old as the swamp itself. The Pool covers a broad area, defined at the edges by bone totems left by the native Hevastii as a warning. Legend holds that the Eldest feeds on those lesser creatures that come to challenge it’s dominion, as the Pool is barren of any other living thing, lending the area the terrifying dead silence for which it is named.


    Spoiler: People
    Show

    Short, with stout bodies and spindly limbs, the native people of Hevastus (Hevastii) are lighter skinned than their neighbours, fish-belly white in most cases. Hair colors are typically darker shades of brown, though it is a common custom to shave the scalp among both men and women. Their eyes are unusually large and wide-set, and along with their wide mouths and flat noses, give them a vaguely frog-like appearance.

    There is also a sizable population of Aladarian-descended humans, the remnants of old imperial ambitions.
    The Aladarian are dark-haired Caucasians, with eyes that run the full range of human coloration, though some families have a predisposition towards lighter hair and blue eyes. Average heights are typical of the human race, between five and half and six feet for men, slightly less for women.

    Typical dress in the Hevastii villages consists of nothing more than a simple loincloth, though much of the skin is covered in layers of mud as protection against insects, while those in the city are required to wear a simple shift or long tunic out of deference to the sensibilities of their Aladarian 'betters'. The Aladarians themselves wear robes and tunics decorated with elaborate geometric designs and coloured sashes to denote station.

    While there are a few major settlements along the coast, inhabited by the Aladarians and a Hevastii underclass, the majority of the populace lives in small villages scattered throughout the region. The villagers live off the bounty of the land, hunting, fishing and trapping, as well as a bit of crop farming (introduced by the Aladarian conquerors a century or so back) during the dry season. The cities collect a tribute of food from the villages, and also engage in a brisk trade of worked metal for the valuable herbs and plants found deeper in the swamps.


    Spoiler: Religion
    Show

    The Aladarian populace follow a splinter variant of their old state cult (actually closer to the original form that most), worshiping a pantheon of sea-based divinities, while the Hevastii in the cities pay lip service to the Aladarian gods, but largely follow the same beliefs as their village brethren, a form of shamanistic animism. A scattering of both have taken up the worship of the Pale Lady.


    Spoiler: Resources
    Show

    The swamps and marshland of Hevastus are teeming with life, including an incredible variety of plants and herbs renowned for their curative properties. A good supply of Medicinal Herbs flow from the wetland villages to the coastal cities for trade.

    The city-dwelling Aladarian’s wage a constant war against decay in the face of the region’s unrelenting humidity; unwilling to give up their traditional garb, they seek constantly to import Textiles to replace robes and sashes damaged by mold and mildew.



    Hestdal
    Region: 263
    Population: 613,000 Humans; 100,000 Vhaldahaz (dwarves)
    Religion: House of the Pale Lady (majority), Pagan - cult of Hav (minority)
    Resource: Horses (Minor)
    Needed: Iron
    Trade Routes: Storm Sea Circle

    Spoiler
    Show

    Spoiler: Terrain
    Show

    In the west are numerous mountains with a pass that goes into Kulderust (Region 268). It rarely sees use, however, as the superstitious locals believe it to be unnaturally perilous, or that it is home to various spirits that would trick or harm travelers. The entire northern border is mountainous, which provide mighty spring snowmelt which feed into the sea to the south. Most of the realms population centers lie in the south, both to be slightly further from the cold north, but also to be near the water. Valequhar is the realm's largest city, which has a decent amount of local trade flowing through it.

    In the southeast of the region is Sighvat's Way. The myth about how the inlet was made involves Sighvat, a giant sailor so stubborn, he simply continued sailing inland. The inlet sits at the bottom of a steep gorge, long cliffs on both sides, until where the water ends, where the steep earth instead forms a gradual slope up to the mainland. Locals will sometimes rumage through the area in search of parts of Sighvat's ship, which is said to grant great luck and willpower.


    Spoiler: People
    Show

    Primarily humans reside in Hestdal. Otherwise, the most common race would be an unusual clan of dwarves, calling themselves the Vhaldahaz. Instead of living up north or west, near mountainous terrain, they live primarily by the sea, plying their crafts as shipwrights or sailors.

    Both human and dwarf tend to dress against the weather. Layering is especially common due to common rainfall. The wide plains of the center of the region provide little cover from the elements, which is why it is important for anyone traveling to bring their own protection. Horse hide is very common, due to the abundance of the beasts. Stylistically, this adds a lot of variance to the Hestdalian attire. The people here tend to enjoy bold colors to contrast the often dreary weather of the sea and rain. It is common practice for citizens of the region to assign meanings to certain colors, although there is no standard to this, which can make things quite confusing to outsiders.

    Hestdalians are known for being quite stubborn. Some say that it is because of their strong traditions centering around both horse and sea. Others blame the dwarves. Others blame the humans. Whatever the reason, if you manage to befriend a Hestdalian, you have made a friend for life.


    Spoiler: Faith
    Show

    (Majority) House of the Pale Lady, (Minority) Cult of Hav
    Folks of Hestdal living near the coast have historically worshipped Hav, a god of the sea and vengeance. Presently, he is only adhered to by small pockets of faithful, labeled as cultists. Otherwise, the Pale Lady is prominently worshiped here.


    Spoiler: Resources
    Show

    (Minor) Horses:
    These beasts are fairly common, moreso than ox, mules, or other beasts of burden. The open land in much of the center region is where they often roam freely. The horses of Hestdal are a bit hardier than a regular horse, often sporting thick coats. Many rely on horses for their livelihood here, and the death of one is taken very seriously. Some owners are said to eat their horses to try and retain their spirit.

    (Needed) Iron:
    While the west and north have many mountains, these are generally far from civilization. Not only that, but surveyors that have tried looking have not found much iron in the region. This is unfortunate, as the people require many tools, especially to be able to properly equip their horses with horseshoes. This also makes it difficult to properly equip a military force.




    Darromar
    Region: 258
    Population: 765,000 Humans; 40,000 Nitent'oculis
    Religion: House of the Pale Lady (majority)
    Resource: Fish (Good)
    Needed: Luxury Goods
    Trade Routes: Hortis of Verslun, South Sea Circle

    Spoiler
    Show

    Spoiler: Terrain
    Show

    The eastern edge of Darromar is marked by the lightly forested slopes of the Great Barrier Range, swiftly descending into grassy plains that extend westward along the coast of the great lake that traverses nearly half of the region's southern border. The northern coastal region just touches upon the outer edges of the great swamps and marshes of Hevastus.

    Lake Simtrill is a massive freshwater lake teeming with aquatic life, including several species of fish found nowhere else. The most noted of these is the Eagle Ray, a species of fish with a flat disk-shaped body, deep blue with white spots on top and a white underbelly, with a long, thin tail sporting several venomous, barbed stingers. Mature eagle rays can be up to 5 meters (15 feet) in length, with a 'wingspan' of up to 3 meters (10 feet) and a mass of 230 kilograms (500 lbs). They are noted for their habit of leaping out of the water; many local legends attribute them with the ability to actually fly short distances.


    Spoiler: People
    Show

    The people of Darromar maintain a simple feudal system of petty lords who oversee small stretches of land and pay fealty to one of the Princes, each ruling from one of the region's six cities. As a result of the successful integration of the old Aladarian colonists with the native populace, many of the lords and even a couple of the Princes are from native families rather than Aladarian ones, though few make any distinction between the two anymore.

    Life is relatively easy in the region; the climate is moderate, food is plentiful, and the local lords tax lightly and rarely fight with more than harsh words. The greatest worry is of their more aggressive cousins to the south, and even that is a mild one - it's been decades since there was more than a minor border skirmish.

    Relations between the human populace and the nitent'oculis who inhabit the more mountainous regions to the west are typically cordial - the catfolk rarely stray more than a few miles from their hunting grounds, and then only to trade with the nearest human towns.


    Spoiler: Faith
    Show

    (Majority) House of the Pale Lady

    The people of Darromar follow a wide range of faiths; the catfolk of the mountains maintain a druidic tradition similar to that practiced in their original homeland of Conlarbores, while the human populace practice a native animism, an offshoot of the Doctrine of the Nine Candles, and maintain a House to the Pale Lady in three of the six cities.
    Supported by the Clan Hold Architects, efforts by missionaries from the House of the Pale Lady in the year 140 AC resulted in mass conversions among those following the pagan faiths of the region, including the six Lords of the region and their families.


    Spoiler: Resources
    Show

    (Good) Fish:
    With access to a broad swath of the coast of the Sea of Storms and the bountiful Lake Simtrill, the people of the region have made fish such as pike, carp, and bass a large part of the daily diet. In addition, fish bone is often used for decoration and even sculpture, as well as the more common use as needles or fishhooks.

    (Needed) Luxury Goods:
    The easy life of even the common man in Darromar has led to a great desire for luxury goods; whether that be art, fine foods, or other rarities.



    Domumontem
    Region: 279
    Population: 700,000
    Religion: Pagan - Shamanism (minority), House of the Pale Lady (majority)
    Resource: Cattle (Minor)
    Needed: Seafood
    Trade Routes: Hortis of Verslun

    Spoiler
    Show

    Spoiler: Terrain
    Show
    The region of Domumontem is mountainous and rugged. Rock and unforgiving peaks are separated by cold valleys of coniferous trees. Mountain streams of clear spring water combine into weaving rivers in the lowlands where deciduous trees start to mix with the pines. A tall peak near the western region called Aich’doki is scaled as when testing the locals skill and is considered to represent the ruggedness of the harsh land.

    In the lowlands a great plain breaks through the forests and rocky unforgiving mountains and allows the grass to grow tall. Among the tall grasses roam great bison herds that test the skill of local hunters both young and old. While most Long Tails find the plains to be a quite warm it is cool by human standards. All around the chilled air breaths of peace and the gentle breezes that roll off the mountains powder the area with regular short lived snow drifts that add to the majesty of the area and keep the mountain tops capped white.

    Spoiler: People
    Show
    Nitent’oculis - Agile Catfolk

    The Nitent’oculis of Domumontem are similar to those of Conlarbores Tuft Eared nobles control the area ruling over the Long Tails. Long Tails much like the Spotted Folk are covered in spots with much longer fluffy tails. Their spots are more like hollow broken circles instead of proper dots however and their fur tends to be white as snow to a mild gray like storm clouds.

    Long Tails spend more time planning action then most breeds of Nitent’oculis and some have even been known to take up agriculture, but hunting is still important to them and a young Ceratogaulus could put their patience to shame. Long Tails are well adapted to the cooler climate of the region and they take a journey to the frozen peak of Aich’doki as a rite of passage amongst more traditional families.

    Spoiler: Cities
    Show
    Rastalin Valley (326,000 Population)

    The largest city in the region is Rastlin Valley, which is located in the central area of the mountains. The wooden homes of Nitent’oculis are scattered along the valley walls with civic buildings lining the lazy stream in the center. To the west towers the peak of Aich’doki easily visible from the valley floor. The main road to the low lands follows the streams winding a path to the east.

    Calistine (244,000 Population)

    Spreading out on the western edge of the large low land plains is Calistine, around the town cattle are herded and grown to supply the mountainous home with meat. Hunters of the region often pass through the area on their way into the plains to hunt the mighty bison that roam the area.

    Spoiler: Resources
    Show
    (Minor) Cattle - The lowland plains have proven over the years to provide an excellent surplus of meat. The addition of Ceratogaulus ranching knowledge has only increased the supply to a point the local Long Tails feel they could safely begin export of the beasts.

    (Needed) Seafood - Fish has always been a delicacy to the Nitent’oculis and here and the mountains the supply is even more scarce. The people here would love to add regular fish dinners to their lives if a source of the luxury could be obtained.





    Phoenixcrest
    Region: 284
    Population: 447,000 Humans; 210,000 Valdahaz dwarves; 20,000 Drimma
    Religion: Pagan (minority), House of the Pale Lady (majority)
    Resource: Aluminum (Minor)
    Needed: Caviar (Luxury Goods)
    Trade Routes:

    Spoiler
    Show

    Spoiler: Terrain
    Show

    Phoenixcrest is the name for the lands that curl about the western sides of the massive Phoenix Bay. To the north lies the great Shieldwall mountains. Tall, wild hills, cold marshes, and desolate stands of cedar and spruce tumble from the mountains into the bay. Its eastern and western borders are ill-defined, mostly by the flow direction of the numerous streams in the area. Jutting to the south is the signature geographic feature, the peninsula commonly called The Crest.

    Phoenixcrest has a second important geographic feature. A deep v-shaped inlet, called the Scourgebite cuts into the Crest. The area between the arms is home to a highly exotic cold-water reef. It is called the Reef of Scourges. Folklore tells of shipwrecked sailors clinging to the exposed reef only to have their very skin scoured from their bones by rough winds, wild seas, and harsh coral. It is a perilous place, but the fan and brain coral, sea sponge, and herringbone snails are considered quite valuable.

    Wildlife is abundant and varied. Chipmunk, hare, deer, moose, mink, and beavers are preyed upon by lynx, cougar and bear. Vast flocks of aquatic birds shelter along the coasts. Woodpeckers and cardinals are common. In the east and along The Crest, wild horse herds roam, refugees and runaways from the larger herds of Hestdal. In the mountains there are some phoenix, but not in as great number as the Phoenix Bay to the east.

    Spoiler: People, society, & government
    Show

    The people of Phoenixbay are roughly 2/3 human and 1/3 Valdahaz dwarves. The dwarves live in the city of Alumend almost exclusively. Alumend is a large city cut into the cliffs at the apex of the Scourgebite. It houses a lighthouse and extensive dock, but most of the rest of the city is hidden away in tunnels in the cliffs. Oddly, despite this being a dwarven city, all of the oldest architecture is human sized. The city itself takes its name from folklore. It is said that ancient human sailors claimed the dwarves deliberately used their lighthouse to lure ships onto the reefs. A luminous end, it was said, gave rise to the name Alumend. The dwarves refute this, calling it “big-folk whining”. They claim the humans are jealous of their swimming ability and envy the dwarves’ amazing tolerance for cold water. The Valdahaz claim this is their ancestral home and the wellspring from which all Valdahaz came.

    But overall, the dwarves and humans get along well. The human population is roughly 10% scattered small settlements. The majority live in another ancient city. Cullfield is a metropolis, built into a series of grottos along the southern shore of the Spines. The entrance to these grottos is controlled by the tides, keeping tall ships from entering or leaving except at certain times. Inside, the caves have many docks. Wealth flows upward and outward in cullfield. The wealthiest living hundreds of feet up the cliff face, with porches, windows, and porticos carved out of the rocks and overlooking the sea. The poorest scrabble for a living in the sark alleyways. It is a labyrinth of passages, natural caves, and homes carved into the very rocks. Without a guide and a good light source, it is easy to get lost and disappear in Cullfield. Gangs rule the streets, and there is little beyond the rule of the dagger and fist.

    The humans consider themselves Phoeneceans, separated by the Bay and politics from their cousins. Thy call themselves west-siders and those on the other side of Phoenix Bay east-enders. They consider the east-enders pirates, thugs, and profiteers and set themselves apart by wearing colorful clothing similar to Hestdal. Despite this, their similar taste in food and love of archery highlight their similarities.

    So it came as a surprise when the threat to their land came from the west and not the east. For decades they saw the east-enders as their opposition. They were unprepared for the clan’s navy and land forces. It took years of negotiations and coercion to bring the people to heel. Marshall Eustas, the leader of the largest gang in Cullfield, forged an early peace with the clans. He used that to work his way up to the nominal leader of the land under their new government.

    Spoiler: Resource
    Show

    Export: Poor Aluminum {Hard metals (b)}
    Import: Caviar {Luxury Goods (L)}

    The dwarves of Alumend use their exceptional diving and cold-enduring abilities to gather resources from the Reef of Scourges. Coral, sponge, and herringbone snail are gathered. The coral in the reef do not strain calcium from the water to make their homes. Instead, some odd process allows them to leech an odd metal out of the rocks below. This metal, called Aluminum after the city, is formed into a honey-comb like pattern which is filled in with softer clay-like materials. The herringbone snail, almost as big as a human arm, feasts on the coral and the algae upon it. This Aluminum concentrates in their shells. The dwarves have found that it is nearly impossible to soften and forge, but it can be hammered into many useful items like pots, pans, dishes, and so on. It is not suitable for weaponry as it doesn’t hold an edge But makes passable armor, as it is very light. It is a soft whitish blue that doesn’t hold a shine well, so it doesn’t make for good jewelry or decorative metal.

    The humans, and to a lesser extent the dwarves, harbor a generations’ old grudge against the east-end Phoeneceans. Ages ago, they cut off access to the spawning grounds of the storm sturgeon. Wars were fought, wild tales of theft and pursuit were told, and the grudge passed into legend. But the exorbitant cost the east-enders charge the west-siders still remains. The people here still crave that caviar- as much for its taste as a sign of affluence.

    Spoiler: Faith
    Show

    There is little organized religion in Phoenixcrest. Some worship the Pale Lady, others Hay, still others the Mist Goddess.
    Active effort by missionaries of the Pale Lady, supported by the Architects of the Clan Holds, have made rapid inroads in converting the populace of Phoenixcrest.




    Other Regions that are part of the Clan Holds.
    Last edited by Geckus; 2016-07-29 at 01:53 PM.

  18. - Top - End - #18
    Halfling in the Playground
     
    Dracolon's Avatar

    Join Date
    May 2015
    Location
    Texas
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    The Preeminence of Hortis
    279 - Domumontem, 280 - Conlarbores, Dracolon
    Population

    1,480,000



    King Adriendel Sharpclaw
    Diplomacy: 3
    Military: 3
    Curiosity: 5
    Faith: 8
    Luck: 6

    Spoiler: Current Ruler
    Show
    Age: 26
    Husband to Delphi Sharpclaw.
    Father of Thersha Sharpclaw.
    Welder of the Butterflies Sting.
    Owner of the First Horns.

    Spoiler: Past Rulers
    Show
    Not yet..

    Spoiler: Family Info
    Show
    Working on it


    Conlarbores - 280
    Population: 780,000

    Spoiler: Terrain
    Show
    The region of Conlarbores is covered in a large temperate deciduous forest along the coast and into the rolling hills that lead up into the mountains. The trees grow tall in the hills and the warm coastal breeze gives way to chill mountain air. There is a duality in the entire region, but it exists in a harmony that touches the spirit of all who wander the roads and trails Conlarbores. This duality is reflected in the people of the land and their ways of life.

    Deer, elk, foxes, beavers, and many other forest creatures roam the wilds of the land and take up the roll of game for the great festival hunts of the people. Small farms grow in the groves and pockets of less dense forest as they are carefully tended to by dedicated farmers. Large shaggy bovines wonder the rolling the hills and low mountains herded by ranchers between the dens dug into the soft soil and clay.

    Weathered and worn there are only a few rocky places where life does not flourish in the spring and sleep in the fall. Lazy streams and rivers meander across the land bringing sweet spring water to the cities and small hamlets. All through the forested land the soft creaking of aged trees can be heard in the warm sea breezes.

    One lone hill rises out of the forest close to the middle of the land, it is called Omet’tree, and the capital covers it with a market burrowed into its core known as the great bazaar. The bustling colorful street of the bazaar act as the center of regional trade and a market for just about anything one could hope for.

    Spoiler: People
    Show
    Nitent’oculis - Agile Catfolk

    Half the population of Conlarbores is Nitent’oculis which stand about four feet tall and resemble cats in their face and legs. Covered from head to toe is soft fur they are masters of stealth and speed. There are three types of Nitent’oculis in the region, the tuft eared, the spotted folk, and the plain ones. Nitent’oculis tend to have earth toned fur with simple patterns preserved with carefully maintained marriages, the wedding of a tuft eared to another breed is a death sentence for both partners and any who witness it without objection.

    The tuft eared are nobles that come from a strong linage and grow a little taller than the other breeds with the shortest tails of the three. They are marked by lightly spotted fur with tufts on the tip of their ears and tend to be stronger than most other Nitent’oculis. They come with extra bits of fluffy fur around their cheeks, chest, and extremities that help them survive better in the mountainous areas.

    The spotted folk and the plain ones technically share the same status as each other. But in practice the spotted folk tend to be treated with more respect as their appearance is closer to that of the tuft eared. Other than the lack of a spotted coat the plain ones also have short rounded ears instead of the fierce pointed ones of the other breeds.

    While the tuft eared and spotted folk tend to city life the plain ones often live in the smaller settlements or serve in the military, where their longer claws and sharper teeth aid them in both ways of life.

    Hunting is a favored pastime of all Nitent’oculis and many are willing to compete in tournaments and other matches of cunning and strength for the chance to join in the extravagant royal hunts with the noble tuft eared.

    Ceratogaulus - Tall Horned Gophers
    Spoiler: Image
    Show

    The other half of the populace is Ceratogaulus which average about six feet tall. Despite being large, stocky, and sporting fierce horns they tend to be more docile than their catlike cohabitants.
    Their fur is marked with interesting blends of patterns and colors. Their base coat is often a black or dark brown, but their markings come in many colors from dark greens to bright reds.

    There is no class structure in Ceratogaulus life, and there are no restrictions on marriage or love. The uniqueness of their fur pattern can sometimes garner them a little extra attention from potential partners, but it has little other effect on their social standing.

    They are masters of agriculture keeping both farms and ranches running smoothly. They tend to live in underground homes which are dug into the sides of the hills and sport well stocked root cellars. Nut orchards and root vegetables make up the region's staple crops, while shaggy bovines are the ranch animal of choice.

    Ceratogaulus are content to let the energetic cats rule the region as long as they are allowed to live in peace. The Nitent’oculis are more than happy to grant this since the Ceratogaulus have saved them from more than one harsh winter with their farming habits, even if they find the lack of a social structure odd.

    Spoiler: Cities
    Show
    Omet’tree - Capital City (398,000 Population)

    The capital rises out of the forest like a watchtower. Far enough away from the other hills and the mountainous northeast that it is almost out of place. The keep at the peak houses the majority of the ruling tufted eared Nitent’oculis. While you descend from the peak the wooden homes of the cat folk mix more and more with the burrow entrances of the Ceratogaulus dens. Finally around the base of the hill are four wide tunnels large enough for two carts to comfortably pass each other. These massive wounds in the earth lead down to a colorful and bustling bazaar and the homes of the elder Ceratogaulus and their ancient families.

    Port Transitine (124,000 Population)

    Few of the cat folk like the water, but those that do you will find in Transitine. The port is respected for its haul of fish, a wonderful delicacy among the Nitent’oculis. A few industrious Ceratogaulus have made dens in the area to experiment with the plants of the sea. The port thrives despite the lack of interest in sea travel mostly due to the high price of fish.

    Spoiler: Resources
    Show
    (Good) Furs - Whether it is the deer and fox pelts cleaned after a successful hunt or the remains of the slaughter shaggy bovines, fur is never in short supply. As the natives are naturally furred as well there is little demand internally for the material, but it has proven a valuable trade good.

    (Needed) Metals - Metal is rare in the soft forest soils and metal tools and weapons are extremely useful on the farms and hunts. Only the wealthy can afford such items now but if metal tools could make it to the hands of the common worker food would become plentiful indeed.


    Domumontem - 279
    Population: 700,000

    Spoiler: Terrain
    Show
    The region of Domumontem is mountainous and rugged. Rock and unforgiving peaks are separated by cold valleys of coniferous trees. Mountain streams of clear spring water combine into weaving rivers in the lowlands where deciduous trees start to mix with the pines. A tall peak near the western region called Aich’doki is scaled as when testing the locals skill and is considered to represent the ruggedness of the harsh land.

    In the lowlands a great plain breaks through the forests and rocky unforgiving mountains and allows the grass to grow tall. Among the tall grasses roam great bison herds that test the skill of local hunters both young and old. While most Long Tails find the plains to be a quite warm it is cool by human standards. All around the chilled air breaths of peace and the gentle breezes that roll off the mountains powder the area with regular short lived snow drifts that add to the majesty of the area and keep the mountain tops capped white.

    Spoiler: People
    Show
    Nitent’oculis - Agile Catfolk

    The Nitent’oculis of Domumontem are similar to those of Conlarbores Tuft Eared nobles control the area ruling over the Long Tails. Long Tails much like the Spotted Folk are covered in spots with much longer fluffy tails. Their spots are more like hollow broken circles instead of proper dots however and their fur tends to be white as snow to a mild gray like storm clouds.

    Long Tails spend more time planning action then most breeds of Nitent’oculis and some have even been known to take up agriculture, but hunting is still important to them and a young Ceratogaulus could put their patience to shame. Long Tails are well adapted to the cooler climate of the region and they take a journey to the frozen peak of Aich’doki as a rite of passage amongst more traditional families.

    Spoiler: Cities
    Show
    Rastalin Valley (326,000 Population)

    The largest city in the region is Rastlin Valley, which is located in the central area of the mountains. The wooden homes of Nitent’oculis are scattered along the valley walls with civic buildings lining the lazy stream in the center. To the west towers the peak of Aich’doki easily visible from the valley floor. The main road to the low lands follows the streams winding a path to the east.

    Calistine (244,000 Population)

    Spreading out on the western edge of the large low land plains is Calistine, around the town cattle are herded and grown to supply the mountainous home with meat. Hunters of the region often pass through the area on their way into the plains to hunt the mighty bison that roam the area.

    Spoiler: Resources
    Show
    (Minor) Cattle - The lowland plains have proven over the years to provide an excellent surplus of meat. The addition of Ceratogaulus ranching knowledge has only increased the supply to a point the local Long Tails feel they could safely begin export of the beasts.

    (Needed) Seafood - Fish has always been a delicacy to the Nitent’oculis and here and the mountains the supply is even more scarce. The people here would love to add regular fish dinners to their lives if a source of the luxury could be obtained.



    Spoiler: Government
    Show
    The tuft Nitent’oculis rule from the keep of Omet’tree under a monarchy. Their staunch maintenance of the royal bloodline details the path of succession down to the newest baby born of a tuft eared. The monarchy sets down the laws and the noble house of the Nitent’oculis enforce them without question. The populace is kept content with the many festival hunts sponsored by the ruling class and the general sense of free will they are allowed to enjoy.

    The Ceratogaulus keep their interests in the mind of the king by keeping two of their elders as close personal advisors to the crown. As long as the king works with the Ceratogaulus they are content to follow his rules.

    Spoiler: Religion
    Show
    Nitent’oculis are rarely religious but those who seek faith normally practice a form of shamanism centered around the hunt and thanking the spirits for successful ones. Tuft Eared that control the area have been leaning to the spirits of the hunt and pray as of late. Rumor is that recent events in Conlarbores have only served to increase these beliefs. (Shamanism Minority)
    Ceratogaulus are similar but ask more of the spirits of the land and forest and give thanks for successful harvests. Much like other Nitent’oculis breeds most Long Tails have very little faith, but more traditional families honor the Father Land and Mother Tree. (Druidic Minority)

    There is rumor in the great bazaar however that the tuft eared Nitent’oculis and the elder Ceratogaulus have been talking at length about their beliefs for the last generation of so.

    #
    Region Name
    Minorities
    Majorities
    279 Domumontem
    • Shamanism
    • Druidic
    None
    280 Conlarbores
    • Shamanism
    • Druidic
    None

    Spoiler: Techs
    Show
    Nope

    Spoiler: Trades
    Show
    279 - Cattle - None
    280 - Furs - Blackspire Pass Trade Route

    Spoiler: Military
    Show
    #
    Region Name
    Total Units
    Land Units (Shields/Shadows)
    Naval Units
    279 Domumontem (0/2) 0 0
    280 Conlarbores (3/5) 3 (2/1) 0

    Spoiler: Important History
    Show
    Documents
    Spoiler: The Stone and Tree Alliance
    Show
    We signatories of this alliance do pledge to uphold the tenets of this document in the hope of shared prosperity amongst our nations and to protect the rights of our lands and those of our allies in times of war and in times of peace.

    Section A - Protected Lands
    1: A nation is defined as the lands held and managed by a signatory ruler and their appointed leaders. Lands held by a signatory nation at the time of this documents signing are considered Protected Lands.
    2: Any lands held for a time greater than two years without opposing claim from a non-signatory nation will be considered Protected Lands under this document.
    3: Lands gained from retaliatory attacks performed by the alliance are considered Protected Lands.

    Section B - Military Duties
    1: When possible signatory nations must defend all Protected Lands of other signatory nations.
    2: Signatory nations provoking acts of aggression from a non-signatory nation void the responsibilities of other signatory nations to defend Protected Lands against the provoked nation as long as the conflict does not spill into another signatory nation.
    3: Should a provoked nation include other non-signatory nations in a retaliatory attack on a Protected Land the alliance will respond to back the signatory member despite section B-2.
    4: Signatory nations shall not use military force on any other signatory nation.
    5: Technologies of a military nature must be offered to signatory nations in a fair trade that benefits the alliance as a whole.
    6: Signatory nations are required to maintain a standing army to assist in defense of the alliance.
    7: Nations that commit repeated or major offenses against the alliance may earn the status of Enemy Nation and will become exempt from section B-2.

    Section C - Civic Duties
    1: Signatory nations are responsible for quelling unrest within their nations Protected Lands.
    2: Should rebellion happen in a Protected Land, despite the best effort of the leader, other signatory nations are only required to assist with one major local unit of troops on behalf of the signatory leader owning the rebelling region.
    3: Should a signatory nation not participate in the prevention or subsequent quelling of an uprising in their own lands they void the responsibilities of other signatory nations under section C-2.

    Section D - Religious Duties
    1: Signatory nations will not spread or impose religious views on other signatory nations without express permission from the leader of the signatory nation.
    2: If possible signatory nations will assist religious matters within Protected Lands when asked to by fellow signatory members.
    3: Religious actions that directly offend non-signatory nations will be handled as if the offended nation was a provoked nation under section B-2

    Section E - Commerce Obligations
    1: When possible all signatory nations will participate in beneficial economic trade with other signatory nations.
    2: All trade routes used by signatory members are considered Protected Routes and will follow all guidelines that apply to Protected Lands from Sections B, C, and D.
    3: Signatory nations will not participate in raiding, hostile takeover, or blockading a Protected Route if the action would affect another signatory nation.

    Section F - Succession of Responsibility
    1: Should the original signatory died for whatever reason this document is considered binding to their successor unless the successor explicitly declares their intent to break the pact.
    2: Should a successor wish to reaffirm their participation they may add their signature to the documentation and strike out the original signatory name from their nation.

    Section G - Violations and Removal
    1: Minor offenses require compensation be distributed to all signatory nations at the time of the offense for weakening the position and trust of the alliance. Sections B-6, C-2, and D-2 are examples of sections that could incur a minor violation.
    2: Major offenses or repeated minor offenses will either result in removal from the alliance or declaration of the offending nation as an Enemy Nation as defined in section B-7. Sections B-4, D-1, and E-1 are examples of sections that could incur a major violation.
    3: At any time the signatories may remove a signatory nation from the alliance with a three fourths vote of the signatory nations. Similarly Enemy Nations of the alliance can be declared as defined in section B-7 with a two thirds vote of the signatory nations.

    For continued prosperity amongst our peoples we leaders do agree to this alliance,
    Kuldir Ironsong, the Master Architect of The Wandering Clans on this day in the year 105 of the Aenic Calendar
    Ehv'amhyr an Khuuldrumm of The Northern Realms of Aardrosil on this day in the year 105 of the Aenic Calendar
    King Adriendel Sharpclaw of The Preeminence of Hortis on this day in the year 106 of the Aenic Calendar

    Stories
    Last edited by Dracolon; 2015-11-20 at 01:47 AM. Reason: Adding stuff...

    Dracolon doesn't know where the door is....
    Gengy you're pretty awesome, thanks for the avatar!


  19. - Top - End - #19
    Pixie in the Playground
     
    ZakThar's Avatar

    Join Date
    Jul 2015

    Thumbs up Re: Empire! Lands of Arandi


    The island nation of Melrakki-ey [Mel-ra-key ee]
    Regions 240 (Melrakki-ey), 239 (Vestan Melrakki-ey),
    Total Population - 1,655,000

    Banner/Refr Tribe Seal


    Spoiler: The Island Nation of Melrakki-ey Flag
    Show




    Spoiler: Leader
    Show

    Leader: Zin'Aii Refr [Zin-ah-hee Re-fer]
    Starting Stats: (Click here for rolls.)
    • Diplomacy: 5 [4+1]
    • Military: 4 [4]
    • Curiosity: 5 [4+1]
    • Faith: 3 [3]
    • Luck: 4 [4]


    Current stats
    [list][*]Diplomacy: 7[*]Military: 5[*]Curiosity: 6[*]Faith: 3[*]Luck: 5


    Spoiler: Ruling Family of Ruling Tribe
    Show

    The 'Aii Family, of Tribe Refr
    • Chief/Leader - Zin'Aii Refr
    • Chief's Wife - Anna'Aii Refr
    • Heir/Son - Zen'Aii Refr
    • First Daughter (Deceased) - Aun'Aii Refr
    • Second Daughter - Ann'Aii "Annie" Refr- Married to Nim Fryst (now Nim'Aii Fryst), whom took the surname 'Aii, but kept his tribe's name of Fryst.






    Melrakki-ey
    Region 240
    Population - 1,050,000
    Warriors - 1,000
    Naval Units - 2

    Spoiler: Terrain
    Show

    Melrakki-ey is a region on a large island that is located in the tropical zone, just north of the equator. The region, though seemingly standard for a tropical area along the coast, has a large inland jungle. The jungle is full of thick, tall, gray (ash) colored trees with olive colored leaves. To any outsider, the wood will look dead or petrified, but in reality, it is the island's most precious resource. (See resource spoiler.)

    The region is filled with rolling hills, which, closer to the coast, makes for strategical defense points around the island.

    There is a small peninsula along the southern tip of the island. The peninsula creates a large bay for the region, this bay could eventually provide a natural harbor for seafaring vessels. The bay is also a major landmark for the natives. It, along with the surrounding area, is known as Magi, with the peninsula being named Kjoptr.

    Due to its ideal location, the region is in the upper end of the warm spectrum year-round. At night, the warm breeze from the ocean keeps the temperature along the coast within a comfortable temperature range. Though, farther inland, where the jungle lies, and the hills have broken up the coastal winds, the temperature at night can dip to more chilly temperatures.

    Melrakki-ey has an average animal population, with the various species ranging from turtles, reptiles, crab, and horses (still a mystery how they got to the island) on the coast, to panthers, primates, larger reptiles, and tropical birds in the jungles. What is not average, however, is the difference in color the jungle animals have, compared to normal jungle animals. They appear to have developed color schemes which aid in their camouflage with the gray trees of the jungle. The panther, for example, has a light gray coat of fur, as opposed to the standard black coat one would expect to find.


    Spoiler: Meet the Natives
    Show

    The natives of Melrakki-ey, appropriately named Melrakki, are bipedal, humanoid, foxes. They stand five to six feet tall, standard human height, but with a much more lithe frame than a human. Due to the plentiful sunlight the region has to offer, the natives have fur colors ranging from white to light tan. However, the ruling tribe seems to have a stronger affinity to the island's jungles, and much like the animals there, they have light gray, almost silver colored, fur.

    The Melrakki have 'tribes' instead of 'families.' This is due to their history: The Melrakki were once barbaric, blood-thirsty tribes, set forth to kill off the other tribes. This all ended when the Refr tribe managed to, mostly peacefully, unite all of the tribes together and create the island nation of Melrakki-ey. Many generations have passed since the days of bloodshed have ended, and the tribes now co-exist in large townships along the coast, though the capital is located on a hill in the jungle, and has a good view of Magi. Most of the towns/cities have the name of the main tribe that once resided there. The largest city, Refr, being the capital.


    Spoiler: Resources
    Show

    (Good) Jarnvior - Meaning "Ironwood," Jarnvior is the island's most precious resource. The gray (ash) colored trees of the jungle provide this fantastically strong wood, which shares many of the same strengths as iron, but with the work-ability of wood. Though it is not yet known by the natives (Needs to be researched), when a specific process is applied, the Jarnvior can become as strong as steel.

    (Bad) Non-Wood Fuel Sources - Melrakki-ey has a sparse amount of non-wood fuel sources, such as coal, oil, etc. Though there is plenty of wood on the island, it is pretty much completely Jarnvior, which does not burn nearly as easily as normal wood. In most cases, more energy is put into getting Jarnvior to burn, than the energy the burning Jarnvior provides, thus being counter-productive. Add that with the practicality and value of the Jarnvior, and it becomes nearly criminal to use it as fuel.


    Spoiler: Religion
    Show

    Shamanism Minority - Though there is no established 'major religion' in Melrakki-ey, the different tribes all seem to practice their own version of shamanism in order to commune with spirits of their ancestors and the spirits of the jungle. The Refr tribe, being deemed as having a closer affinity to the jungle, have some of the region's more devoted shamans.



    Vestan Melrakki-ey
    Region 239
    Population - 605,000

    Spoiler: Terrain
    Show

    Vestan Melrakki-ey is the western region of the large island known commonly as Melrakki-ey, though "Melrakki-ey" is mostly used when discussing the eastern region of the large island. The island is located in the tropical zone, just north of the equator. It shares the same, seemingly standard tropical area along the coast, however, instead of a large jungle inland, it has a vast mountain, known as Rooinn, meaning "Redden". When the sun's light hits just right, at noon, the mountain appears to glimmer a reddish glow, thus the name. Those glimmering stones are the region's most abundant resource, Rubies.

    To keep from removing the cherished glimmer from the mountain, the tribes have created deep mines into the mountain, where they harvest rubies from within.


    Spoiler: The Natives
    Show

    The natives of Vestan Melrakki-ey can also be classified as Melrakki. They are bipedal, humanoid, foxes. Though they stand roughly half an inch taller, on average, than the Melrakki on the eastern region of the island. Due to the plentiful sunlight the region has to offer, the natives here also have fur colors ranging from white to light tan. Though, it is rare to spot a Vestan Melrakki inhabitant that hasn't had a ruby of some sort pierced, or otherwise fused, into their ears, hands, or forehead.

    Much like their neighboring counterparts, the Vestan Melrakki-ey inhabitants have large groups of families within various tribes, and they have steered away from violent acts due to their fascination for creating arts containing rubies instead.


    Spoiler: Resources
    Show

    (Good) Rubies - Found on, and deep within, the mountain known as Rooinn, the natives of Vestan Melrakki-ey have an abundance of high quality rubies of various shapes and sizes.

    (Bad) Precious Metals - "All these rubies and nothing to set them in!?" Melrakki of Vestan Melrakki-ey have recently learned of precious metals and how well they look with rubies set in them. As such, they now crave precious metals for their crafting with rubies.


    Spoiler: Religion
    Show

    Shamanism Minority - Though it seems to be phasing out in the younger generation, the older tribal members still practice shamanistic rituals for the Rooinn mountain.
    Last edited by ZakThar; 2015-11-15 at 09:35 AM.

    Is that man paying for you to attempt to kill me? If it were my money, I'd of hoped to be dead by now!

  20. - Top - End - #20
    Dwarf in the Playground
     
    Philote's Avatar

    Join Date
    Jan 2015

    Default Re: Empire! Lands of Arandi

    High Order of the Pran-El
    Region 53 (Glasco), Philote

    Original Rolls

    Current Queen: Lorena Effigy



    Stats at end of round 1:
    Diplomacy: 2
    Military: 2
    Curiosity: 2
    Faith: 4
    Luck: 4 + [0/2]

    Mechanical Population: 960,000
    Fluff Population: 192,000
    Standing Army: 0 native land troops, 0 native naval troops

    Original Stats:
    Diplomacy: 2
    Military: 2
    Curiosity: 2
    Faith: 4
    Luck: 4 + [0/2]

    Spoiler: Summary
    Show
    Region name: Glasco
    Region: 53
    Queens:
    Lorena Effigy [New Testament]
    Voice: Sky Blue / Primary
    Terrain: Capital Pran-El and Insight Lake, Corpse of the Last
    People: Giant Sub-Species (Glascans)
    Resources: Idols


    Spoiler: Terrain
    Show
    Spoiler: Reference
    Show

    Capital Pran-El and Insight Lake: The capital city, Pran-El, lies to the south-east of Insight Lake, a large flat reflective lake that is Glaso’s largest body of water. The capital itself holds a large castle in the style of a gothic church that it is the main monument of the city, though it is not uncommon to see a church dotted on every road of the capital.

    Corpse of the Last: Glasco’s north-east island is marked by a titanic fossilized skeleton that stretches across the landmass. The fossil’s skull lies on the south-east end while the creature’s right leg dips into the ocean on the north-west side. This is a highly spiritual place for the Glascan people who claim that this creature is one of their ancestors, a people who found the true path to enlightenment.


    Spoiler: People
    Show
    Spoiler: Reference
    Show


    Add a face, tint it blue, and you have the sort of spiral-textured physical structure of a Glascan.

    Glascans are a sub-species of giant that feature a rough, spiral-textured, blue-tinted skin. While each Glascan is roughly three times the size of other sentient species on Arandi, a single Glascan could be considered to be equal to five members of other Arandi species. Glascan’s claim to be the descendants of an extinct titan sized species, but no link has yet been proven.

    The High Order of Pran-El is a highly religious empire that has become frustrated with the current paths to enlightenment present on Arandi. Glascans have been easily swayed between practicing many different organized religions before ultimately settling on paganism. It is still common to see churches and worship for various different organized religions within the lands of Glasco. So great is the religious influence within Glasco, that the High Order of Pran-El exclusively anoint Queens due to past involvement with the The House of the Pale Lady.


    Spoiler: Resources
    Show
    Idols [Faith / Art / Luxury Resource]: The high spirituality of the Glascan people has guided them to become adept idol makers. With a devotion to capturing even the most miniscule details of each organized religion, these idols compliment the construction of any church and aid in the execution of religious rituals across Arandi.

    Needed Resource: Herd Animals. With such a giant stature and religious fervor, Glascans require additional animals to sate their appetites and offerings.


    Spoiler: Religion
    Show
    Paganism: The Glascan people currently exist in a state of Paganism after a long history of experimenting and shifting between the Arandi’s major organized religions.
    The Caramel Kingdom! Empire 1!

    High Order of the Pran-El! Empire 2!

    Superpower List + Forum

    Romans 8:31 What, then, shall we say in response to this? If God is for us, who can be against us?

  21. - Top - End - #21
    Titan in the Playground
     
    PirateCaptain

    Join Date
    Apr 2012

    Default Re: Empire! Lands of Arandi

    The Necron Directorate


    "Duty, Community and Industry"
    "Fire and Steel"

    Dominion of Queen Selindrak Highstar

    Sovereign Stats:
    Military: 5
    Diplomacy: 3
    Curiosity: 5
    Faith: 2
    Luck: 1
    Rolls: Are found here.
    Position: 232B

    Population: 880,000

    History:
    Spoiler: History
    Show


    So the legend goes...

    For centuries the Yog'shareth of the Spire Crag Mountains preyed upon the humanoids of their surroundings, picking and choosing slaves as they wilt. For those captured by the aberrations a life of misery was all they could expect, and indeed, that’s all they received. Looked upon as little more than fodder, humans were put to work building the Yog’shareths cities, sculpting their materials and weaving their clothes. In the eyes of the aberrations menial labor was a task befitting only the lowest of the low, and so the slaves toiled beneath unbearable conditions to provide for their ungrateful masters.

    They had cities. They had riches. They had comfort. And they had power. All of these things and more were built upon the backs of a vast army of slaves. But still, the Yog’shareths wanted more. The aberrations selfish greed inflated their sphere of terror into the surrounding lands until they came across an unlikely opportunity: the human kingdom of Iola. A small but ambitious fiefdom, Iola’s king made a bargain with the Yog’shareths – help him defeat his neighbours and make him a King and he would hand over the captives of his conquests. Excited, the Yog’shareths accepted.

    Following through with their words the Yog’shareths provided Iola with the intelligence and surreptitious help it needed to defeat its enemies. One by one the neighbouring kingdoms were broken, their people enslaved and vanishing mysteriously into the mountains, never to be heard from again. The King of Iola eventually passed on a happy and fulfilled man, while the subjects of his expanded kingdom knew little of the horrors their leader had inflicted on their defeated enemies. But for those who were taken and enslaved, they never forgot.

    Dragged into the bowels of the subterranean enclaves of the Yog’shareths, hundreds of thousands of humans were cramped into squalor and impressed into chains. As over-joyed as the Yog’shareths were they faced a problem. In their avarice and insatiable greed they had not fully estimated the logistics of housing, feeding and containing such a vast number of slaves. Soon, thousands of salves starved to death on a daily basis, while disease and cannibalism claimed thousands more. Panicking and desperate as they watched their prize melt before their eyes, the sorcerers of the Yog’shareths turned to dark magics in the hope of finding anything that could sustain their way of life. When all seemed lost for the aberrations, when the opulence to which they had grown accustomed seemed in its nadir, the most devious of their sorcerers found that thing.

    A ritual. A mystical ceremony on a grand scale. An eldritch maw was to be opened and into its gullet was to be poured the remainder of their slaves who would all return…changed.

    They would no longer require food, rest, water or comfort nor would the afflictions of disease cause them discomfort. The expense of maintenance, which even the penny-pinching Yog’shareths sneered at, would be cut by one tenth and they would retain their slaves. Compelled by greed and desperation the Yog’shareth sorcerers gained permission to proceed with the ritual that seemed too good to be true. Unbeknownst to them, it was.

    The ritual was performed and was a resounding success. The hundreds of thousands of humans that were once on the verge of death were transformed into something else. Much as the sorcerers had promised they no longer needed rest, comfort or water. What food they needed was now replaced with only one item of sustenance: living blood. To avoid even this necessity the crafty Yog’shareth alchemists concocted a gruel-like substitute, and all seemed well with the world.

    However, cracks slowly emerged within their new system. The spirit of their slaves, once believed thoroughly broken, now seemed to have returned. Fear of the lash did not register within the slaves new psychology. Where once they looked up at their Yog’shareth masters with whipped obedience, the humans crimson orbs were now seeing only one thing: prey.

    What was supposed to be their salvation was instead their damnation as the Yog’shareths Frankensteinian creation turned on them. From the ranks of the Homo nocturnus emerged their most charismatic figure: an elf named Toresa Nightfall. Outnumbered twenty to one and remiss of their mind-bending powers, the Yog’shareths were mercilessly torn limb from limb in the very halls their slaves had once built, and as the last of their race pleaded for mercy Toresa Nightfall drove a dagger into the black heart of the Yog’shareth king before casting his body into the veins of molten steel that coursed through the subterranean kingdom. Those Yog’shareths not killed in the initial uprising all suffered a similar fate – their bodies immolated within the flows of lava and their death squeals cheered by the hundreds of thousands of freed undead.


    [CENTER]“We were all brought here in chains, as slaves. Whipped, beaten, abused, exploited - never again!”

    The Necron Directorate rose from within the corpse of the Yog’shareths self-indulgent decadence. Yesterday the vampires of this kingdom were slaves, but now they are free. Craftsman, builders, engineers, alchemists and soldiers, they now look to a future as dark as the undercaverns they gleefully call home.

    Or so the legend goes.

    That the Necron populace were once the slaves of cruel masters seems likely but not definitive. This story of their struggle for and acquirement of freedom is one that grants the national psyche purpose and unity and so it is repeated and ingratiated into every new generation.

    Whether they arose from humanity, arachnids or some other humanoid that once prowled the labyrinthine caverns of the mountains deep roots, none can say. This is a history that they do thoroughly believe, however, and concept of being descendent of the vampire kingdom of old runs hot and strong through the mind of all Necrons today.







    Terrain:
    Spoiler: Terrain
    Show


    Situated below the surface of the planet and away from the uncomfortable sun, the lands of the Necron Directorate would be bleak and inhospitable for unwary outsiders. For those who know how to scrape a living, however, there are resources abound.

    Situated close to the rich veins of mountain metals, the populated areas of the Directorate are industrial-military centres. The capital city, Otrava’drecnha, which means “Heart of Fire and Steel” in their tongue, lies at the centre of their nation. The city is built from obsidian, stone and steel to form a labyrinth through which veins of molten rock provide amber-hot illumination and the constant scent of sweet sulphur. Regularly the caverns ring with the industrial horns the Necrons use to communicate social directives across an area. For a Homo nocturnus these are reassuring, orderly sounds, but for visitors they are a haunting bellow in the deep.

    Across this huge, industrial city the necrons work unceasingly. The cacophony of blacksmith hammers ring constantly from deep within the vast forges of the cities base, the innumerable chimneys billowing forth black smoke that rises from the tops of mountains. From this huge factory pours forth the beautiful work of goldsmiths, metal workers, engineers and architects to create an atmosphere few other places can replicate. To behold the halls, streets and domains of Otrava'drecnha is to witness how huge the works of the Necrons can become.


    People:

    Spoiler: People
    Show
    Homo nocturnus. Or, more colloquially, Necrons. Pejoratively called "leeches" by some, the Necrons believe themselves the descendent and inheritors of a vampiric kingdom that had freed themselves from the tyranny of otherworldly slavemasters. Indeed their need for living blood for sustenance (or its alchemy-based substitute) is often held up as proof of their mythical, supernatural origins as is their discomfort in the sun. Whether it is true or not, the mantra of a society-wide ascension back to the long-lived vampires they once were is a persistent theme throughout Necron society.

    A dichotomous lot, though the Necrons are numb to many of the emotions that run hot through the surface dwellers, they nevertheless feel a great sense of nationalism and optimism. Suspicious of outsiders but not openly hostile, their very existence is just a rumour to those many miles away. Though cool-hearted and rarely emotional on the level of a human, Homo nocturnus are capable of feeling as such in the face of evocative stimuli. As such, the art and cultural items of the outside world are becoming a much desired commodity within the Necron Directorate as the flush of sensation they can feel when beholding a stirring painting or listening to a moving song adds that spice to life that makes it extra nice.

    Much like their former masters, the people of the Necron Directorate are an orderly, almost fascist society. For the emotionally numb Necrons this suits them just fine, as everyone has their place, their purpose and their role to play in the envisioned Great Society. Three civic virtues are considered paramount above all in their society: Duty, Community and Industry. Militaristic nationalists, they nevertheless have an innovative and industrial bent to them that ensures that their society is a productive one. Atop the summit of this pyramid sits Queen Selindrak Highstar, a cool-hearted but fair ruler. Though possessed of dictatorial powers she displays a shrewd level of restraint when exercising her great power, preferring to allow the National Assembly to operate as the regular legislative body throughout the Directorate.

    The Necrons as a whole are sturdy and strong, brilliant craftsmans who toil beyond the point where others would complain. Though suspicious of outsiders, they can make accommodating hosts for guests that they invite into their realm. One must be invited however, for though the necrons are typically emotionally shallow they are extremely territorial and can be fierce and disciplined warriors when uninvited guests threaten their way of life.






    Resources:

    Spoiler: Resources
    Show
    Export: Adamantite

    As enslaved builders and craftsman for hundreds of years, the Necrons of the Directorate are first class metalworkers and miners. As their civilisation is nestled at the root of the mineral-rich mountains they have access to abundant metals and their forges boil constantly with the strength and beauty of molten steel, gold and silver. Of all their products, however, none is as valuable as their worked adamantite . Lightweight and extremely strong, the secrets for working this alloy are jealously guarded by the Necrons and though they'll trade the worked steel in small amounts (making it even more valuable), they'll kill to protect the secrets of its craftsmanship.

    Wants: Art/Luxury goods

    An emotionally numb people, the necrons of the Directorate enjoy the passing rush of emotional stimuli. As such, the luxury goods and artwork of foreigners are something they look upon favourably, the least of which its value is evocative and moving beauty.



    Religion:
    Spoiler: Religion
    Show

    For mechanical purposes, the Necron Directorate are “pagans”. Their worship, however, goes to Desy’min.

    The religion of the Necron Directorate is Desy’min, which, in their harsh, aggressive language translates roughly into the “Ten Starred Mother and Creator”. Desy’min is a goddess depicted as an enormous spider with ten legs, one of each of which is a star and represents a virtue for her children. Much like the progeny that worship her, Desy’min is a pale, albino spider that dwells in a series of infinite caves whose flooring is lined with her webbing that allows her to detect all intruders, where-upon she ensnares them in her webs and drinks their blood, leaving them withered husks upon which her countless children feed. Her ten stars are the virtues that have laid the foundation for the Necron Directorate’s national psyche.

    The ten stars of Desy’min are:
    • Duty: The Directorate was born from unity among the Necrons. Fragmentation leads to chaos and renders them as prey for outsides. All must do their part for the greater good of the Directorate. Duty is the essence of Necron life.

    • Civility: All vampires are brothers and sisters in blood, and all are born from the fires of conflict and the bonds of slavery. Those worthy of respect show civility and decorum to their fellows, and your nature will be exposed by how you treat your lessers.

    • Enlightenment: There is no shame in ignorance, education is the great liberator. It freed the nerons from the shadows and equipped them with the expertise needed to forge the future.

    • Family: The most basic unit of the nation is the family. From the seed of the father and the womb of the mother do we all come, and the strength of communities rests upon the foundation of its families.

    • Prowess: Among other evils it brings you, being unarmed causes you to be despised. Pursue your field, from the plumber to the soldier, as labor disgraces no man.

    • Industry: A man is remembered for his achievements.

    • Bravery: A coward is much more exposed to quarrels than a man of spirit.

    • Discipline: Discipline is the soul of an army. It makes small numbers formidable, procures success to the weak and esteem to all.

    • Patience: Patience and perseverance have a magical effect before which difficulties disappear and obstacles vanish.

    • Loyalty: In the end we will remember not the words of our enemies, but the silence of our friends.
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

  22. - Top - End - #22
    Ettin in the Playground
     
    Elemental's Avatar

    Join Date
    Sep 2011
    Location
    An Abyssal Tower
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    The Grand Principality of Anceris
    Elemental


    Ruler: Her Grace, Alessandra, Vasilissa de Altan, Grand Princess of Anceris, Keeper of the Keys and Lord of the City of Azandria, Queen of the Ceril Sea, Warden of the Twin Straits and Bearer of the Sacred Sword of Stars.

    Spoiler: Description
    Show
    Alessandra ascended to the throne after the death of her father and mother. She is a compassionate ruler who has juggled the responsibilities of raising her four children, affairs of state and the death of her husband due to a sudden illness. Like most of her family she is very tall and she has brown hair which she wears long as per royal custom. Given the death of her husband, she has taken to wearing black as much as possible which accentuates her very dark eyes.
    Despite her responsibilities and duties she is in addition a skilled duellist and musician, a noted scholar and a patron of the arts.


    Heir presumptive: His Excellency Vitale de Altan

    Stats:
    Diplomacy: 6
    Military: 7
    Curiosity: 6
    Faith: 3
    Luck: 4


    Anceris
    Region 274

    Population: 890000

    Spoiler: Terrain
    Show
    The Isle of Anceris is a relatively small island located almost exactly between two peninsulas that very nearly separate the body of water to the Northeast known by the Ancerans as the Ceril Sea from the greater Ocean Sea to the Southwest. The oceanic side of the island is dominated by rocky marble cliffs dotted with precariously perched olive, argan and cork oak trees. The interior of Anceris as well as the Ceril Coast is much more forgiving despite the occasional marble outcropping and is dominated by forests of oak and other hardy trees as well as arable land put over to the cultivation of grain and vegetables as well as olives and vines. There is very little space available for pasture, so horses and other livestock are raised among managed woodlands given over to the use of the peasant class. On the Northern shore of Anceris adjacent and East of what is perhaps one of the finest natural harbours in the world stands a large marble mountain known as the Gods' Anvil for the veins of red within in that give it a rusty appearance as well as shape slightly reminiscent of an anvil if you squint.
    Between this spectacular monolith and the sea stands the ancient city of Azandria. Founded in an age long forgotten, Azandria is a city built on a grand scale by the best builders and artisans of the world. However, this was a past glory and with the fall of the Old Empire and the abandonment of the city by Imperial authorities, much of the lifeblood that had sustained an already diminished city was cut off. Despite the efforts of House de Altan, much of the city remains a shadow of its former glory. The Hippodrome is a weed choked field, the silver domes of the Grand Library have long since tarnished beyond recognition, the Cathedral of Daen is thickly hung with vines and the white gold doors of the House of the Pale Lady haven't been seen or replaced in decades. But above all of it, the Opalis Palace remains. Built against the side of the God's Anvil, the Opalis shimmers in the sunlight as countless accent work and ornamentation done in prized mother-of-pearl reflects the solar brilliance, taking on the appearance of gold or, perhaps more macabrely, blood, in the light of the setting Sun.


    Spoiler: People, Society and Government
    Show
    Azandria is a very cosmopolitan city. People of all races and ethnicities can be seen making their homes in the city and mingling in the streets. However, the majority of the population is human of Anceran stock. Anceran humans stand an average of 179 cm and tend to be muscular in terms of physique. Their hair ranges in colour from dark brown to pale blonde and their skin ranges from fair to light brown. Fashions in the city come and go, but the expense of dyes and fine fabrics lends a certain degree of uniformity over the years. Tradesmen dress in practical brown and black clothing whereas merchants tend toward fine white linen accented with embroidery as their business dress along with hats chosen according to personal taste and current fashion.

    Anceran society is progressive and tolerant of foreign ideas while remaining steeped in its own traditions. Religious freedom is permitted and anyone may marry anyone else provided they are both consenting and at least seventeen years of age. Men and women inherit property on equal footing, though women are forbidden from joining the military unless they are noble and are made an officer. Further, while slavery is legal on the island, no one is born a slave and new slaves can only be created by the will of the Pearl Throne as punishment for certain crimes.
    Ancerans are a fun loving people who take advantage of the mild climate of their island and as such, Azandria is home to numerous annual carnivals and festivals as well as more solemn events such as public religious observances and civic ceremonies. Races at the Hippodrome are unfortunately a thing of the past but the people make do by watching the annual Island Regatta from the tops of the city walls. Behind the closed doors of their mansions and palaces, nobles and wealthy merchants partake in a series of seasonal social events in between the more public celebrations.

    The government of Anceris is essentially a aristocratic oligarchy. The heads of the islands fifty-nine noble houses all have the right to participate in the Civic Diet of Azandria and so have some say in government, though in practice only seven families hold any real power. When the De Altan family ascended to the Pearl Throne roughly one hundred years ago, they divided the island's main administrative positions among the six families who supported them in their bid for the throne. These positions have been inherited down family lines and to this day, the De Altan family and their supporters still maintain control over the island's political system.


    Spoiler: Resource
    Show
    The waters around Anceris are abundant in at least three types of oyster as well as many other molluscs. Many of these creatures have nacreous shells and thus, Pearls and Mother of Pearl (Good) are very common and considered the main trade good that comes out of Azandria.
    However, while most essential goods are easy enough to source, the lack of available land for the raising of livestock means that Meat is at a premium. Currently the bounty of the sea supplies the island with more than enough protein, but fish gets boring after a while.


    Spoiler: Faith
    Show
    Owing to Azandria's past great importance and location at the crossroads from East to West, it is no wonder that followers of many major religions have made their way to the city. Choosing to avoid causing strife, a system of religious tolerance is practised on the island and as a result, both worship of Daen and the Pale Lady are equally well established, though the former is more widespread beyond the city walls.
    In short, majority Daen, minority Pale Lady.



    Zlaten
    Zlatanis in Classical Ancerin
    Region 69

    Population: 931000

    Spoiler: Terrain
    Show
    While somewhat less rugged than the Northern end of the Black Isle, Zlaten is still a land of great geographical unevenness. The central region is dominated by mountainous crags of dark stone that provide a grim backdrop to the tall forests of dark evergreens that dominate the land. The coastal lowlands of Zlaten are hot and humid owing to its tropical latitude and so cultivation is limited to the comparative cool of the uplands where Zlaten's farmers need not fear heat stroke as they tend to their fields, orchards and vines. Terraced farming has long been established in some areas, though it is hardly a necessity. Several rivers wind their way down from the mountains and in many of the more remote streams gold can be seen glittering on the riverbed. The most important of these is the Iluent which falls dramatically over a series of waterfalls known as the Glittering Cascade, as much due to the way the falling water catches the light as it is to the veins of gold both revealed and protected by the treacherous waters.
    Not far from the base of the Glittering Cascade stands the City of Golden Spires, Ilubreg. Ilubreg is an ancient city and home to the De'breg family, traditional "rulers" of Zlaten. Over the course of centuries the city has seen much conflict as other noble dynasties fought with the De'breg's for control of Ilubreg's gold fields and as such, the city's fortifications have been partly destroyed and rebuilt so many times any initial plan seems long lost. Despite this violent history, the city thrives on the wealth that comes from being built virtually on top of a gold mine and its poetic name is well deserved. Centuries of patronage under the wealthy De'breg's have resulted in extravagant building projects with the ready supply of gold often finding architectural uses. At the centre of the city is the Zamirin Palace, a sprawling palace-fortress surmounted by five golden domes.


    Spoiler: People, Society and Government
    Show
    Zlaten is a region predominantly occupied by humans as the Trollish population of the North never really extended into the Southern half of the Black Isle. These humans, who call themselves the Zlaten, bear certain similarities to Ancerins though their skin is often slightly darker due to the harsh equatorial Sun. Trade is a very rare language in Zlaten due to the region's isolation and as such the majority of the people speak Zlatian, a language that bears similarities to both Classical Ancerin and Fantastigorian, but is nevertheless steeped in peculiar archaisms long since abandoned by either of the more modern tongues. Clothing for the poor is simple, cheap and practical, whereas that for the rich is often extravagant in it's use of decoration and fine materials. Golden jewellery is very common due to its abundance in the region and many nobles wear ornate half masks of engraved gold. Hair is usually cut very short and/or covered due to the predations of a particularly annoying local species of moth that is attracted to the scent of human hair.

    The region is traditionally ruled as a series of city states and small kingdoms due to the constant struggle for power between various noble dynasties. Most cities are led by a noble called an Auran, or Aurana if female, who maintain power by controlling the wealth of nearby gold mines. The rulers of the cities of Ilubreg, Parlam, Kapélo and Sovrano however are located in the richest parts of Zlaten, both in gold deposits and agricultural output, and so the rulers of these four cities all claim the title of Nizam of Zlaten. Current Ancerin policy regarding this situation is to simply refer to these four leaders as "Nizam" until the case can be decided by the courts.


    Spoiler: Resource
    Show
    While Zlaten lacks the extremely valuable Spirit Stone of its Northern neighbour, it is nevertheless rich in Gold (Good) with nearly every city having an associated gold field.
    Zlaten produces most everything it needs, and indeed, that which is cannot is bought easily enough. As such, the Zlaten find themselves looking more and more to distant shores for exotic Luxury Goods.


    Spoiler: Faith
    Show
    The Church of Daen used to be the dominant religion of Zlaten but has declined significantly over the last century due to a break in contact with the upper levels of the hierarchy which led to most people taking up the Doctrine of the Nine Candles as they considered its message to be similar to what Daen preaches without being beholden to distant priests. Nevertheless, despite this, most people still consider Daen as divine and there remains a minority loyal to the Grand Church.
    In short, majority Nine Candles, minority Daen.



    Cerilin
    Region 275

    Population: 862000

    Spoiler: Terrain
    Show
    Cerilin is a large region of rocky marble hills, sprawling plains and hardy oak forests surrounded on nearly all sides by a rough and unforgiving coastline dominated by marble cliffs and submerged reefs with the oceanic side being somewhat more treacherous. Nevertheless, there are still numerous safe harbours nestled between the cliffs and the seas are usually calm enough to permit navigation around the worst of the rocks and coral. The land is very fertile and watered by numerous rivers and streams that flow down from the hills. Grains and vegetables are grown by the inhabitants as well as numerous varieties of vines and fruit trees in those areas suited to them. The abundant pasture is used to raise the region's highly valued cattle and many estates in more remote areas are given over entirely to this purpose. Perhaps the most dramatic feature of Cerilin is the primordial forest of oak intermingled with blackthorn that dominates its East. Known primarily as the Shaded Wood, though the name Fang Wood is also used, this forest is additionally home to a variety of poisonous trees and shrubs and a number of thorny vines that grow throughout. These plants have proven time and time again to be a significant obstacle to any attempt to manage or clear the forest and so it remains untouched and a bastion of wolves, lions and other large predatory animals.
    Given its size, Cerilin is host to many cities with the de facto capital and economic hub being the city of Toralmist, a large walled city that thrives due to its position on the where the main north-south road meets the road leading to the ports of Narema, or the western peninsular. Toralmist is noted for having wide, dusty streets, vast cattleyards and elegant mercantile buildings. Truly anyone who is in anyway concerned about the cattle industry will have a presence here.


    Spoiler: People, Society and Government
    Show
    The people of Cerilin share a close kinship with the native humans of Anceris and are physically very similar to them. The native language, Cerilinan, is very similar to Low Ancerin and mutually intelligible with patience on both sides and Classical Ancerin is often used as a language of culture and learning among the upper classes. Fashions in clothing move somewhat more slowly through Cerilin than they do in Anceris due to the regions more rural nature and so clothing tends towards simpler designs. Due to the somewhat dusty nature of the cattle trade, business attire tends towards soft browns rather than the white common in Azandria in order to disguise the dust, though in other aspects of society clothing follows the same Ancerin standards.

    Cerilin, while mostly at peace with itself, had no strong central government and is instead subdivided into six shires, four counties, a principality, a grand duchy, two territorial abbeys and three free cities, a system created from the gradual splintering of central authority under the "last" imperial governor (In actuality, the last governor was his successor, and while an able administrator, was weak and had little authority outside of the city of Jastia. He eventually gave up and declared himself Count of Jastisland before being overthrown by his niece.) While all these polities are considered nominally equal, only a few hold any authority recognised far beyond their own borders with the most important magnates being the Prince of Toralmist, the Reeve of Narema and the Grand Duchess of Antoris.


    Spoiler: Resources
    Show
    The sprawling plains of Cerilin are the perfect land on which keep livestock and the ranches grow rich by selling their Cattle (Good) at the markets of Toralmist.
    In past generations, the people of Cerilin kept herds of sheep as well as cows, but an unfortunate plague wiped out the majority of their flocks in recent years causing the price of wool to soar and dragging up that of other fabrics. It is essential that a source of Cloth be found to alleviate the ongoing shortage.


    Spoiler: Faith
    Show
    Nearly all Cerilinians follow the teachings of the Grand Church and indeed, the priesthood of Daen is quite influential in the region with Toral Abbey and Shadewood Abbey wielding significant temporal power beyond their walls.



    Kyrra
    Region 68

    Population: 714000

    Spoiler: Terrain
    Show
    Due to its latitude and position in the open seas, one would expect Kyrra to be uncomfortably warm and subject to heavy rain in all seasons. However, due to an anomalous up-welling of cold water off the island's western shore, the climate is moderated considerably. Further, the long dead volcano that makes up the island rises high enough into the sky to permit year round snowfall such that even in the hottest seasons there is a sanctuary from the equatorial heat. Despite these factors, the coastal lowlands of the island are nevertheless covered in a thick, sometimes swampy, jungle. The upper slopes of Kyrra are host to evergreens more commonly found at higher latitudes including many forests of stately pines that serve as windbreaks to the regions terraced fields.
    The volcanic mountain, Mount Kyrra or just Kyrra as it is called, that makes up the island is an ancient shield volcano that has not erupted in either recorded history or ancient legend. Its slope is predominantly gentle, though steep enough to require the terracing of land both for agriculture and constructure, yet due to its sheer scale, it rises high enough for the peak to be lost in the clouds on an overcast day.
    Kyrra is an ancient land and its jungles and forests conceal many forgotten cities and abandoned shrines. The largest and most grand of these ruins is the long abandoned and nearly forgotten city of Altokyrras. Located just above the snow line of Mount Kyrra, it is believed to have been abandoned when the local climate cooled slightly resulting in the city becoming covered permanently in snow, though it had likely been in decline long before then. Nevertheless, despite this abandonment, Altokyrras remains a glorious site visible from a great distance as the perpetual snow cover has prevented it from becoming overgrown. Constructed from massive basalt stones, its mighty fortifications and grand structures stand as grim monuments to an age of forgotten glory. In the current age, the majority of Kyrras's major cities are located just above the jungles where the air is not so thick with moisture, but near enough to the sea for easy trade. Most important among these cities is Rassila which is known as one of the few power centres that still mints coins, even though they are of tin and not any more precious metal.


    Spoiler: People, Society and Government
    Show
    The people of Kyrra are humans with moderately dark skin, though it can be lighter. Their hair is typically brown and worn in braids of varying degrees of complexity and formality. Very few locals speak trade or any other foreign tongue as Kyrra has long been in isolation with very little outside contact. This is evidenced in the local language, Kyrran, which, though sharing several root words with Ancerin, Zlatian and Fantastigorian, is heavy in archaisms and complex grammar to an even greater extent than even Zlatian. This makes it difficult for foreigners to learn their tongue, though conversely easy for Kyrrans to learn related foreign tongues. The people of Kyrra tend to dress in simple, yet elegant, garments of white, brown or grey cloth with rich embroidery. Ceramic half-masks are worn on nearly all occasions with wealthy families handing down centuries old masks decorated with precious metals.

    Traditionally, the most powerful man on the island is the Prince of Rassila whose dominion includes nearly two thirds of the island as well as most of the major tin mines. Most lesser nobles swear fealty to him with only two lesser princes maintaining their independence and necessitating additional bribes from Ancerin negotiators.


    Spoiler: Resource
    Show
    Almost the entirety of Kyrra shows evidence of mining with abandoned mines and quarries found on virtually every hillside. The metals and precious stones these excavations originally sought ran all but dry centuries ago with only small quantities of iron and tin left in the ground. However, with the discovery that the black rock they had been discarding into spoil heaps for generations actually had value beyond the shores of their island, the Kyrrans have once again taken up their mining tools and export a modest amount of Coal (Minor).
    While there remains enough practical metals in the hills for the use of the local population, any and all precious metals were mined out so long ago that a mere ten silver coins virtually constitutes a hoard. The situation has gotten nearly so bad that the barter system has returned in some parts of the country whereas in others local rulers have taken to minting tin coins. In short, the importation of Coinage Metals (copper, silver, gold, platinum, etc.) has become a priority.


    Spoiler: Faith
    Show
    Like the neighbouring region of Zlaten, Kyrra used to be faithful to the precepts of the Grand Church and like Zlaten, with the breakdown of communications, most of the people turned from the Church's authority. Unlike Zlaten however, only a small number of people adopted the teachings of the Doctrine of Nine Candles with most turning to forgotten pagan deities whose crumbling temples and overgrown shrines dot the island. Many of these structures have since been restored, but the old rites are all but forgotten.
    In short, minority Nine Candles, minority Daen, majority Kyrran Old Pagans.



    Vallis Khoya
    Region 249

    Population: 620000

    Spoiler: Terrain
    Show
    Vallis Khoya is a land of rolling hills and a fertile plains possessed of a somewhat dry Mediterranean climate. To the east it is bordered by the sea and a range of low, lightly timbered hills. The western edge is dominated by a drier woodland of cork oak prone to wildfires in the driest Summers. Between these wooded regions lies the valley of the River Khoya. The Khoya flows into the region from the east (252) and winds its way to a point just southeast of the regional centre before making a somewhat dramatic turn to the North and on into Kherson. In past centuries, the regular floods of the Khoya would cause great inconvenience to the locals. However, in recent decades, a system of protective levies and overflow channels have been constructed to protect settlements and the most valuable farmlands as well as serving an auxiliary function of allowing better control of irrigation water.
    Most cities stand on high ground near to the Khoya with a few smaller cities situated on the coast. The most important city, and the seat of the Kingdom of Khoya, is the walled city of Khoriason. Built in the Khersonese style out of the local limestone and located just downstream of the bend in the Khoya, it lacks the splendour of many other cities through the Grand Principality, though it nevertheless serves as the cultural and economic hub of the entire region.


    Spoiler: People, Society and Government
    Show
    The majority of the people of Vallis Khoya are Geo like the inland inhabitants of Kherson. Unlike in Kherson however, they dominate the region politically and economically and so are more centrally organised than their Northern cousins. They have long been organised into an independent state known as the Kingdom of Khoya which has long been brought into the conflicts of the Khersonese cities, often acting as a king-maker of sorts and the deciding factor in many conflicts between among the Akti of Kherson, both through direct military support or through the provision of vital grain.
    The minority are an off shoot of the Akti localised in a few coastal municipalities established by Litius in order to provide it with an additional lifeline in its conflicts. These small cities pay both tribute both to Litius and to the Khoyan King, but despite these burdens they manage to keep their economies afloat by port fees and trade taxes, an income source that can only increase as the Geo of the interior start to get a taste for foreign luxuries.


    Spoiler: Resource
    Show
    The waters of the Khoya irrigate a fertile plain suitable for the production of a variety of different crops, with the most important being the Grain (minor)(good) which has long kept the region fed.
    Despite the sheep raised in the hills, most in the region consider wool too warm for the Summer months and so desire a lighter fabric, such as silk or linen. In short, Non-Woolen Cloth.


    Spoiler: Faith
    Show
    The Geo of the interior adhere almost universally to the Doctrine of the Nine Candles and have done for as long as any in the region can remember. Like the people of Kherson, they consider charity to be one of, if not the, most important virtue of the nine. The Akti along the coast tend to follow the teachings of the Grand Church due to long term relations with the city of Litius. This has led to some tensions with the inhabitants of the interior, but the non-violent nature of the Doctrine has resulted in only minor incidents.
    In short, majority Doctrine of the Nine Candles, minority Grand Church of Daen.



    Regnalin
    Region 277

    Population: 672000 (350000 Humans, 322000 Nitent'Oculis)

    Spoiler: Terrain
    Show
    The coast of Regnalin is a rugged zone of steep cliffs and sheltered inlets. Many peninsulas protrude into the sea and dramatic wave-carved rock formations are common. The inland can be divided into two principle areas. The southern lowlands consist predominantly of rolling plains thick with wildflowers, especially flax, and the occasional scattered forest. Several medium sized rivers flow south into the Bay of Prosperity and it is around these rivers where human settlement is greatest. In the north and east, the terrain is more rugged as it slopes up into the foothills of the Dawn Range*, known by the local human population as the Montetigra. These hills and the lower slopes of the mountains are much more heavily forested and support a carefully managed population of game animals, though numbers of game have been in decline in recent years. Of all the peaks of the Montetigra, the most dramatic is the mountain known as The Witch's Tower. Located far from the main range amid much lower hills, the Tower is a massive basaltic monolith caused created by volcanic activity related to the formation of the Ring of Rhune. But the locals don't know that and so numerous legends have sprung up concerning a legendary sorceress or shaman who they say built the "tower" to challenge the gods themselves.
    Regnalin has two principle cities. The elder by far is Terrastrine, a city founded in times immemorial by Nitent'Oculis migrants from further north. Located on a spur of land relatively high in the foothills, its curtain wall rises dramatically above the surrounding forest and its wooden buildings are renowned for the craftsmanship that has been lavished on them over the centuries. In contrast, Corasalia, the most important city of the humans is far younger, dating back only two and a half centuries. Despite this, it has nevertheless accrued great wealth from the cloth trade and so has long eclipsed Terrastrine as the political centre of Regnalin.

    *This is the name Ancerin geographers give to the mountains east of the Ceril Sea and is obviously completely wrong as far as all the people on the other side of it are concerned.


    Spoiler: People
    Show
    Regnalin is inhabited in roughly equal numbers by humans of Khersonese descent and Nitent'Oculis. The human population, who refer to themselves as the Regnans, are slightly taller than the Akti of Kherson and have eschewed the practice of dyeing their hair due to the expense of such dyes.
    The Nitent'Oculis population consists more or less entirely of Long Tails with the occasional individual also possessing tufted ears. Light grey is the most common fur colour with white bringing up a close second. The influence of human civilisation has rubbed off on them and many have taken up agriculture though they have not given up on the hunt and none expect them to do so any time. Unlike their northern brethren, the Nitent'Oculis have abandoned the rigid caste system of their northern brethren. Those with tufted ears are afforded no special status and long ago nearly the entire population of Tuft Ears were either killed or exiled when the Long Tails violently rejected the caste system that had until then been the basis of their society.
    Regnalin is governed internally by an elected prince, or princess. Said prince is chosen by an assembly known as the Symvium which consists of the heads of every family recognised as noble under the reign of the last heredity prince, Servius of Radera. In nearly all matters, the prince rules with the powers expected from a monarch. However, they are subject to oversight from the Symvium, the three hundred and seventeen members of which are required to meet every ten years in Terrastrine, Corasalia or Radera. The Symvium possesses the power to depose the reigning prince and elect another as well as to enact laws and decrees of their own choosing. In truth, the Prince of Regnalin, whoever he or she may be, merely acts as a caretaker in between sessions of the Symvium.


    Spoiler: Resource
    Show
    The soils of Regnalin are highly suited for the cultivation of flax, and indeed the plant grows wild in many areas. Farmers harvest the plant annually for its fibres which are sent to the nearest town to be spun and woven into fine Linen (minor) cloth.
    In the past the local inhabitants used to keep goats for their wool and meat, but after they ruined several flax harvests, farmers began reducing their herds until such time as the remaining goats became too valuable for their wool to be slaughtered and eaten. As such, Regnans, particularly the Nitent'Oculis, desire a new source of Meat or Fish.


    Spoiler: Faith
    Show
    Most of the people of Regnalin, both human and Nitent'Oculis, are relatively strict adherents of the Doctrine of Nine Candles, thanks to the influences of the human population of the region's south. Nevertheless, there remain holdouts of the more traditional shamanistic beliefs of the Nitent'Oculis in the remote areas of the mountains. In addition, the people of the city of Radera and surrounds follow the Teachings of the Pale Lady, though none can explain how or when they were converted.
    In short, Nine Candles majority, Shamanism minority, Pale Lady minority.



    Lycarus
    Region 251

    Population: 588000 (412000 Humans, 141000 Nitent'Oculis, 35000 Nihoni)

    Spoiler: Terrain
    Show
    The terrain of Lycarus can be divided into three distinct areas. The first, and most economically important, is the fertile plain along to the east of the Gulf of Lycarus. Known as Caria, this region is renowned for its fertile soils and ample rainfall, making it perfect for the cultivate of wheat and barley. Several rivers flow across this region from the Dawn Range ensuring a supply of water even in times of drought. The region to the south is much drier and so produces less grain, but is by no means barren. This more southern locale is known locally as Talyra and is dominated predominantly by steep hills covered with hardy forests of cork oak and pine. The coastal strip is marshy in areas limiting its agricultural value significantly, but allowing a flourishing of rare medicinal plants.
    The section of the Dawn Range that passes through Lycarus is a landscape scarred by past geological activity, both volcanic and glacial. Deep valleys home to dense forests cut between ridges and isolated plateaus home to hardy shrubs and grasses. Lower and more sheltered plateaus often support a thicker covering of vegetation suitable to sustain grazing animals such as mountain goats and small, shaggy alpine cattle. Of all the dramatic landforms of the Lycaran mountains is the truly spectacular Rhunevale. Stretching nearly from horizon to horizon, the Rhunevale is a deep gash in the crust of Arandi formed untold millennia ago as the surrounding land collapsed into the vast abyss that is the Ring of Rhune. The floor of this valley is a jagged landscape of long shattered basaltic rock and the rim of the Ring forms a precipitous drop into eternal night. However, the cataclysms that formed this landscape occurred in the distant past and as such, the floor of the Vale has been colonised by shrubs and hardy pines that grow in the cracks in the rock.
    The main cities of Lycarus lie in Caria on the banks of its many rivers, with the most important being Vasila which stands in the southern part of Caria not far from the sea. Vasila was founded by Akti colonists from the city of Themos and soon grew wealthy by facilitating intraregional trade as well as serving as a port until the unfortunate silting of the estuary of the Vasilean River. The most important Nitent'Oculis city within Lycarus is the relatively isolated city of Tharustin. Tharustin stands not far from the Rhunevale and was originally established as a remote stronghold for a local Nitent'Oculis king. With the opening of trade with the subterranean realm of Carraigh Dún it has begun to prosper from the new flow of commerce.


    Spoiler: People, Society and Government
    Show
    Much like Regnalin to its north, Lycarus has long been divided between two races. The lowlands are inhabited predominantly by humans and was often considered an extension of Kherson due to longstanding political and cultural ties. Caria was originally settled by Akti colonists in search of new land, whereas Talyra has long been home to the Geo. The Akti cities of Caria have long been separate from the internal power struggles of Kherson as each has been too weak politically to influence much in the halls of Kherson's great cities. As such, the Carian cities have evolved to form a loose confederacy of city states that, though usually bickering among themselves, tends to unite in the face of outside threats.
    Unlike the Akti of Caria, the Geo of Talyra have long been organised into an independent kingdom centred around the inland city of Talisius. Formerly part of the Kingdom of Khoya, this united kingdom of the Geo was broken in two by the machinations of a past Archon of Thessalia. Nevertheless, the newly birthed Kingdom of Talyra resisted Akti domination and grew strong in its own right, a strength aided by the marshy conditions of the coast which made the area unsuitable to Akti colonists.
    Unlike the lowlands, the mountains are inhabited predominantly by Nitent'Oculis who have organised themselves into a number of small kingdoms around the leadership of respected chieftains. A common saying among the population is that anyone may be a king if they have ten friends back them up, in truth the oldest kingships date back to the settlement of the region and the formation of new ones is considered foolish unless your ten friends are already kings themselves. Among this population of Nitent'Oculis, tufted ears show up in approximately half the population who are otherwise indistinguishable from Long Tails. Grey is the most common coat colouration with black running a close second. The conditions of the Lycaran mountains and the scarcity of game have resulted in a decline of hunting amongst this group in favour of raising livestock, primarily goats and mountain cattle.
    In addition to these two main groups, there is also a respectable minority of Nihoni. According to the oral history of this group, they are exiles from Carraigh Dún banished to the surface centuries ago to die at the hands of the surface dwellers. Upon arriving at the surface they found themselves, if not welcomed, tolerated by the Nitent'Oculis. Over the generations they established villages in and around the Rhunevale and gradually spread out into those niches not yet taken up by the Nitent'Oculis. Two hundred years ago, they attempted to form their own kingdom, Talamh na Dheoraithe, which would have made them the largest single polity in the Lycaran mountains. This was met with suspicion and eventually violence by the Nitent'Oculis majority who forced the Nihoni population to abandon such ambitions.


    Spoiler: Resource
    Show
    The fertile coastal plains of Lycarus have long been under cultivation by the Geo and Akti inhabitants of the region with the primary crops being wheat and barley. These serve not only to sustain the dietary needs of the human population as well as feed the livestock of the mountain dwelling Nitent'Oculis and Nihoni, but are also manufactured into various alcoholic beverages, such as beer and more famously Whisky (good).
    Due to a number of superstitions, as well as more reasonable concerns like not digging into the ceiling of Carraigh Dun, mining is not undertaken in the region despite the potential mineral wealth available, and as such, an import of Metals is sorely needed.


    Spoiler: Faith
    Show
    The humans of the lowlands predominantly follow the Teachings of the Pale Lady, a faith that prospered in the region due to the non-militant nature of the Doctrine of Nine Candle followed by neighbouring Kherson. The Nitent'Oculis likewise follow this faith, but it has been strongly influenced by traditional shamanistic beliefs. The Nihoni have however maintained their own beliefs and generally revere and look to their ancestors for guidance.
    In short, Pale Lady majority, Ancestor Worship minority.



    Audralean
    Region 276

    Population: 741000

    Spoiler: Terrain
    Show
    Audralean is dominated across its centre by low lying fenland that stretches from the eastern shores of the Bay of Zelenmist in the south to the coast of the Ceril Sea in the north. The coastal marshes range from salt to brackish whereas those of the interior are predominantly fresh, save for periods of very high tides wherein the rush of seawater leaves the entire marshes temporarily brackish. The Audran Fens have a reputation as an unhealthy, malarial locale, but are nevertheless host a rich and vibrant ecosystem. Numerous varieties of wildflowers and reed grow throughout the fens, some of which is cut as feed for what few animals are kept by the locals. The most famous plant in the Fens is Stormreed which has been attributed with numerous unusual properties, some of which are even real. Cutting across the Fens from Salinore at the base of the Leanan Hills to Zelenmist north of the bay of the same name stands a truly impressive feat of ancient engineering. The Imperial Causeway was, according to surviving records, built in the reign of one of the early emperors of the Old Empire to ensure the continued movement of goods and troops between the various provinces of his empire. A massive construction of earth and solid masonry, it is not a true causeway as the deepest and widest channels through the fens are instead crossed by arched bridges.
    Aside from the Fens, there are two other areas of note within Audralean. Along its western border with Cerilin an offshoot of the Shaded Wood grows on the higher ground there and is known locally as the Wood of Wolves due to its population of wolves. The coast of Audralean opposite Kherson, continues the ruggedness of the coast of Regnalin, though to a much lesser extent. Called the Leanan Hills, they form the largest area of permanently dry land within Audralean and so host the greatest population density of the region. Most of the major settlements are found nestled among these hills and on the shore below them. However, the largest city within the region, Zelenmist, is instead located on the shore of the Bay of Zelenmist between the Fens and the Wood of Wolves. Its harbour is the most sheltered in the region and easy access to the cities in the hills via the Causeway assures its continued economic importance.


    Spoiler: People, Society and Government
    Show
    The majority of the inhabitants of Audralean are of the same ethnicity as those of Cerilin and speak a similar, though not mutually-intelligible language known as Leanan. The abundance of plant variety in the Fens results in a wide range of possible dyes and so their attire tends to be brightly coloured. People of neighbouring regions tend to view the Audrans as backward and prone to superstition due to their comparative isolation. But despite this, they are a pleasant and friendly lot who tend to consider hospitality very important. In addition to the native Audrans, there is also a small, but significant, minority of Akti in the coastal cities. These Akti make their living as merchants and craftsmen. While they have absorbed many local customs, persecution at the hands of the local priesthood has led them to cling strongly to their traditions.

    Audralean has no central authority of its own, divided so easily in two by its own internal geography. As a result, there are two main power centres, the Grand Duchy of Zelenmist in the west and the Eparchy of Lean in the east. While both claim dominion over the entire region, the de facto situation is one wherein territory west of the Fens is ruled by the hereditary Grand Dukes, and the land east of the Fens is under the administration of the local Archpriestess of the Pale Lady. When the Ancerin Empire gained control over the region the then Grand Duke of Zelenmist refused to bow down to Ancerin authority and so he and his immediate family were exiled to Zlaten and his title awarded to his four year old cousin.


    Spoiler: Resource
    Show
    Stormreed (good) is an aquatic plant that grows preferentially in the shallow brackish water of Audralean's coastal marshes. While it has been known to grow in freshwater, it is often choked by weeds and is lacking in the properties for which it has become famous. As its name suggests it is a reed which grows roughly two and a half to three metres in height and, like sedge, is possessed of jagged leaves which can easily draw blood if carelessly handled. During the lightning storms which often roll in off the Sea of Storms sparks are regularly seen arcing between the various leaves and stems of the plant making any area thick with the plant a spectacular, if dangerous, sight. While there is no known means of reproducing this effect, it nevertheless reveals a less spectacular, though no less valuable, property. Stormreed is more or less non-flammable making it the perfect material for thatching and paper manufacture.
    The terrain of Audralean limits the amount of Livestock that may be kept as most dry land is set aside for the growing of crops.


    Spoiler: Faith
    Show
    The people of Audralean primarily follow the teachings of the Pale Lady brought South by missionaries in times long forgotten and the local Archpriestess wields significant local power. However, the region's Akti minority maintains their faith in Nine Candles. This minority has in the past been persecuted by more militant Archpriestesses who sought to convert them by force and as such they have taken to practising their faith in private and many have adopted the virtue of patience as being paramount.
    In short, majority Pale Lady, minority Nine Candles.
    Last edited by Elemental; 2016-03-19 at 06:19 AM.
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
    (::) Current avatar by Smuchmuch (::)

    Co Founder of LUTAS - For all your less than useful heroes out there.

    My Deviant Art. Careful, it's full of ponies.

    Dragons!

  23. - Top - End - #23
    Bugbear in the Playground
     
    Silverbit's Avatar

    Join Date
    Jul 2012
    Location
    England. The northish bit
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    Fiid (region 39)
    The Rabhid Dynasty, ruled by High Tirk Rabhid.

    Flag:
    Spoiler
    Show


    Rolls here. Praise the dice gods, for I am fortunate today.
    Population: 3790000


    Stats:
    Diplomacy: 6
    Military: 10
    Curiosity: 3
    Faith: 5
    Luck: 11

    Ruler:
    Spoiler
    Show
    Tirk Rabhid ("High" is a honorific) has not ruled for long. Surrounded by advisors and ascetics, this young ruler may be trapped in a well-meaning cage or raised on a pedestal of wise counsel. Either way, Fiid bows to his every wish. The initial omens are highly auspicious.


    Terrain:
    Spoiler
    Show
    Fiid (pronounced Fee-id) is a region of two halves: western Fiid is mountainous and rocky, covered in spurs of stone, like hands reaching out to the horizon. Eastern Fiid, meanwhile, is far flatter. Dry plains of scrub and pebbled waste slope gently from the western hills to the eastern border. All of Fiid is scorching hot. The heat blurs the horizon and makes life difficult for those not born to it. Only in the deepest western canyons can trees be found, often with only a crack of sunlight visible far above. Elsewhere cacti and scrub grass dominate. The small island to the south, Beg, is far more hospitable. It is covered in tall trees and varied plant life. Cooled by the ocean breeze, Beg offers a respite from the terrible heat of the mainland.

    The ruling Rabhid family maintains their citadel on Beg, due to the pleasant climate and abundant water. The actual capital (Kaib) is located on the far western coast. Kaib is where most noble citadels are located, as well as having the largest population out of all Fiid cities.


    People:
    Spoiler
    Show
    Like most of the southerners, the people of the Rabhid Dynasty do not look entirely human. They call themselves the Fiid, like their homeland. They are shorter than other humans, and a little more stocky. Prominent brow ridges shadow deeply sunken eyes. Aside from their scalp, the Fiid are entirely hairless. The scalp hair is often worn loose and long, and cluttered with metal ornaments. Fiid skin is dry to the touch, and usually light brown in colour. Fiid hair is naturally black, but is sometimes bleached white with lime. Eyes are usually grey or brown. Fiid do not live as long as most humans, with even the oldest meeting death before their sixties. Fiid don't even have the benefit of maturing proportionately, reaching adulthood at a normal human age.

    Fiid clothing is light, normally fashioned from plant fibres. The wealthy wear silk from Beg. Common costume for both sexes includes leather moccasins, baggy trousers, a short-sleeved tunic and a band used to tie hair back. The wealthy will wear much metal jewellery, including rings, torcs and necklaces. Garments are normally coloured in light earth tones, often ochre red.

    Fiid live by fishing and gathering edible plants; their metabolism digests marine flesh better than most foods. Squid, fish and shellfish are all commonly eaten. Their boats are usually built of wood from Beg, with prow ornaments in the shape of terrible sea beasts.


    Society:
    Spoiler
    Show
    Especially since the coming of the Doctrine, Fiid are concerned with honour and their personal virtues. Honour is defined as acting in accordance with Fiid traditions and values, despite personal cost. Honourable Fiid are polite to adversities, do not tolerate an insult, and accept a righteous death as better than a dishonourable life. Almost all Fiid fall short of this ideal, but at least try to maintain virtue in a trying world.

    Fiid society is hierarchical, with clearly defined roles. The majority of Fiid are Labourers, often gathering plants or fishing for food or mining iron in the west. Some Fiid are Travellers, wandering Fiid in service to their betters. This includes merchants and soldiers. The highest rank are Nobles, privileged families who profit from the work of those beneath them. Only a few Noble families exist, each with a citadel, a few soldiers and a motto. Movement between classes is hard for Fiid. The society of the Rabhid Dynasty is like a brittle sword; dangerous if swung against you, but too fragile to adapt well to new threats.


    Government:
    Spoiler
    Show
    Noble houses govern the Fiid, acting as deputies for the ruling family. Currently this is the Rabhid Dynasty. The dynastic head rules for life, with their heir chosen from the most able of their children. Whilst alive, the head is honoured with the prefix "High". The head makes absolute decisions for the good of the realm, and these are enacted by the lesser noble houses. These have rather large amounts of leeway in their work.


    Resources:
    Spoiler
    Show
    Fiid mine enough iron in the west to armour a titan. The land is dry, however. Fiid need water or other beverages, or the Rabhid Dynasty may crumble to dust.


    Faith:
    Spoiler
    Show

    The Dynasty upholds the Doctrine of the Nine Candles. This was spread to Fiid by wandering adherents about a century ago, when the last great empire fell. Soon every noble family had a pet ascetic, there to give advise on spiritual matters. The virtues of Determination, Honour and Insight are most favoured by Rabhid nobles. A true Fiid must act confidently and directly when this time is right, never hesitating. All of the common Fiid have now converted to the Doctrine. The the old pagan sun-worship does not survive in lands held by the Dynasty. It is rumoured that some nobles keep to the old faith. How can the light of Nine Candles be compared to the radiance of the Divine Sun?

    The Fiid have no organised priests, only a few holy men (or women) who live as ascetics. Some wander in the wilderness to convert the heathen through mindful discourse, whilst others act as advisor to the powerful, guiding their actions to righteousness and honour.

    Recently, the actions of High Tirk Rabhid have brought a movement of foreign fanatics, crusaders in the name of the Doctrine. This more martial side of the Doctrine is becoming the norm in Fiid.


    Other:
    Spoiler
    Show
    Long, rambling, in-universe texts. Read at your own peril, I may have gone slightly off the rails. I blame sleep deprivation. I'm trying to evoke a sort of medieval-chronicle-of-far-lands pseudorealism. The true facts of the Fiid may never be known.

    The Fiid military.

    Why the Fiid conquer:
    Spoiler
    Show
    As explained by Slas Cholra, a sage of the Traveller class.
    Editor's note: the sage is known to be a fervent Rabhid apologist, and greatly advanced in age for a Fiid; it is possible that either of these things have clouded her wits in this matter. Certainly it seems hard to countenance that Fiid soldiers would die in combat for the prestige of their autocratic rulers. As for the past Fiid empire spoken of here, evidence is doubtful. Some Fiid-like peoples exist west of the region, and certainly ruins resembling Fiiid architecture are present in the same areas. However, my colleagues think the "empire" to be little more than a league of city states, with the "capital" not even in the region of Fiid, but a little to the north. Slas is relying on nationalistic pride rather than cold facts, I fear.

    The Fiid, that is, the Rabhid Dynasty, we do "conquer" foreign lands, yes. Our troops move in, often there is some armed resistance, at the end of the day we bribe a few tribe leaders, take our hostages and leave a garrison. Their land becomes ours. We do this for many reasons. Our people need water. Our wells produce less and less every day, and water riots keep flaring up. Other lands, it is believed, have great rivers of water, enough to sate the thirst of all Fiid, everywhere. Some must lose their freedom so that the Fiid survive.

    Everywhere? Ah, yes. The Fiid people are not just confined to Fiid the region. That is another reason: once, long ago, before the last empire, we Fiid had one of our own. Of course it was smaller, and rather shabby in comparison to others. This was back before the Doctrine days, of course. Unenlightened times. When our empire fell, some Fiid didn't come back to our home. They stayed in the wilderness, among barbarians. Ruling over pockets of our civilisation whilst darkness closed in all around them. A terrible fate, I am sure. Still their descendants draw breath, in the barbaric west. We must conquer them. They must rejoin the empire their ancestors turned their backs on. Barbarian or not, a Fiid is still a Fiid.

    Barbarian, ah yes. It means something a little different to us. Of course our respected allies and acquaintances to the north, east and south would never be called barbarians, even if they forswear the Doctrine. They live in cities, build roads, owe allegiance to leaders. These things separate them from animals. What? Oh, you misunderstand me. Barbarians are not animals, but it is a fine line. They are ignorant people, never ruled by an empire and incapable of ruling themselves. If a region fulfils these requirements, we name them barbarian and it is only a matter of time before the Fiid march: if they deny the Doctrine, are split under the chaos of many rulers, have never submitted to others and lack knowledge of even the basics of civilisation, we must extend a guiding hand. Even if that hand is a fist.

    We Fiid have arranged matters of society in a truly elegant way. We have the Labourers, who by their sweat keep the rest of the Fiid alive. We have the Travellers, who wander the region, fulfilling important functions such as military force, law-keeping, and scholarly work (such as myself). And we have the Nobles, who rule us all in enlightened governance. Young nobles often contemplate the Nine Candle Doctrine, and desire to prove themselves in the eyes of their peers. The chief virtue of the Fiid, the most respected, is honour. Some attempt to distinguish themselves by writing treatises on law, or discourses of politics. But most desire to gain honour through unflinching conduct in battle, never hesitating to obey an order. When lives are lost and fortunes gained, honourable behaviour is greatly esteemed. Many of the finest nobles started their careers as a young warrior seeking honour. To accomplish this, to give prestige to our rulers, war is needed. Sometimes Fiid fight one another, but we prefer not to shed loyal blood. To that end, we make war on barbarians, to conquer them. The Rabhid Dynasty gains in power, and the young Fiid nobles are revered as heroes. What does it matter that a barbarian dies at the end of a sword?

    And now for the last reason. We Fiid once worshiped the sun, but now nearly all of us are enlightened as to the true faith, the Nine Candle Doctrine. The Doctrine names eight virtues, with the last known only to the adherent. We may hold honour in more respect, but I will tell you the true ninth virtue of all Fiid, every last one of us: ambition. We wish to rise higher than we are, perhaps higher than the empires of the past. And if that takes a few dead barbarians or traitor Fiid, nothing much is lost.


    The Fiid: human or not?
    Spoiler
    Show
    (Written by an imperial scholar of the last empire, before the fall.)

    Some among us have seen a Fiid. Natives of the southern desert, they certainly don't look human. Shorter than a man and twice as ugly, the Fiid have arms that reach almost down to their knees, and prominent brow ridges. I believe a prominent imperial concubine (who's name I will not venture to mention here) once expressed the view that they were closer to ape than man. Yet I would argue otherwise. I have been privileged to visit the region of Fiid myself, a guest of the garrison commander. Whenever I ventured out of the rather imposing fort walls, I quickly became immersed in Fiid culture. The Fiid, noble reader, are as human as I am. True, they are a head shorter than a normal man. This I proscribe to their poor diet. The Fiid live mainly off fish and gathered plants, having little to no crop farming. This vegetable deficiency, coupled with the dryness of that region, reduces their height correspondingly. I had the privilege of speaking to several Fiid Nobles, of the Rabhid family. These maintain holdings on the isle of Beg, which is heavily forested and replete with edible plants. These Fiid are noticeably of greater stature than their mainland counterparts.

    Now, the most noticeable part of Fiid anatomy, the brow ridge. Often this is exaggerated in our art, an image of how alien and "other" the Fiid are. I have noticed the same in Fiid art; brow ridges are depicted larger than life. Different cultures have different standards of beauty; the Fiid view the forehead and thus the brow as tremendously important. Thus, they artificially create the brow ridge in early childhood, through numerous unpleasant means. The least gruesome involves the infant being strapped to a board for long periods, I believe. The aspect of Fiid
    appearance that we most abhor and stereotype, it turns out, is created by the Fiid themselves.

    My opponents have pointed to the Fiid's long arms as evidence against me. How, they cry, does a being of human origin have such grotesque, simian limbs, with the gangling arms often reaching down to the knees of the Fiid. For a long time, this question puzzled me. Then, like the sun piercing through clouds, revelation came to me. The only Fiid seen in the empire, by and by large, are soldiers serving in the imperial army. They are well known for doughty courage and extreme endurance in climates resembling their scorching, water-poor homeland. As I discovered during my visit to Fiid, soldiers are of the Traveller class, hereditary warriors bound to a noble family. The Fiid, in their worship of a pitiless sun god, prize victory at any cost. I reveal now that Fiid soldier families artificially lengthen the arms of their children, in a process similar to the formation of the brow ridge. The extra reach thus gained by the fortunate is worth the suffering of the unlucky. The soldiers thus augmented are the only Fiid seen in the empire, and this coupled with a certain natural length of limb encourages the foolish belief that the Fiid are some sort of barely developed ape.

    Finally, some Fiid-

    (The rest of the book is destroyed by fire. It is said that the scholar went mad in his dotage, attempting to prove that the famous goats of Tillwell were human in origin. His fevered and semi-delusional academia gives us a perfect insight into the last empire shortly before the fall.)


    Other regions:
    Lerr (region 40), the silken desert.
    Rasp (region 37), the plains of salt.
    Last edited by Silverbit; 2015-12-28 at 11:01 AM. Reason: Round 6 stat bonuses
    I'm also on the Bay12 Games forums under the same username.

    The awesome Ceika made both my avatars! All hail!
    Spoiler: Former avatar
    Show


    Currently playing the parched and honourable Rabhid Dynasty in Empire2!

  24. - Top - End - #24
    Ogre in the Playground
     
    AlexanderML's Avatar

    Join Date
    Feb 2015
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    Gorthan, The Grey Nation
    Region 31-The Sundered Island


    Dorlam the 1st Grey King
    Diplomacy: 5
    Military: 3
    Curiosity: 1
    Faith: 4
    Luck: 1
    Spoiler: Personality
    Show


    A fragment, maybe the only one, of their past. The people of Gorthan look up to Dorlam as a example of what they should aspire towards. He does not seem to have much different about him compared to most humans except for his pale skin and red eyes. The only thing special that no one can replicate from him is his fragmented knowledge of what was, and has lived from such times (at least so he and his followers claim). Dorlam is the kind of man that prefers to settle things with pretty if deadly words, but is ready to fight if the opponent does not want to reach a agreement. He has little care as to the world of science, and that affects the people he rules to be similar. He wishes to befriend everyone it would seem, and has been know to go to great pains to please people. He likes to play with people from afar with his words, and enjoys the defeated foe that's never been scratched the most.


    Population: 747,000

    Spoiler: History
    Show

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

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


    Spoiler: Terrain
    Show

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


    Spoiler: People & Government
    Show

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

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


    Spoiler: Resource
    Show

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


    Spoiler: Faith
    Show

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

  25. - Top - End - #25
    Barbarian in the Playground
     
    Psilulz's Avatar

    Join Date
    Apr 2010
    Location
    The City of Lights
    Gender
    Male

    Default Re: Empire! Lands of Arandi

    --Northern Realm of Aardrosil--
    Region 270
    Population - 1,010,000
    (Rolls are Here)



    Spoiler: Leader
    Show
    Name:Ehv'amhyr an Khuuldrumm
    Stats:
    -Diplomacy - 5 (4+1)
    -Military - 3
    -Curiousity - 5 (4+1)
    -Faith - 2
    -Luck - 1

    Spoiler: Terrain
    Show
    The central and southern areas of Aardrosil are largely covered in boreal forest. The northern reaches are largely tundra, before elevating into mountains, seperating Aardrosil from the permafrosted northern realms. The southern regions feature numerous lakes, rivers, and streams which can vary in size by season, being largest in spring from fresh snowmelt.
    The realm is dotted with small thorpes and villages, though the majority of the population resides in the capital, Fjaalkirk.
    Of particular importance is Mount Kragkil. The mountain itself is not particularly large or intimidating, but rather, or great spiritual significance; the lake atop this dormant volcano is considered to be filler with sacred waters that only the druids have access to. Not only that, but there is even a small island in the lake where druids stay to receive spirit visions and commune with nature. Some say that the druids are what maintains the dormancy of the inactive volcano. Around the mountain are also various hot springs, which the general population is given limited access to. Mount Kragkil is also considered to be a sacred space, as it converges all four elements: air, being so high in the sky, earth, mountains being an extension of the earth, water, for the lake and springs, and fire, due to it being a volcano (although dormant) and heating the springs.

    Spoiler: Mount Krgakil Picture
    Show

    Spoiler: People
    Show
    Aardrosil is home to a race of large humans, the Noorden, said to decend from the blood of giants. Their average height towers up to 6'7 for both males and females. They have very pale skin, some even very slightly green, blue, or violet. Hair color ranges anywhere from platinum blond, to midnight black, to blood red. Many choose to grow out all of their hair, especially facial hair. It is common practice to braid, tie, or knot all forms of hair. Some choose to even tie in trinkets or other knick knacks. Feathers are quite popular, especially those of a raven, as they are a blessing of wisdom.
    Noorden dress practically for their climate of the cold north, but will often construct attire, armor, and weaponry from kills they have made as trophies. Most animals indigenous to the region have some sort of symbolization, which are strongly tied into attire, even if the actual animal is not in the item. For instance, armor might be designed after a bear for tenacity, or a helmet may have the horns of a ram for power or fearlessness. This goes further than just items, as tattooing is very prolific amongst these people. It is considered a sacred art that only the druids may bestow upon worthy individuals. These markings are believed to provide powerful boons to the recipient. Tattooing is also done to describe one's life story. Great feats and achievements are often recorded upon the individual's very skin, covering any part of the body.

    Spoiler: Resources
    Show
    (Good) Alcohol: Noorden are prolific drinkers and almost every occasion will have some form of alcohol. Exploration brigades also enjoy alcohol for practical reasons, as it prevents the need to find and clean water, although they usually bring less inebriating brews of beer. Owning a brewery is considered to be next to sacred, with a status just below that of the revered druids. The copious amounts of brewers ensure that there is often a surplus of booze.

    (Needed) Precious Metals: While they do not lack for more practical metals, such as iron, the Noorden require gold, silver, and other precious metals. Firstly, to mint coinage, as the organic materials they have abundantly tend to degrade and are thus not very appropriate as currency. Secondly, while animal parts are often incorporated into attire and jewelry, precious metals add quite a bit of value and prestige into such items. Third, precious metals, especially silver, are sometimes incorporated into druidic rites.

    Spoiler: Faith
    Show
    Druids are the functionaries of Noorden faith. They are the only ones allowed to bestow sacred tattoos, manage the resources of the natural realms, and record the great deeds of families and heroes. Central to their beliefs are both animal reverence and ancestral worship.


    --Stiljord--
    Reg: 269
    Pop: 696,000

    Spoiler: Terrain
    Show
    Stiljord is a region split roughly in two: the large frozen tundra in the north, and the forested mountains in the south. Most of the population resides scattered in small villages and hamlets to the north, or the large city on the eastern border, Blekstad. Most stay away from the south; superstition drives folks away from the eerily quiet forests and hills.
    Drakk'tann: On the southern border of the region lies Drakk'tann, said to be the ancient tooth of a unimaginably large dragon, and the source of the Thaumium in the realm. Many tales are told of the great peak all around the realm, each village with their own spin on the origin of the mountain. The location is home to the largest concentration of the metal in the realm.

    Spoiler: People
    Show
    Life in Stiljord is cold, rough, and difficult. Many lack the amenities that city life tends to provide, Blekstad being the prime exception. The races are widely mixed, although northern races tend to be the most common (Noorden, Dwarves, and Humans). The primary unifying identity in the region is the fact that everyone follows the Pale Lady. This is becaues much of the population consists of pilgrims, wanting to live closer to the House.

    Spoiler: Resources
    Show
    (Great) Thaumium: a faintly luminescent, mirroring metal. Mined primarily in the south of the region, many speculate that it is actually the vast abundance of this metal that is the cause of the unnatural quiet of the area. Some speculate that Thaumium actually wards against spirits, or that they simply dislike its presence, thus avoiding it. Others say that it has anti-magical properties. Some preistesses of the Pale Lady adorn themselves in equipment made of Thaumium to test the strength of their connection to the Godess.

    (Needed) Food: The lands of Stiljord lack the ability to support large localized populations. Even so, many of the smaller towns struggle to produce food each cycle to sustain themselves, as they have to rely primarily on hunting, fishing, and gathering from various tundra vegitation.

    Spoiler: Faith
    Show
    The Pale Lady is the thread that ties everyone together in these lands. Everyone who lives here is a follower, at least to some degree, and much of the population reside in this miserable cold so that they may be closer to the center of the faith.



    --Kulderust--
    Reg: 268
    Pop: 768,000

    Spoiler: Terrain
    Show
    A large stretch of mountainous terrain covers the southern half of the realm. In the north stretch a large tundra and a permafrosted lake. The bulk of the population is focused in the south, where people in the mountains are able to survive within numerous cave systems. Water is constantly ran through the caves to provide heat to denizens.
    Deeprun: An underground lake that gets its water from the ancient precipitation that travels through the rocks above it. The lake is cut off from other sources of water, and this isolation has produced some unusual creatures that have adapted to life in the lake. Many locals are wary of the waters, saying that it is unnatural and those that linger are cursed, just as the wildlife that it sustains.

    Spoiler: People
    Show
    The most common peoples are Noorden and Dwarves. Otherwise there is a healthy minority of mixed races from all over. The population resides almost entirely in the southern mountain cities, where tunnel networks provide safe shelter from the inhospitable cold. Snow is harvested and brought into the tunnels, where it is ran over Agnite, a stone commonly found in the region. This process produces steam, which allows for the cities to survive.

    Spoiler: Resources
    Show
    (Great) Agite: a rough stone noteworthy of it's stark coloring: it has been seen to be deep orange or red usually with a hue of dark brown or black. When water is in contact with Agite, it somehow heats the water to boiling. Locals use this to create steam to help heat the city. It is not uncommon for folks wandering the realm to find deposits of Agite by first finding the steam clouds that they produce.

    (Needed) Timber: while most make their homes up in the mountains and live semi-subterrainianly, there is a serious lack of wood in the area. This is needed as locals generally lack materials to construct furniture, buildings, or other goods. No one wants to sleep on a stone bed, after all.

    Spoiler: Faith
    Show
    Like the neighboring regions to the north and west, Kulderust's population is exclusively that of the Pale Lady. As far back as anyone can remember, it has always been like this. Priests and priestesses of the Lady also play an important role in society as teachers and educators.


    --Hestdal--
    Reg: 263
    Pop: 713,000

    Spoiler: Terrain
    Show
    In the west are numerous mountains with a pass that goes into Kulderust (Region 268). It rarely sees use, however, as the superstitious locals believe it to be unnaturally perilous, or that it is home to various spirits that would trick or harm travelers. The entire northern border is mountainous, which provide mighty spring snowmelt which feed into the sea to the south. Most of the realms population centers lie in the south, both to be slightly further from the cold north, but also to be near the water. Valequhar is the realm's largest city, which has a decent amount of local trade flowing through it.

    In the southeast of the region is Sighvat's Way. The myth about how the inlet was made involves Sighvat, a giant sailor so stubborn, he simply continued sailing inland. The inlet sits at the bottom of a steep gorge, long cliffs on both sides, until where the water ends, where the steep earth instead forms a gradual slope up to the mainland. Locals will sometimes rumage through the area in search of parts of Sighvat's ship, which is said to grant great luck and willpower.

    Spoiler: People
    Show
    Primarily humans reside in Hestdal. Otherwise, the most common race would be an unusual clan of dwarves, calling themselves the Vhaldahaz. Instead of living up north or west, near mountainous terrain, they live primarily by the sea, plying their crafts as shipwrights or sailors.
    Both human and dwarf tend to dress against the weather. Layering is especially common due to common rainfall. The wide plains of the center of the region provide little cover from the elements, which is why it is important for anyone traveling to bring their own protection. Horse hide is very common, due to the abundance of the beasts.
    Stylistically, this adds a lot of variance to the Hestdalian attire. The people here tend to enjoy bold colors to contrast the often dreary weather of the sea and rain. It is common practice for citizens of the region to assign meanings to certain colors, although there is no standard to this, which can make things quite confusing to outsiders.
    Hestdalians are known for being quite stubborn. Some say that it is because of their strong traditions centering around both horse and sea. Others blame the dwarves. Others blame the humans. Whatever the reason, if you manage to befriend a Hestdalian, you have made a friend for life.

    Spoiler: Resources
    Show
    (Minor) Horses: these beasts are fairly common, moreso than ox, mules, or other beasts of burden. The open land in much of the center region is where they often roam freely. The horses of Hestdal are a bit hardier than a regular horse, often sporting thick coats. Many rely on horses for their livelihood here, and the death of one is taken very seriously. Some owners are said to eat their horses to try and retain their spirit.

    (Needed) Iron: While the west and north have many mountains, these are generally far from civilization. Not only that, but surveyors that have tried looking have not found much iron in the region. This is unfortunate, as the people require many tools, especially to be able to properly equip their horses with horseshoes. This also makes it difficult to properly equip a military force.

    Spoiler: Faith
    Show
    Folks of Hestdal living near the coast have historically worshipped Hav, a god of the sea and vengeance. Presently, he is only adhered to by small pockets of faithful, labeled as cultists. Otherwise, the Pale Lady is prominently worshipped here.


    --Etenjord--
    Reg: 232
    Pop: 707,000

    Spoiler: Terrain
    Show
    Much of Etenjord is flat, save for the hills leading into the mountains in the southeast of the territory. The west and south feature a healthy mix of tundra and greenery, and is thus where much of the population resides. The center of the region is mainly tundra with sparse greenery, and is dotted with small hamlets. The north is often covered in frost, and many people refrain from going here.Most people of Etenjord reside in the southern city of Hestenjaal, the unofficial capital.
    Of note are the Dread Fields, located in the northern center of the realm. Strange stones litter the fields, all seemingly out of place or somehow worked upon. Many say that the larger stones are actually the graves of nameless warriors from far before ancient times. Their lingering spirits are said to make the area unnaturally cold. It is told that there are rare herbs and flowers that grow in the area, although no one has actually confirmed this.

    Spoiler: People
    Show
    The people of Etenjord are simple, and live a life off of the land. The population is largely Noorden, with a mix of humans and a few Brey-An (who commonly live off of banditry). For as long as anyone can remember, the folks here have survived primarily off of agriculture. Somehow, the cold climate does little to affect the crops grown here. Some guess that the indigenous flora has become inured to the weather, while the more superstitious believe the crops to be protected by local spirits, perhaps from the Fields to the north. The faithful, of course, believe the realm to have been blessed by the Pale Lady herself.

    Spoiler: Resources
    Show
    (Good) Food Crops: To outsiders familiar with the nuances of agriculture, finding frost near crops is basically never a good sign. For this reason, such visitors are often perplexed by Etenjord's crops surviving when they find the cold all around their fields.
    Such crops include a healthy mixture of primarily Brassica, Gourd, Legume, and Umbelliferous vegetables and a moderate variety of grains (often grown in smaller scale). In the slightly warmer springs and summers, lavender honey is also harvested.
    (Needed) Steel: The people of Etenjord require good steel to be able to forge many of the tools necessary for farming, and (mainly in the past) to be able to create the armaments needed to defend themselves (mainly against Brey-An).

    Spoiler: Faith
    Show
    The folks of the region share wide support for the Pale Lady. Smaller groups around the region practice their own branches of primitive shamanism.
    Last edited by Psilulz; 2016-01-26 at 11:54 AM.
    Many thanks to Derjuin for my awesome alhoon avatar!

  26. - Top - End - #26
    Dwarf in the Playground
     
    Arutha's Avatar

    Join Date
    Jan 2014

    Default Re: Empire! Lands of Arandi

    Yahagmir


    Yahagmir
    32, Arutha
    Nation: Yahagmir

    Population:356,000

    Spoiler: Terrain
    Show

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

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

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

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


    Spoiler: People, society, & government
    Show

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

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

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

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

    Spoiler: Resource
    Show

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

    Spoiler: Faith
    Show

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

  27. - Top - End - #27
    Pixie in the Playground
     
    DruidGuy

    Join Date
    Sep 2015

    Default Re: Empire! Lands of Arandi

    Aviarchy of Peregin


    Region 101, Evergale Valley
    Population: 1,020,000
    Current Ruler: Aviarch Garrod Balfour
    Rolls:http://www.giantitp.com/forums/showt...-Rolling/page3

    Diplomacy:5
    Military:4
    Curiosity:5
    Faith:1
    Luck:3

    Terrain:
    Spoiler: Terrain
    Show
    The Evergale Valley is a land dotted by towering cliffs and densely forested valleys with trees extending high into the skies. The central, forested area is flanked on both sides by two rivers that encircle the forest as they make their way across the valley to reunite further north outside of Peregin's borders. As the land's name would suggest, the Valley is often subject to powerful winds that routinely blow through the area and are responsible for the towering cliffs. Outside of the forest, which is known to the locals as the Verdant Table, cliffs lie in the east, west, and south borders of the valley. The southern cliffs are particularly treacherous, known and feared to the natives as The Great Scar and generally avoided.


    People:
    Spoiler: People
    Show
    The Pereginese resemble small, slight humans in body structure, but possess some birdlike attributes as well. Most notably, the Pereginese sport a pair of birdlike wings just below their shoulder blades. These wings are not powerful enough to allow true flight, but instead allow the Pereginese to glide on the winds the commonly travel through the region. Additionally, the Pereginese have more pronounced fingers and toes than a human as well as bird's plumage on their heads in lieu of hair. This plumage can come in a multitude of colors, though males tend to have brighter colors compared to the more muted female shades. The Pereginese favor high places, and makes their homes either in the trees of the Verdant Table or along the eastern and western cliffs. They are naturally inquisitive and adventurous, and also commonly posses as distaste for the underground and closed spaces


    Government:
    Spoiler: Government
    Show
    The Pereginese are ruled by an aviarch, who rules until the end of his or her lifespan. When the Aviarch is in their old age, each of the Aviarch's children is tasked with taking a year-long journey of discovery into the world and returning with some sort of testament to their travels. The child who the Aviarch deems to have brought the discovery of most import is designated as the successor when the Aviarch dies. If the Aviarch dies unexpectedly, then succession defaults to the Aviarch's oldest child or oldest sibling if the Aviarch has no children


    Resources:
    Spoiler: Resources
    Show
    Herbs with calming or soothing effects are common among the forests of the Verdant Table, and medicines crafted from natural sources are readily available in Peregin. However, the Pereginese's distaste for enclosed spaces relegates them to surface mining and metals are often in short supply.


    Faith:
    Spoiler: Faith
    Show
    The Pereginese have little organized or formal religion, the closest being worship of wind and tree spirits. However, general proximity to the Church of Daen has led to the formation of a noteworthy Daen minority.

  28. - Top - End - #28
    Ogre in the Playground
     
    Lizardfolk

    Join Date
    Jan 2014
    Location
    On the Internet

    Default Re: Empire! Lands of Arandi

    Union of Besina



    Spoiler: Current Ruler(s) (As of round 15)
    Show
    Stats:
    Diplomacy: 8
    Curiosity: 3
    Military: 2
    Faith: 10
    Luck: 8

    With the murder of Pralkemiri, the Union falls into a manner of disarray. Here was the individual who had led the Dhuda Loka from their pit, created stability between the Gnolls and Humans of Bereholst, Fed the hungry children of Tumbledown Marsh, and brought peace and stability to one of the most strife-filled regions of the area. Surely such a being was far above such a petty attack, but fate is not so kind. About two days after this horrific event, his body goes missing alongside Oshenvar and Vinariun. So it is left to the Lifewakers to find a new leader to ensure the continued prosperity of the Union. surprisingly, they find it in a human from Tumbledown Marsh named Cassandra Harrier Although she is young (26, to be precise), she is very good at settling disputes among her fellow villagers and is keen to assist the spread of the faith of life throughout the area. After the inauguration ceremony, the Union rejoices that a new Uca Jajaka has been fount to continuously provide peace and prosperity to all within the Union.

    Spoiler: OOC tidbit on succession
    Show
    When one of the council members die, the entire council resets/rerolls and a new individual is added to replace the dead one.

    Spoiler: Past Ruler Ensambles
    Show
    Pralkemiri, Vinariun, and Oshenvar
    Original Stat rolls;
    The current council of the Uca Jajaka consists of three individuals whose primary roles are to maintain order and exert the will of the Mahana de Rukha (this is done through analyzing the weather and skies above Vada Pahara). The eldest of the three has been in this position for 60 years or so. He is named Pralkemiri. The second-oldest has been it this position for 27 years. She is named Vinariun. The most recently appointed is named Oshenvar, and he was appointed just last year. These three have recently grown concerned about the increased forays into their region made by outsiders. The most recent managed to reach Vada Pahara, and enough is enough. In order to prevent these unprovoked intrusions, contact must be made with the world beyond. But there is always the problem of the cliff face that encircles their realm, if only they had a staircase like the one snaking up Vada Pahara…


    Dhuda Besina
    Region 19
    Population: 740,000 Dhuda Loka
    Spoiler: Terrain
    Show
    [described as the common foray into the region from an omnipresent perspective]

    After crossing into the region there appears to be a few sharp gray rocks, and nothing but light clouds of mist beyond. Walking up to these rocks reveals a sharp cliff encircling the entire region, at the bottom of which grows a dense forest of pink-leaved trees called Gulabi Pata. Mist hangs in the air of the chasm, penetrated only by a craggy mountain dubbed Vada Pahara. At its peak sits a massive tree with white bark and pink petal leaves holding the name Mahana de Rukha. It obviously dwarves the other trees visible through the mist, but appears small due to distance. No way of getting into the pit is visible, but a sure-footed climber could probably make it down. At the bottom, it becomes increasingly apparent that the trees at the basin floor are very much like the one seated upon Vada Pahara, with the same white bark and twisting roots. the mist seems much denser here, but there are some luminous blue mushrooms (Nile Masaruma) scattered around the base of the trees lighting the way. A bit deeper into the basin reveals a river of brilliantly blue water flowing through yet more jagged rocks and some shiny gray lumps. A bridge made up of what appears to be vines is seen a bit to the right, although what created it remains a mystery. After crossing the bridge, more forest lies ahead and some minor signs of civilization begin to appear. Vines arranged with a root to form a hut, Nile Masamura appearing in a more orderly fashion, and even slight signs of a path. Following this, whispers can be heard, but looking around reveals nothing that would have made that noise. After crossing a few more rivers and streams, the root-and-vine huts become more common, and after a couple miles the base of Vada Pahara comes into view. The trail leads to its base and then stops. After a few moments of observation, the crude beginnings of stairs leading up the side of the mountain can be discerned out of all the crag. After a few hours of climbing, the top is reached. The great roots of Mahana de Rukha loom ahead, and at its base lies a shrine carved out of the wood itself, containing a pool of sap. This sap, Savidi Pina, must be important somehow. Gathering it could be worth a lot of money on the open market… And then everything goes black. The natives have arrived, and they are not pleased.


    Spoiler: People
    Show
    Physiology:

    The inhabitants of Dhuda Besina could be defined as a distant strain of Aeldir. Their pointed ears certainly fit the archetype, but unlike their cousins they are almost always guaranteed a slim build. With the Aeldir blood comes a longer-than-human natural lifespan ranging from 200-300 years. Their diet is based entirely upon Buta Machi (see Fauna) and the juicy fruit that grows from the Gulabi Pata. Due to lack of exposure to the sun caused by a combination of the dense forest and mist, their skin is very pale, while still retaining some color. Hair color can vary greatly, but eye color remains the same shade of neon green. Their build makes them great at balancing, and vine bridges are used to cross the many rivers that run through Dhuda Besina.

    Psychology:

    Calling themselves Dhuda Loka, the natives of this region have lived in isolation for thousands of years. The basin was mostly avoided by traders in the days of the old empire, dubbed as “too hard to cross” and “Easier to go around” by all. Some adventurers have attempted to brave the cliffs, and most never came back, whether it be due to predators (see Fauna), lack of caution, or angering the Dhuda Loka. This has lead to them developing separated from the rest of civilization. They have never known war or political strife, and none have yet been able to climb out. Thus, they have developed a form of geocentrism, with Mahana de Rukha at the core (see Religion). Anything new that comes around evokes fear and the Dhuda Loka have never had a conversation with an outsider, much less made friendly relations. The general demeanor is an upbeat one, though they are not impervious to other emotions, as the death of any family member, or Ristatedara, is a widely grieved occasion.

    Culture:

    The culture of the Dhuda Loka revolves primarily around their spiritual beliefs as discussed in the Religion section. Music is a common pastime, with flutes developed from the bones of predators (see Fauna). Homes are little more than a net of vines supported by either tree roots grown out of the ground or on low-hanging branches. These are only used as nighttime shelter though, as the day is occupied by creating clothing, gathering food, and creating primitive tools out of the craggy rocks that fill the floor of their basin. When none of these are taking place, the Dhuda Loka travel around their land doing one of three things: climbing Vada Pahara to worship the Mahana de Rukha (see religion), hunting other creatures that inhabit the chasm, or spending time with Nadi Suanas, their most frequent companion (see Fauna). Although every Dhuda Vi’akiti (singular) lives in a separate dwelling, family is also very important to them and they regularly visit their relatives to share events with each other and, rarely, travel up Vada Pahara together. Not a wide selection, but the Dhuda Loka are content.

    Social Hierarchy:

    The social structure of Dhuda Besina is not very strict at all. People can regularly move around professions with ease, as the government is only a government in the loosest of terms. The lower class is considered to be the non-sentient residents of the cavern(see Fauna). The majority of the Dhuda Loka fill in the mid-class. Professions at this level include clothes-maker (Kapare Mekara), fruit-harvester (Phala Conakara), home-builder (Mukha Biladara), and hunter (Sikari). The hunters’ primary role is to defend the others from predators, but between shifts they go out searching for predator nests to break up. At the upper class there are the Uca Jajaka, or the high priests. There are only 3 at a time, and they are equivalent to the traditional heads of government present in other nations. They direct the people as a whole, interpret the will of the Mahana de Rukha (see Religion), and provide guidance for the people. They reside at the peak of Vada Pahara, and the lack of total tree-cover has caused their skin to darken when compared to their pale brothers.

    Clothing:

    Clothing in Dhuda Besina is fairly complicated to create. It is comprised of fallen leaves from Gulabi Pata woven together with grass fibers. Nothing is purposely used as headwear, but leaves often fall on the Dhuda Loka’s heads without being noticed. Feet are usually left bare, except when climbing up Vada Pahara, when leaves are tied to the bottom of their feet in vast amounts to form makeshift sandals. Because the process is complicated, not many Dhuda Loka are full-time clothesmakers. Most tend to just gather food. The clothing of the Uca Jajaka, on the other hand, is fairly different. While they maintain the same basic garb, fallen tree branches are woven into the back of the clothes facing up and outwards to create the appearance of having wooden wings. In addition, they each have makeshift ‘crowns’ made of smaller branches.


    Spoiler: Religion
    Show
    Despite not having a fully organized religion, the spiritual beliefs of the Dhuda Loka dominates their lives and overall culture. Their core belief is that all Gulabi Pata are sacred, and to desecrate one is to desecrate your soul. The most sacred tree of all is the Mahana de Rukha, the tree growing upon the peak of the region's highest point at Vada Pahara. This massive tree is treated as a god manifested into the world, and incidentally the only harm to any tree in the region exists here as well. On the base of the trunk there is an intricately carved shrine depicting the Mahana de Rukha resting upon Vada Pahara, the prime feature of which is a tap slowly extracting a small amount of the tree’s sap, Savidi Pina, and pooling it into the base of the shrine. This sap is said to contain unspecified magical properties, although no proper study has been made. This sap is used exclusively in the appointment of the Uca Jajaka, the heads of worship and state in the region. The social beliefs revolve around a sense of community, and that to be selfish and hoard anything to yourself is worthy of being expulsed from society. Unfortunately, Dhuda Besina is a basin and there isn’t really anywhere to go. So these people are often found in violation of this expulsion and killed. As such, this doesn’t happen very often, and the region has remained free of any commercialist concepts for the majority of its existence.


    Spoiler: Resource
    Show
    While Dudha Besina could easily have a great amount of resources available, one factor gets in the way: they refuse to chop down any of the Gulabi Pata. as established in the religion section, every tree is sacred, and to destroy one is the equivalent of murder. And so, the problems begin. The fruit that grows on the trees is only produced in enough quantities to feed the Dudha Loka. None of the fauna in the region (see Fauna) could be bred in such a large quantity, so that leaves only one thing:

    Nile Masaruma. These mushrooms provide a consistent light source without the possibility of burning down wooden houses. Enough of it grows that it is definitely renewable, and it is not as sacred as the Gulabi Pata. Since these trees are sacred, the Dhuda Loka are severely lacking any sturdy wood. If these are acquired, more advanced buildings could be constructed.


    Spoiler: Unique Fauna
    Show
    The Dhuda Loka, despite being the most intelligent species in Dhuda Besina, are near the bottom of the food chain. The Dhuda Loka only eat the fruit that grows on their trees and . While in groups they are able to fend off most predators, however it’s safe to say that the local predators help balance out the Dhuda Loka’s long lifespan. This list is a compilation of some species that are common in Dhuda Besina but uncommon elsewhere.

    Thuka Kirali: At the top of the food chain is the Thuka Kirali, or spit lizard in common. They are reptilian in nature, yet strangely bipedal as opposed to the usual leg structure found in reptilians. They are fairly fast runners, making them able to catch most prey. They are the Dhuda Loka’s most common enemies, harassing them on a regular basis for some quick prey. They are mostly lime green with darker green patterns on their back. Anatomically, they are about 4 feet tall, 6 feet long, and large bone crests on their head. When aggravated, large frills on the sides of their neck emerge and it makes a screaming noise that haunts the nightmares of every Dhuda Vi’akiti young or old. When the frills are extended, it unblocks a gland in their throat that produces a gooey neurotoxin that causes localized paralysis and, when in contact with the eyes, blindness. This makes it significantly easier to catch prey. Occasionally, some lucky Dhuda Loka are able to take these down and gain the respect of the region. The Thuka Kirali are then dissected ceremoniously and their bones are fitted into flutes. Recently, the attacks have been declining as more and more of their nests are found and destroyed, meaning that the other races actually have a chance to turn their attentions elsewhere…

    Buta Machi: These silver fish swim through the rushing rivers that snake through the floor of Dhuda Besina. While these seem like common fish at first, they have a habit of coating themselves in algae, making them seem as if they are plants. They play a key role in the ecosystem as food for everything that is not an herbivore. The Dhuda Loka consume it for protein, the Thuka Kirali use it as a secondary meal source, and it is the sole diet of the Nile Dadu (up next). Because of this, they can be expected to live for a week, tops. This is offset by their incredibly high reproduction rate, averaging 50 eggs expelled per day. These eggs are expelled while the parent is swimming, and they land on the riverbed and gain their first algae coating.

    Nile Dadu: Resting on the rocks that border the rivers at the floor of the basin, the Nile Dadu are amphibians about 1.5 feet long and 1 foot tall. They have the body shape of an ordinary frog, but are neon blue in color. This makes them incredibly easy to spot, but even the Thuka Kirali don’t bother consuming it, as it secretes a toxin through its skin pores that, when ingested, causes the heart to slowly shut down. It only feeds on the Buta Machi, catching them by waiting on a nearby rock and jumping in when a group swims by.

    Nadi Sauna: These mammals can easily be mistaken for wet rocks positioned in the middle of the river, but partially submerged is a living, breathing, and sleeping animal. These creatures are fairly large with rubbery skin and shiny black eyes. They have 4 stumpy legs and a fairly minimalist tail. Their primary diet is seaweed and other bottom-of-the-river vegetation. They have a large amount of buoyancy in their layers of body fat, and they use this to float down the river with minimal effort. Because of their passive nature, they are sometimes used as pets by the Dhuda Loka while they are young and as steeds while they are old. They don’t make particularly good steeds though, as they move quite slowly on land. They’re mostly used to relieve leg muscles. They are in an interesting spot on the food chain, as they can easily escape from the Thuka Kirali by entering a river. This means that they are not commonly consumed by anything, and thus have the majority population in the region. This may seem odd that one non-sentient population can outmatch the sentient population, but there are a lot of streams to reside in.


    Spoiler: Language
    Show
    Along with near-total isolation comes lack of knowledge about how to speak common. Thus, over the thousand or so years in the basin the Dhuda Loka have developed a completely different language. They do not possess words for things outside their basin, such as sheep or cows. What language they do have has been passed down through many generations, making standard communication somewhat infeasible. Over time, this could change, as the necessity for sturdy building materials could open up contact with the wider world.

    Spoiler: OOC tidbit on language
    Show
    The language is derived from a google translate version of Punjabi. It makes more sense for an isolated region to have its own dialect, so I chose the one that I am currently learning. Of course, as time goes by common will definitely take root, but it might take a while.

    How I got names/Glossary:
    Dhuda Loka = Mist People
    Dhuda Ri’atiki = Mist Person
    Dhuda Besina = Mist Basin
    Gulabi Pata = pink tree
    Nile Masaruma = Blue Mushroom
    Vada Pahara = Great Mountain
    Savidi Pina = Eternal Drink
    Nile Dadu = Blue Frog
    Nadi Sauna = River Sleeper
    Buta Machi = Plant Fish
    Thuka Kirali = Spit Lizard


    _____

    Bereholst
    Region 18
    Population: 755,000 Humans, 57,000 Gnolls

    Spoiler: Terrain
    Show
    Bereholst has a highly diverse geography. The northern coast is occupied by a dense birch forest which provides the region’s lumber industry while sheltering them from any major maritime invasions. To the south of these woods lies a very flat plain where most of the human population resides. The western border is defined by a large number of rocky hills and craggy valleys controlled by gnolls. The eastern border is created by the Wideflow River, which divided the human population from the population of Avonlea, preventing any major cultural exchange. The river also runs down the Stormlands border, with the thinnest portion being at the Grand Church of Daen.


    Spoiler: People
    Show
    The majority of the sentient population is comprised of Avonlean humans, but with much different cultural norms influenced by the isolation from the rest of the Avonleans and proximity to the center of Orthodox Daen power (see religion). Like their forebears, the people of Bereholst are fair-skinned and haired, however they are distinctly shorter from crossbreeding with the neighboring Geshem clans. Their culture is fairly simple, following a monotonous eat-work-sleep schedule. While they are the most numerous sentient race in the region, the most powerful are the Gnolls.

    The Gnolls, put simply, appear to be an unnatural blend of dog and human. They are a very brutal race, lording over the humans with a vicious demeanor. As can be guessed from the usage of ‘lording,’ the gnolls are in control on a regional level, keeping the humans in line through fear and raiding. Although their raids on villages are aggressive, it is actually very rare for a death to occur. Beneath the Gnoll chieftains’ savage actions lies a cunning that none would ever expect from such a savage race. They know that without working humans, there is nowhere to raid for food. So when they raid, they pick the settlements that have grown the most powerful, taking the food and setting back the human population’s progress towards any kind of rebellion. Any Humans who fight back are brought back to the strongholds to live out the rest of their lives as slaves to the chieftains. The Gnoll strongholds are also very intelligently designed, providing an imposing structure with plenty of defensive capacity. While the Gnolls all answer to the High Chieftain, each stronghold belongs to a separate clan with its own chieftains. Each chieftain leads their clan in raids, and f one is slain then a free-for-all fight-to-the-death is held to determine the next chieftain from any self-proclaimed candidates. The relation between them and the humans is rough, but it still manages to maintain an equilibrium.


    Spoiler: Religion
    Show
    Due to proximity to the center of Orthodox Daen power, the humans are fairly devout and do the best they can to protect their (small) churches from the Gnolls. Due to a locally famous attempt to settle the ‘conflict’ between the Gnolls and Humans, an Elder Abbot predating Frerick attempted to spread the holy (the Dhuda Loka tend to dispute this point) word of Daen to the Gnolls to bring them to peace. It ended poorly, but the Elder Abbot managed to make it to safety. However, the High Chieftain was intrigued by the concept of an all-powerful deity watching over their battles, and created his own sect. This iteration of Daen was a war-god sharing the image of a Gnoll who watched over them from a great stronghold in the sky. Whenever it rained, he was expressing his dissatisfaction with their raids, and so whenever it rains the Gnolls launch an unscheduled raid on the nearest settlement. While this may be far from the original version of Daen, everyone is too frightened to tell them otherwise and the sect continues to exist.


    Spoiler: Resource
    Show
    The primary industry of the region comes from the dense birch forest in the northeast area of Bereholst. These Birch Trees provide a thriving lumber industry to an otherwise inactive region. While the land is fairly fertile, all food in the region is usually quickly whisked away by the Gnoll raiding parties. Thus, the human population is in great need of Food. This need has produced unrest, and unrest in raided areas leads to resistance, which leads to unhappy Gnolls, meaning that the entire region needs some sort of food supplement very soon.


    _____

    Tumbledown Marsh
    Region 133
    Population: 740,000 Humans

    Spoiler: Terrain
    Show
    True to its name, Tumbledown Marsh is a large marsh with little dry land (there is land, but it’s quite muddy). The water is often very murky and provides easy cover for the crocodiles that remain the most dangerous predators in the region. The ground is highly uneven, with a large amount of bluffs that fool unwary travellers into falling into one of the many muddy pools inhabited by crocodiles, hence the first part of the region’s name. The marsh is also very rich in two minerals: Steel and Sulfur. While the steel is painstakingly mined to provide the region’s industry, the sulfur deposits cause a very awful stench that plagues the region’s population (see people). The sulfur also creates a yellow tinge in the region’s airflow, causing sight to be somewhat impaired. Slightly inside of the southeasternmost corner of the region lies a sole mountain jutting abruptly out of the muddy land with an ancient temple built into the side. The temple, called Lonerock Barrow by the populace, juts out into the marsh like a glorified entryway, as many investigators seem to think the complex really is. The area that can be seen outside is all outdoor, however a very ornate sealed entryway is carved into the mountain, hinting at a deeper subterranean complex. While the barrow is mostly in poor condition, some carvings have managed to survive that, with proper observation, could lead to further understanding of the purpose and contents of these ruins.


    Spoiler: People
    Show
    The people of this region are a very hardy folk, and who wouldn’t be when living in a bog? The majority of them have heavily tanned fair skin, and have fairly muscular builds from all the hard work it takes to till crops on the marsh. Their hair color can vary from blonde to black and everything in between. Due to the heavy sulfur stench, the marshlanders are distinctive in that their noses are always severely inflamed from the age of six, and as such in an effort to close out the stench, they’ve lost most of their sense of smell.


    Spoiler: Religion
    Show
    Legend has it that in the time before the Church of Daen, a ruthless cult worshiping winged beasts ruled the marshlands with an iron fist. One year (no recorded date has been uncovered), the people revolted, killing most of the cult leaders and sending the rest into hiding. This history of cruelty has left a bitter taste for worship in the mouths of several generations, however the marshlanders are beginning to lighten up and a minority have adopted the teachings of Daen.


    Spoiler: Resource
    Show
    While the marsh is abundant in sulfur, there are also large amounts of Steel deposits near the surface. This steel is mined by compressing the mud to squeeze out the water and then digging down. Food is not truly a problem, as while farming is difficult it is still possible. However, due to a lack of trees (aside from the occasional dead one) present on the marsh, Wood is a highly desired commodity.


    _____

    Evergale Valley
    Region 101
    Population: 1,020,000 Pereginese
    {Region Created By TheTrainman}

    Spoiler: Terrain
    Show
    The Evergale Valley is a land dotted by towering cliffs and densely forested valleys with trees extending high into the skies. The central, forested area is flanked on both sides by two rivers that encircle the forest as they make their way across the valley to reunite further north outside of Peregin's borders. As the land's name would suggest, the Valley is often subject to powerful winds that routinely blow through the area and are responsible for the towering cliffs. Outside of the forest, which is known to the locals as the Verdant Table, cliffs lie in the east, west, and south borders of the valley. The southern cliffs are particularly treacherous, known and feared to the natives as The Great Scar and generally avoided.


    Spoiler: People
    Show
    The Pereginese resemble small, slight humans in body structure, but possess some birdlike attributes as well. Most notably, the Pereginese sport a pair of birdlike wings just below their shoulder blades. These wings are not powerful enough to allow true flight, but instead allow the Pereginese to glide on the winds the commonly travel through the region. Additionally, the Pereginese have more pronounced fingers and toes than a human as well as bird's plumage on their heads in lieu of hair. This plumage can come in a multitude of colors, though males tend to have brighter colors compared to the more muted female shades. The Pereginese favor high places, and makes their homes either in the trees of the Verdant Table or along the eastern and western cliffs. They are naturally inquisitive and adventurous, and also commonly posses as distaste for the underground and closed spaces


    Spoiler: Resource
    Show
    Herbs with calming or soothing effects are common among the forests of the Verdant Table, and medicines crafted from natural sources are readily available in Peregin. However, the Pereginese's distaste for enclosed spaces relegates them to surface mining and metals are often in short supply.


    Spoiler: Religion
    Show
    The Pereginese have little organized or formal religion, the closest being worship of wind and tree spirits. However, general proximity to the Church of Daen has led to the formation of a noteworthy Daen minority.


    Spoiler: History of Evergale Valley: An Brief Review (By Musa Bee, Dhuda Loka Historian)
    Show
    Leading up to the year 100, Evergale Valley was part of a highly localized governmental group known as the "Aviarchy of Peregrine." Many rulers (aviarchs to the natives) had come to and fallen from power during that era, until the emergence of Aviarch Garrod Balfour. Garrod pushed for many expeditions to explore the world, leading to the discoveries of many new regions. Unfortunately, his choice of soldiers was very poor and a military coop erupted when he fell deathly ill in 106. The rebellion was swift and bloody, but the loyalists were able to beat off the insurgent commander. In the process, both opposing forces were crushed, leaving the region completely leaderless (as Garrod had no children during his reign). The region was left without a central power until 109, when Descage Serafim Rosenbaum (exiled leader of the Geshemafar), in an attempt to secure yet another holdout from which to fight the Rose Demesne, won the region through promises of a brighter and better future, things that her rival colonizers (the Stormland Holdings) could have offered in vast quantities. For the next few years, Rosenbaum ruled over Evergale Valley with an aggression towards the Aeldir that could not be properly sated. It is for this reason that in 114 a massive Aeldir assault lead by the tactical genius Lord Summer invaded Evergale Valley to root out all remaining power in the hands of the Descage. While very few civilians were harmed, the Peregrinese were upset that their region had once again been torn asunder by conflict. These qualms were quickly put to rest by Lord Summer, and later that year Evergale Valley was placed under the caring jurisdiction of the Union of Besina. While the residents have yet to embrace the wonders of life (some going as far to actually take the blasphemy of Daen as the truth), they look forward to a bright future within the peaceful and prosperous Union of Besina.


    _____

    Spoiler: Formalized Religion: Children of the Earth (Transcribed from actions post)
    Show
    Brief summary: It's not the worship of a specific deity, but rather of the earth and life itself. Daen sucks. Life should be considered sacred, and needless violence is a waste of life. Daen sucks. The sacred place is the Mahana de Rukha, upon Vada Pahara. All trees similar to it should not be cut down no matter what and if one is, your soul is screwed. And did I mention that Daen sucks?

    As the correspondence with the outer world has grown, so too has the Dhuda Loka's knowledge of the world. The abundance of life is so rich and inspiring, so why do others direct their gaze upward, ignoring the world which so carefully spun the chords of life for all? The earth, not the sky, is to be praised for such wonders. The world shall see that life is the creation of earth, and not the domain of the sky. The Mahana de Rukha is the greatest example of life's wonders, and the Dhuda Loka are truly blessed by its presence in their region. The Uca Jajaka have seen a glorious vision of life triumphing over nothingness, earth defeating air, and the world shall see it too. Those who see this truth are the Children of Earth (Religion Name!), and follow these primary adherents:

    - There is no sole being taking the place of creator, but rather the earth itself generated the chords of life from which every living thing is derived. Because of this, the earth is revered above all.

    - The Mahana de Rukha is the living manifestation of the earth, and the Uca Jajaka have the most sacred duty of interpreting its wishes. Because this tree is sacred, every Gulabi Pata is viewed as an echo of it and are sacred as well. Desecrating one is tantamount to desecrating one's very soul.

    -The church of Daen openly refuses to accept that the earth is the progenitor of all life, and instead enforces that the sky is responsible. This makes absolutely no sense, as there is no life exclusively in the sky. It becomes apparent that Daen is a delusion that has been used to breed sexism and political gain, and must not be allowed to corrupt the rest of the world.

    -All life is viewed as sacred, but it is a fact that life must be consumed for other life to survive. For this reason, there is not a full ban on harming other beings. However, it is highly wrong for life to be needlessly wasted. For example, hunting for sport or clearing forests for new development is frowned upon.

    -One of the core aspects of the religion is the idea of respect. All living things are just that: living things. The hunter must respect his prey's elusiveness, while the prey respects the hunter's persistence. Opposing generals should respect each others' prowess in battle (although war in general is viewed as a gross waste of life). And even kings and queens must respect their subordinates for doing their given work, as the subordinates respect the leaders' ability to lead the realm. Overall, mutual respect is highly important.

    -More as I think of them!

    Spoiler: Progress (As of round 15)
    Show
    Domestic Strength
    -Dhuda Besina: Sole*
    -Bereholst: Sole
    -Tumbledown Marsh: Sole*
    -Evergale Valley: Sole

    Foreign Strength
    -Yaserun (8): Minority
    -Silverlake (16): Minority
    -Grayhall (20): Minority
    -Munda Doab (21): Minority
    -Limelight Bayou (22): Minority
    -Deep Fern (23): Minority
    -Aawino (24): Minority
    -Marauder Isles (26): Minority
    -Silver Spires (99): Minority
    -Stormland Holdings (100): Minority

    *Holy Order


    Spoiler: Changes and reforms since the Union was formed (as of Round 15)
    Show
    • There are three staircases leading out of Dhuda Besina, one directly north, one directly west, and one directly south {Three lesser Projects}
    • There's a small town at the top of the northern stairs {Lesser Project}
    • The Dhuda Loka are able to speak common {Great Project}
    • The Lifewakers are the primary engine of religious spread throughout the union {Cultural Identity/Holy Order}
    • The Wood industry in Bereholst is under the Union's protection; Gnolls aren't allowed to raid there {C5 enhancement}
    • Anyone adhering to the Grand Church of Daen is banned from entering Dhuda Besina unless given permission from the leaders of the Aeldir, Avonlea, or the Stormlands {declaration}
    • Infrastructure has been built {}
    • Pralkemiri was murdered as an example {NPC assassins}
    • Tumbledown Border Watch formed {Holy Order}
    • A new capital has been built, called Sarakala {Great Project}
    • An official Union of Besina Hall of Records is a work in progress {2/5 Great Project}
    • Vinariun and Oshenvar gave their lives to resurrect Pralkemiri, but they are then resurrected by Lifewakers who gave their lives. The resurrection only extends to their souls, so to have influence they must possess something. They choose the Mahana de Rukha, expanding the tree astronomically. {Miracle!}
    • The formation of an official army has been legalized, but the Gnolls are no longer allowed to raid villages in Bereholst {declaration}
    Last edited by moossabi; 2016-04-21 at 11:53 AM.

  29. - Top - End - #29
    Dwarf in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Nov 2006
    Location
    England

    Default Re: Empire! Lands of Arandi


    The Brey-An

    Bhreey 'an, Qurhaam-Ghorh.
    Feetz arndh dhweendee hardhzh.

    Population: 670,000
    Region: 271

    Spoiler: Ruler
    Show
    Ruler:

    A leader is chosen from amongst the herds by the amount of herds under their control, a majority does not need to be reached in this position, so long as the Herding Lord has the largest of the herds they can claim domain over any Hunting Ground, and can rely upon the other herds falling somewhat into place.
    The current Herding Lord is Karam Gor, he controls twenty five herds and can count on the support of a further thirty, his grounds are located in the central western area of the region and his herds are spread over a total of ten Herding Stones.
    His personal retinue consists of the Brey Shaman Ghaar, and twenty of his closest sons to whom he has bestowed the title of best-gors, giving them first rights to selection at the Herding Stones, the most senior of which, Adhrok, is a capable fighter and inspiring leader, of good stock.
    Karam's personal vestments include the banner of Aauldh-Hiin, made from tanned mannish hides and the eclectic collection of stones, bones and trinkets added over the decades, and the spear of Mugrar, a long polearm barbed down its shaft and designed for pain and suffering.

    Karam Gor
    Diplomacy: 2
    Military: 5
    Curiosity: 4
    Faith: 4
    Luck: 3


    Spoiler: Terrain
    Show
    Terrain:

    The land to which the Breying herds call home is a combination of dense forests and thicket groves, interspersed with gentle glades and wild meadows, typically it is the glades and meadows upon which the Brey-An call home, their titanic herding stones at the center of a constantly drifting and chaotic community, and the forests where the beasts hunt. A particular landmark of this land is Bhuighrheets-Tor, a vast stone monument surrounded by smaller stone circles, and painted in archaic and crude glyphics, it serves as the focal point of many migrating herds as they pass throughout the land.

    There are also signs of some previous civilisation, a collection of stone houses and roads long overgrown or burnt to a cinder, perhaps the telling signs of the Brey-An's sordid past.


    Spoiler: People
    Show
    People:

    The Brey-An are a natural oddity, in the sense of their seemingly mannish qualities torturously grafted onto a goat like physiology, they stand upon cloven hooves, and yet show as much dexterousness as any handed creature, they gather in herds, and yet portray a society as close as the proudest kingdom, thick fur covers their hide, and yet they still adorn themselves in vestments and cloth.

    The culture of the herding Brey-An is somewhat backwards, on a technological level they are closer in form to ancient man, utilising stone and gathering to encourage growth, a few small herds have shown an ability, however limited, to smelt from bronze and press gold, the common herds will rely upon quarried stone; Large obelisks of unworked stone, painted with glyphics, form the center of herding communities, a herding stone will be placed at the center of a hunting field, this serves as a meeting place, fortification, beacon, supply hub, throne and multiple other functions.

    Communication is infrequent, and often done through the form of glyphics, the low grunts and shrill screeches of Breying beasts is often seen as the signs of animalistic behavior, but it hides a verbal tongue that only those properly attuned to the natural world, those such as druids and shaman, truly understand. Written communication is performed with the oft mentioned glyphic language, it is the means by which a herding lord will claim domain over a hunting ground, a shaman will announce the passing of the seasons and general news of exploits and story are shared, these painted runes coat the herding stones, in layers of faded ochre and lost meaning, no uniform either exists for the glyphics throughout the land, context and dialect can change a peaceful symbol into an aggressive insult.


    Spoiler: Resource
    Show
    Resource:

    The Brey-An are not often wont to trade, they lack the communication skills to meet out a proper balanced exchange and prefer to acquire their resources from frequent raiding. That said, the proper partner can expect abundant Stone from the herds, in form ranging from the sharpened slivers used in skinning and scraping game animals, to the hefty slabs that form the basis of Brey-An communion.

    Whilst the Brey-An do not want for much; additional Food would surely increase the expected size of a raiding herd, something no Herding Lord will turn down, such is their voracious appetite for both gnawed flesh and bloody combat.


    Spoiler: Religion
    Show
    Religion:

    The Brey-An are a shamanistic and superstitious lot. A Brey Shaman will act as a spiritual leader for a herd and advisor to its lord, they will also serve as the more intellectual moral support for a passing herd, as it is they who often decode the glyphics to determine the better choice in hunting grounds, whilst a Shaman's status is elevated amongst herds, both a Shaman and Lord will understand that neither shall attempt to overpower the other, since both mutually rely upon the others skill.


    Dice Rolls
    Last edited by Acco Spoot; 2015-10-01 at 04:57 AM.

  30. - Top - End - #30
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011
    Gender
    Female

    Default Re: Empire! Lands of Arandi

    The Kroznat League

    Mirzahib Shou ibn Kaede Al-Riku

    Current Stats
    Diplomacy: 6
    Military: 5
    Curiosity: 4
    Faith: 2
    Luck: 2

    Family Tree


    ---

    Wormwood
    3, BladeofObliviom
    Nation: Kroznat League
    [IMG]null[/IMG]
    Population: 870,000
    (including slaves)

    Theme Music



    Spoiler: People
    Show

    The civilized history of Wormwood got its start as a former colony of some distant power, perhaps somewhere to the northeast if there’s any truth to the remaining scraps of the old records. Sometime in the past, the region was conquered in a brazenly imperial manner, and the native peoples were either enslaved, scattered, or driven deeper into the wood. After the Old Kingdom fell into decline, though, the Krozna Colony soon was forced to rely upon itself. The Colonials fell out of contact with the world outside their city, and their once-great navy fell into disrepair. After a bloody slave uprising, many of the colonials disseminated into the surrounding swamp, building outlying villages and lumber camps with which to develop. Though most efforts to actually log in the region have mostly fallen flat, the legacy of these projects has helped to manage Krozna’s population by moving much of it outside the city.

    The Colonial Kroznat are the socially and politically dominant ethnic group in Wormwood, living mostly in Krozna itself and its outlying villages. Kroznat tend toward ruddy shades of skin, dark hair colors, and brightly-colored eyes. They tend to favor bright, loose, airy garments, though of course practicality always wins out when speaking of common folk or those traveling deep into the Wormwood. Kinship rules are arcane and complicated, but the general rule is that offspring inhabit the name and social class of their same-gendered parent. An exception is made for the children of slave concubines; as they lack a proper name, the offspring receives the father’s name regardless of gender.

    The Wormwood Natives are a different story; terrifyingly pale almost to a man despite the tropical climate (no doubt a result of life in the lightless Wormwood depths, albinism has thrived in their population). While many are slaves, they are rarely made to labor under the sun; such treatment would surely be fatal. Most natives living in Krozna are household slaves, concubines, or Ghuls (slave-soldiers), though some slaves held in the outlying villages perform more traditional labors. Free Natives have complex cultures of their own rather than living as an underclass to the Kroznat, though what little is known about them is hard to distinguish from the tides of rumor and misinformation.


    Spoiler: Terrain
    Show

    The eponymous Wormwood dominates the region, with only the seashores and the city of Krozna unmarked by the trees, though even the wood has its thickets that civilized men dare not enter. Large stretches of Wormwood are unexplored, and those braves who dare go roads return writhing with parasites or else mad with fear at whatever it was they saw or simply do not return at all.

    Much of the wood is swampy, with fluctuating waters. The swamp water is sickeningly bitter and unfit for human consumption; water must either be drawn up from groundwells or the swampwater must be distilled to drink. The concentrate left behind by distilling the swamp water is quite toxic, and should not be consumed under any circumstances. The region is known to contain four great lakes, all the result of the confluence of rivers from the surrounding regions. These waters are briny in addition to their bitterness, and foul things can be found there. Some even say that sea-hags live there, waiting to grab men foolish enough to swim or row into the open bayous.

    The titular Wormwood is a plant native to the region, a horrible red-tinged strangling vine that attacks the trees relentlessly to climb toward the sun in the lightless depths. It deforms the trees it grows on as it climbs, drawing sap free through binding, terrible thorns, and seems to constrict around the tree as it thickens. Elder Wormwoods appear like brilliant crimson veins propping up the lifeless corpses of trees, gnarled branches withered but still reaching to the sky. Wormwood Groves can be found in some ancient parts of the wood: Reeking, rotting wood and fetid bogsmell coalesce here, and yet the entrancing crimson plants seem more sinister than any smell could be. Some say the Wormwood sprouts only when the hags curse it so, and the groves are the wellsprings of their twisted power. Perhaps the most famous of the Wormwood Groves is Red Eyes’ Slough, named for the Hag that supposedly lives somewhere in the thicket. It is the largest known such grove, and holds a central position in the region roughly equidistant from the four lakes.

    Krozna, for all the pomp and privilege of the Colonials, is not as divorced from the nature of the wood as they would like to believe. Krozna was not built: Krozna was found. The city’s core is ancient, built from carved stone by elder hands out of sight, then abandoned. The rest of the city is built from swamp-tree-wood and lit by torches and fireflies spiralling out from the city’s core, a feeble attempt at hiding the swamp under a veneer of civilization. The outlying villages are constructed in much the same manner. The city's port is likely the most modern part of it, always seeming to bustle with trade even though little contact has been made with elsewhere as of yet; most 'maritime' trade conducted prior to Mirzahib Shou's reign was simply moving materials by canoe through the swamp.




    Spoiler: Resource and Demand
    Show

    Witchweed is an aquatic flowering plant that grows at the waterline and flowers in Spring and Autumn, blooming most violently at the Equinoxes. Its flowers are a brilliant fire-like orange in Autumn and a vibrant sky-painted blue in the spring. Its pollen is known to have soporific properties, leading to some use as a sleep aid. The superstitious sometimes believe that any sleep after inhaling the flower’s fumes is cursed with bad dreams, however. Rumor has it that the Hags of the Deep Wormwood use this flower as a key component of their black magicks, though by what mechanism no one knows.

    The Kroznat are a wealthy and entitled people, and hunger for luxury of all stripes. Arts, Wines, Fine Clothing. Anything that allows one to show their wealth and power off to their fellow men.


    Spoiler: Faith
    Show

    Er, stuff. Krozna Colonials probably follow Daen or something, natives have their own beliefs.


    ---

    Bladesmire
    6, BladeofObliviom
    Nation: Kroznat League
    Population: 682,000

    Spoiler: People
    Show

    The Bladesmire contains two major ethnic groups: The Gray Folk and the Travellers. Though the latter group closely resemble the Kroznat Colonials in both culture and appearance, they mostly form an underclass associated (fairly or unfairly) with criminal activities. Many of them live nomadically rather than settling in Graynik and becoming beggars. The Gray Folk are the larger of the two groups, and seem to occupy a middle ground between the residents of the Sundered Island further to the southwest and the Wormwood natives to the northwest. Tall, pale-skinned, dark-haired, and with eyes as red as a dying flame, the Gray folk have a striking appearance among humans.

    The government of Graynik is disconcertingly similar to that of Krozna, down to the titles in use and far too many legal details. Even the same colonial pride survives, though for whatever reason as an undercurrent rather than openly as in Krozna.


    Spoiler: Terrain
    Show

    The Bladesmire is not a particularly appealing travel destination, despite the surely inviting name. Located on the peninsula to the south of Krozna, the region is often shrouded in fog from the roiling sea spray meeting the humid swamp-air, and on many days during the wet seasons the sun is only properly visible in the late afternoon, after most of the fog has burned off. Though the thinning trees of the Wormwood can be identified in the northwest and some of the surrounding islands can be seen faintly from the shore on a good day, the region seems strangely isolated from its surroundings.

    Bladesmire takes its name from the rusted arms and armor that litter countless battlefields in the land. Some ancient power fought a bloody war over this place, and did not clean up after itself. Perhaps it died out, or perhaps the region was as desolate as the driest desert after years of violence and death. These items are generally only a mild hazard to travelers; though it is possible to injure one's foot on a hidden, still-sharp weapon, it's a rare occurrence.

    Though this is a wetland, large pools of standing water are uncommon; the region is rife with tall grasses and sections of earth that pool with ankle-deep muck when a person or animal treads upon them. Two large rivers flow southeast from Wormwood to the sea, feeding the marsh's wetness and providing water to the centrally-placed city of Graynik.

    Like Krozna, the city of Graynik is an old city, though perhaps not as old and madly built as Krozna is. The fortifications are built of mighty earthen bulwarks pulled from the mire's clay, and the half-sunken stone castles and keeps in the city's core are relics of a bygone age. Signs of damage in battle mar all of them, in addition to the usual decay, with signs of scorching fire and boulder collisions evident to the observer. Common buildings are mostly constructed from mud brick and occasionally wood, whether as the main material or as reinforcement.


    Spoiler: Resource and Demand
    Show

    The most valuable and plentiful resource produced by the Gray Folk is recycled Steel, re-smelted from the buried iron tools and weapons gathered by scavengers from the mire. The number of such weapons is truly incredible; even as scavengers continue to gather these, there always seems to be a surplus, and often the only limit to the success of a trip is how many a man can carry, rather than how many he can find. The city's forgemasters seem to be able to recover useful iron from even the most rusted, worthless husks of equipment; their trade secrets are tightly protected.

    The most-requested resource by powerful merchants is some variety of Mount, as the idea of more quickly traversing the region and being able to carry more items for sale via beasts of burden carries great promises of wealth. Grasses are plentiful and larger animals would be easy to feed, but nothing native to the region quite fills the niche.


    Spoiler: Faith
    Show

    Though the Gray Folk generally put their faith into a series of Shamans with a series of remedies, mysticism, and mythopoeia that is difficult to do justice to in a single paragraph, the Doctrine of the Nine Candles has taken a minority here, mostly among the Travellers but among some of the Gray Folk as well.


    ---

    Sunisle
    29, BladeofObliviom
    Nation: Allied Provinces
    Population: 688,000

    Spoiler: People
    Show

    The people of the Sunisle (they use the term ‘Sunis’ to distinguish themselves from other settlers) are dark-skinned humans, and primarily farmers: The isolation of the island is apparent given that they bear little resemblance to any of the nearby peoples, whether Grey, Luskan, or Kroznat (though some scholars have suggested that the Sunis may share ancestry with the Nevarri far across the sea). Some merchants and herders travel between the two cities on the eastern and western ends of the Sunisle, called Rise and Set. (Though in truth these names are Kroznat translations; the actual names as pronounced by the natives are “Rasse” and “Siht”.)

    In addition to the basic rule of male and female in their pair bonds, the Sunis follow a rule of Sun and Moon. Regardless of sexes, those born under the Sun may only marry those born under the Moon, and vice versa. According to the faith, this is to ensure that both the Lord and Lady of the Heavens smile upon the resulting children, and shield them from misfortune. It is believed that if sun and sun moieties or moon and moon moieties mate, the other Heavenly Protector might grow jealous and send misfortune.


    Spoiler: Terrain
    Show

    The Sunisle is a dry, barren island with poor soil and little cover from the blazing sun overhead. It is isolated: The northward passage to the mainland is stormy during the rainy season and choppy even during the dry season, and the crossing has historically been too dangerous to risk on traditional rafts and canoes. Rabbits are common in the grasslands, and make up the primary source of meat on the island. The grasses are prone to catching fire during the dry seasons, and wildfires are occasionally a serious issue.

    The City of Rasse is sprawling and dense, located on the clay-rich eastern side of the island. Most of Rasse’s structures are constructed from sun-baked mud-bricks, though some of the outlying settlements are formed from brushes and grasses instead. The city is decorated with predictable sunrise motifs and reliefs of men at work and at play. The city’s primary center of worship is the Rassesola Ziggurat, a structure located at the city’s center and aligned with the movement of the sun and moon at the Equinoxes. The High Priest is known to make speeches (and, on certain occasions, sacrifices) on auspicious days.

    The City of Siht, on the other hand, is located at the foot of a high cliff on the western side; while the most grand and important structures are dug into the mountain itself (though the natives know not who did so; these chambers predate even their mythic settlement), most structures are laid out along the rocky beaches, formed from stones mortared together with pitch. Siht is decorated with symbols of the moon, and the city is shielded from the sunlight through morning and part of the early afternoon by the high cliff-face.


    Spoiler: Resource and Demand
    Show

    The island’s natives grow Peanuts [minor] in ‘fallow’ fields to make up for their poor soil, and make use of simple crop rotation to keep some variety in their meals. These peanuts are grown in notable excess, and though a staple are easy to trade.

    Sadly, the island is naturally metal-poor and so the locals are reliant on wooden and stone tools in the absence of outside assistance.


    Spoiler: Faith
    Show

    The people of the Sunisle venerate the Sun and Moon, associated with ancestors of the Sun and Moon moieties. This is a sort of ancestor worship, with separate but linked afterlives associated with each. Priests and Priestesses have been known to practice ritual scarification as part of their ordainment into the mysteries of their faith, cutting flesh with a razored stone in the shapes of the proper symbols and sealing the wounds with wet sand so that an infection occurs and the resulting scar is raised.


    ---

    Cape Halfisland
    7, BladeofObliviom
    Nation: Allied Provinces
    Population: 721,000

    Spoiler: People
    Show

    The people on the cape are of apparently Luskan origin, members of a lost “Crab Clan”, though they also share some similarities with the Kroznat Colonials further northwest, indicating either a relation between the two ethnic groups or merely some overlap in their spread. They are best known for their raucous celebrations (involving copious numbers of spark sticks and a surprisingly non-alcoholic local drink called Seawine, made from crushed seaweed) and for a notable taboo on eating crab meat despite the large number of the creatures in the coastal shallows. Though not all natives are Crab Clan members, many are and the traditional clan tattoo stretches down on spindly legs from the forehead, showing this affiliation to the world.


    Spoiler: Terrain
    Show

    Cape Halfisland is a rocky promontory jutting out from the edge of the Bladesmire and connected to it by a narrow isthmus of sand (or, technically, two isthmuses and a smaller “halfisland”). This is the Kroznat name; the locals know the land as “Undinia”, or the land found across the sea. The crossing is somewhat difficult for larger parties due to the narrow, sometimes slippery pass, but manageable for experienced travelers. The region is named for its tendency to momentarily become an island during a storm as large waves cover the bar connecting it to the mainland. The largest city on the cape is Mariloa, though there are several small villages and a trade town called Stormrest located on a raised portion of the isthmus, safely above most of the storm-waves.

    The region itself is rocky and was likely volcanic at some point, but the volcano must be dormant as there is no record of an eruption in human memory. Still, some places on the high cliffs smell heavily of brimstone and soot, implying the presence of vents hidden somewhere in the stone. The interior is lightly forested, and disconnected enough from the mainland to have a distinct faunic and floric background.

    Mariloa is the larger of the two cities on the Cape, and the more populous. It is dominated socially, economically, and politically by the Crab Clan, though there is always room at the edges for outsiders to carve out a niche. Mariloa is a sprawling city, its structures extending along the peninsula’s gulf, and one of the major local traditions is the Race of Ghosts, in which the local crab spawn upon the beaches hatch and try to make it to the safety before being snatched up by birds or even fish. The city is built in a traditional Luskan style, with mostly wood and paper structures.

    Stormrest is a smaller town, a scattering of buildings upon an exposed stone pillar jutting forth from the ocean. The town is bereft of useful resources, save its natural safety from the storm’s rage and its key position to control trade by land. The town is run by the Kroznat South Sea company, which maintains the flames of the Storm’s Star Lighthouse, a sheltered beacon that warns ships away from the dangerous passages when the narrow strips of land are covered by water and difficult to see.


    Spoiler: Resource and Demand
    Show

    Spark Sticks [good] are strange little contraptions made by the locals, sticks that violently spark for several minutes after exposure to a flame. While they are used primarily for celebratory purposes, the secrets behind their construction are jealously guarded by the Merchant Guilds.

    While there is enough to keep starvation rates relatively low, Cape Halfisland has a general scarcity of good Food to sate the wealthier inhabitants.


    Spoiler: Faith
    Show

    While a few still cling to the Faith of the Pale Lady, most Halfislanders follow a loose polytheistic faith paying respects to nameless goddesses of the Sea and the Stone.
    Last edited by BladeofObliviom; 2016-01-31 at 03:57 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •