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Thread: EMPIRE4! Lands of Emjata

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    Kobold

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    Default Re: EMPIRE4! Lands of Emjata

    Yondari League

    Tanya Chalun va Meera, Queen of Yondar


    Yondar, Region # 98
    Spoiler: Terrain
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    A sleepy landscape thick with tall, ebony, Darkwood trees and rolling hills. Few of the trees survive the harsh northern storms to grow to become elder Darkwood trees, typically existing in the interior. To the east is the jagged mountains known as Veknar's Spine and the volcano Heart of Veknar. To the south is the Thalos river fed from the mountains to the east. The cold ocean to the northwest is bordered by a stone coastline, as moisture rich water blow in forming a fog as it is compressed by the mountainside.

    Natural game is abundant among the Darkwood Trees, feeding off of the thick underbrush. Due to the colder climate and limited sunlight, the growing season is short with favored crops being beets and tubers. On the mountainside, near the Heart of Veknar, is a giant stone doorway known as Carraig Dún that leads deep into the earth to places unknown. Near Carraig Dún deeper into the woods is a monastic retreat known as Mistholm. Mistholm is surrounded by the densest undergrowth of the region, and it is believed to be the spiritual heart of the woods, and a holy site to make offerings to the woods.

    Most of the population in the three cities of Yondar. Port Thalos-Dor is the prosperous primary Harbor of Yondar at the mouth of the Thalos river. Norsligne a northern fort city along the northern treeline border that acts as the gateway to the interior of the woods. Finally, the capital city of Hearth Meera which is the largest city and seat of the Queendom of Yonder. A singular trade road runs from Norsligne through Hearth Meera to Thalos-Dor, acting as the main artery for travel.
    Spoiler: People
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    Yondarians had originally been a wandering clan of hunters and gatherers before they settled in their promised land that was just over "Yondar." Physically they resemble humans, but they tend to be shorter and lithe of form. Yondorians have furry rodent like ears and full bushy tails much like a squirrel. Their skin tone ranges from pale to lightly tanned and brown, red, and black hair colors matching their tails.

    Sharp wit and keen eye, Yondorians have settled amid the trees as fine craftsmen and expert hunters. Though the misty woods of Yondar are a forboding place, the residents are gegarious and competitive, and in their interactions, being just as keen on hunting out a juicy rumor or deal as they are hunting down a prized elk.
    Spoiler: History
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    Centuries ago, the nomadic people of the Esquirant clans were led to the Darkwood forests that would be Yondar by the Matriarch Meea the Visionary. The clans established a ruling council and, amid the trees, they flourished. There were whispered tales that the forests were haunted and that spirits stalked those who entered them. Only the Yondarian people, the people of the woods, seemed to have an accord with them; allowing them to move freely through the woods and not lose their way.

    Never fully casting off their wanderlust, Yondarians would venture from the woods to explore, trade, and adventure. Soon tales returned to the woods of Dejan's growing empire's conquests, and his gaze northwards. The Yondarian people had heard tales of the bloody battles and costly conflicts of those who resisted. The clans of Yondar were divided. Some felt that it was their duty to fight, while others were concerned that Dejan's troops would set fire to the woods if they resisted. The matriarchs of the clans turned to the wisdom of their ancestors; they were hunters before they were a nation, they use knowledge and skill as much as bone and sinew. When Dejan came, Yondar negotiated, willingly joining the empire with the assurance that they would retaining autonomy under his rule.

    As part of the empire, Yondar studied the empire's ways, adapting beneficial systems for their own use. The death of Dejan was a surprise, but not unforeseen. Yondar was acutely aware that without its leader the Empire would not hold, and has laid out plans to reassert itself as a sovereign kingdom when favorable to do so.
    Spoiler: Religion
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    The Esquiran tribes practiced a form of Animism, but were not particularly religious. Upon settling down, and trade introducing them to the Rhunic people of the north, Yondar adopted Rhunic Animism as their national religion. Given their environment, the Yondorian people tend to favor Sáráhkká over her husband Jumi. Rhunes are carved in the trees along the northern coast as a shield against the treacherous storms from the sea.

    Holy Center 1: Thalos-Dor (Calm Pools) - Rhunic Animism - Calm pools are located in a small cove on the northern shore near Thalos-Dor. Waters from the north flow into a small cave near the shore where it collects. Shamans enter the pools as the closest point of communion with the spirits associated with the sea. In addition to the magical aspects, Calm Pools serves as a nautical observatory monitoring the changing tides, and moods, of the sea.
    Holy Center 2: Hearth Meera (Dark Bough) - Rhunic Animism - Located in the shadow of one of the most ancient trees in Yondar, Dark Bough is a circular clearing lined with carved stones dedicating it the place to worshiping of Forest spirits. There is a large underground catacombs underneath Dark Bough where dead heroes, and leaders, are buried, their spirits said to be resting, saving their strength, for when Yondar has need of them again.
    Holy Center 3: Mistholm - Rhunic Animism - Deep in the forest near Carraig Dún and surrounded by a perpetual thick mist, Mistholm is both guarded and watched by its inhabitants. Perhaps due to the dark influences of Carraig Dún, Mistholm is a dangerous place. Trees are carved with wardings against spirits, and small wooden effigies in the shape of squirrels, called Watchers in the Mist, are placed to keep an eye on any strange activity. The spirits that congregate in Mistholm are of the wild, unpredictable sort, both strong and dangerous in equal measure.
    Spoiler: Trade
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    Yondar is the home for the tall standing Darkwood trees capable of reaching heights upwards of 300 feet, and 20 feet in diameter, though commercially, Yondor's forestry plants and harvests considerably smaller trees for their wood. Darkwood, when harvested, produces straight lumber that is ebony in color that, thanks to the innate magical influences of the region, is resilient against weather and damage. The wood is very versatile for those of the mind to work it, whether for its aesthetics or resilience.

    While the forest provides many resources for the Yondar people, there are some things that Yondar must source elsewhere. Yondar's landscape is ill suited for cloth production either from flax or wool, and what little they produce does little to fill the need of their economy. Yondar's must secure a source of Cloth for future growth.
    Spoiler: Leaders and People of Note
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    • As of Round 30
    • Yven Chalun - King of Yondar, Son of Tanya and Vaylan
    • Korppi Av Aanaar - Daughter of Yven of Yondar and Norá of Rhune.
    • Naná Chalun - Daughter of Yven of Yondar and Norá of Rhune.
    • Dýri Chalun - Son of Yven of Yondar and Norá of Rhune.
    • Ádá Av Aanaar - Daughter of Yven of Yondar and Norá of Rhune.
    • Ivar Chalun - Son of Yven of Yondar and Norá of Rhune.
    • Jouksa Av Aanaar - Son of Yven of Yondar and Norá of Rhune.
    • Otr Av Aanaar - Son of Yven of Yondar and Norá of Rhune.
    • Ádís Av Aanaar - Daughter of Yven of Yondar and Norá of Rhune.
    • Elise Chalun - Daughter of Tanya and Vaylan
    • Karl Dovahn Diplomatic Advisor
    • Perrin Ruslo ne Birchan Usan Economics Advisor
    • Vadim Chalun Military Advisor
    • Lady Syl Gloomkeeper ne Misstle Sumwyr C'tenzi Spymaster Advisor
    • Brazi Yan'do'Bomi ne Rhunis Ovadre Furbold Faith Advisor

      ****
    • Nadia Chalun - Queensguard
    • Jerald Misstle - Retired Economic Advisor
    • Meylai Birchan - Retired Military Advisor
    • Bunas Rhunis - Retired Spiritual Advisor
    • Baern Dovahn - Advisor in Regno (died in bed)
    • Kaylath Dovahn - Ambassador, Nephew to Baern
    • Agnes Rhunis - Retired Spymaster
    • Veras Misstle - General of Yondari League Armed Forces
    • Deja Rhunis - General of Yondarian Armed Forces - Retired
    • Lady Varia Chalun - Former Queen of Yondar, abdicated to daughter, currently in talks with Dragon.
    • Nani Misstle - Varia Chalun's Queensguard
    • Galea Birchan - Varia Chalun's Queensguard
    • Devan Chalun - Spymaster and Consort of Varia - Disappeared in round 15 without a trace along with his Mistrunners while investigating the Kansett
    • Tanya Chalun - Queen of Yondar, daughter of Varia and Devan - Died in the battle against Krace
    • Vaylan Chalun - Consort of Tanya Chalun - Died in the battle against Krace



    Ovadre

    Ovadre, Region # 97
    Spoiler: Terrain
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    The lands of Ovadre are chilly consisting of rolling hills sparsely covered in long-needled trees. Hot springs and geysers are not uncommon and dot the landscape. To the southwest is the heavily wooded land of Yondar, known for its mist and its titanic Darkwood trees and, located on the southern most corner of the land, the Dabbar Mountains where Ol' Smokey, a volcano, resides. To the east is the White Wash river named so for the frothing white water of its falls beyond which are the lands of Saaremaa. Slippery Fin is a large fishing village on the White Wash river representing the largest above land settlement in the region, it is the most diverse of the major towns with Furbolds, Humans, and Esqurian Tribesfolk fish the mighty Murder Carp and Dire Salmon who swim in the river. To the south, near the Dabbar Mountains are a series of springs and geysers where the Great Warrens are dug into the hills and mountain. The Great Warrens are a riotous place where the many tribes of Ovadre's Furbolds reside, each tribe vying for dominance and access to the limited amount of food for their burgeoning broods. In the center of Ovadre is a small town known as Halfway and it is a small traders market that acts as a pit stop for caravans and traders who occasionally travel across the land.

    Ovadre's soil is poor which, coupled with the cold climate, means that little grows well beyond bland tubers and tough vines and bushes. The exception being the areas around the geothermal hot spots where gumshoots and other cold hardy plants can be found. Ovadre has many different animals wandering its wilds including grazing herbivores, rodents, and pack predators that stalk them. Notably there are several megafauna and monsters that roam the lands including the Dire Bear, Titan Moose, and the dreaded Squatch.
    Spoiler: People
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    The population of Ovadre includes humans and esquirian tribesfolk, Furbolds represent the largest portion of the population. Furbolds are short humanoids with light fur pelts and slight canine-like features including floppy ears, wagging tails, and wet noses. Physically, they are strong and hardy, but short of height (typically standing 3-4 feet tall), traits that lend well to them being miners and trappers, but lends them a craven nature lending them to preferring overwhelming numbers and/or ambush tactics. Leadership in Furbold tribes is hereditary following the blood lines of Furbold "Nobles." Genetically, these leaders are immune to fear, an anomaly passed down through blood or, in rare cases, developed after surviving extreme duress. This immunity of fear allows them to galvanize their brethren when they would normally flee, even when it would be wise to do so. There are a few differences between Furbold males and females, first females tend to be bigger and often are either helping take care with the tribes large brood of children (as a females regularly have twins and triplets), or as shamans and many times both. Males tend towards hunting, gathering, and digging, bringing food and expanding warrens as needed. Furbolds use slings and battle mattocks to protect their lands.

    By their own admission, Furbolds are related to the Kobolds, though they perceive them as a vile, corrupted, offshoot of their race. Eons ago, it is said that a great dragon being appeared before the Furbold people, offering gifts and power for their fealty. Many Furbolds refused, many didn't. So touched by the dragon their forms warped and their fur fell off and they became Coldbolds (which over the years became Kolbold). For the crime of trying to force the Furbolds to worship them as they worship the dragon diety, the Furbolds ran the Kobolds out of their lands.
    Spoiler: History
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    The furbold tribes were decimated when Dejan conquered the region. Even though his armies had taken control of the region, there were periodic rebellions and uprisings among the populace as tribes tried to oust the invaders from their lands. It would only be after the death of Dejan that would sow enough discord among the empire that the furbold tribes were able to retake their land. In the years since the Furbolds have been rebuilding, vying between each other and outsiders for the limited food resources of the land and slowly digging their warrens in the warm earth to house their growing populace. Though they squabbled among themselves, it wasn't until the time of Crabbin Fever that they would be unified under another kingdom, albeit one that approached them as equals rather than as conquerors
    Spoiler: Religion
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    Furbolds have always tended towards the chaotic, disorganized nature of spirits and their shamans practice Jaelyong-Bo. Each tribe tends to have a patreon spirit that represents the ideals and strengths of the tribe.

    Holy Center 1: Jaelyong-Bo.
    Holy Center 2: Rhunic Animism - Sekushi Hot Springs: A gathering of hotsprings nestled in the rocky hillside near the White Wash's most violent falls. the Sekushi Hot Springs is a locus of power where the riotous energies of the river flow into the springs, mingling with the heat of the earth. While it is an important locale for communing and tempering the wiles of the river, it is also a popular place of healing as pilgrims who bathe in the waters find their ailments soothed and vitality returned to them. There are rumors, though, that a group of powerful fox spirits who appear as women at the springs, tempting young men and women alike into their embraces, never to be seen from again.
    Holy Center 3: Open Moot Pointe: A small mountain clearing above the Warren, Moot Pointe serves as a meeting place for all the Furbold tribes, and occasional visitor, to meet and, usually, argue. In the center of the clearing is a giant jagged piller of quartz that thrusts up from the rocks. It is said that stone didn't come from the earth, rather it was a gift from the heavens for those who can understand its ways. Largely Furbolds are content to argue and get into brawls (fights being banned in the sacred site, but it isn't a fight if you don't have a weapon).
    Spoiler: Trade
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    Gumshoots are a thick, long-stalked, grass that grows near hot springs and geysers in Ovadre. When the plant is cut or crushed it releases a thick, sticky, sap that can be used for sealing or gluing things together. Gumshoots can be eaten, if prepared right, producing a tasty and filling, if chewy, meal. Meat is always in demand as new mouths need to be fed.
    Spoiler: Leaders and People of Note
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    • High Chieftess Daza'do'Daz the Great - Died Squatch Hunting
    • Speaker Pox
    • > Dova'do'Daza'do'Daz - Daughter of Daza'do'Daz
    • > Diza'do'Daza'do'Daz - Daughter of Daza'do'Daz
    • > High Chieftess Daz'do'Daza'do'Daz - Daughter of Daza'do'Daz



    Sumwyr

    Sumwyr, Region # 99
    Spoiler: Terrain
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    Sumwyr is a forested land with primarily evergreen tree and dense undegrowth that supports a wide array of game. There are several towns in the area, growing up where the old villiages had been, that service trade that passes through the region. On the shore of the lake to the west is the town of Merad and to the east near the river is the town of Skylgold. In teh deeper part of the woods towards the center of the region is the C'tenzi settlement of Silkweft. A wide variety of caverns exist underground, meandering throughout the entire region that serves as the main habitat for the C'tenzi. These caves overflow with magical energy and strange creatures and plant almost as a biome itself.
    Spoiler: People
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    C'tenzi are large creatures living within the magical underground catecombs of Sumwyr and are the ruling species of the area. Physically they are tauric creatures, their bottom half that of a gaint spider, and their upper half that of a pale humanoid. Their spider half is similar to that of a trapdoor spider, with fine hairs covering their exoskeleton, a large bulbous abdomin, and spinnerettes. Their upper half has pale skin with dark, smooth, chitinous layer covering their arms and spine, pointed ears, eight eyes (two being dominant and larger than the other six) and silvery hair; their visage is described to be both equal parts alluring and terrifying. Female C'tenzi are bigger than males, and while both have fangs capable of delivering a euphoric poison, only the males have, nonfunctioning, pedipalps resembling slightly more lively muttonchops. C'tenzi are naturally resistant to the cold climates of Sumwyr, but wear fine silk cloth on their upper torso both for utilitarian and aesthetic purposes.

    While some may believe that they are the misbegotten creation of some evil gods wrath loosed upon a humanoid creature, C'tenzi actually are born as one of many large spider spawn from an egg the female lays. The young spiders are born with a ravenous hunger and will quickly set upon anything they eat eventually turning on each other till only a few remain. If left alone these spiders would grow to the size of large hounds as intelligent Catacomb Spiders, with C'tenzi often cultivating these Catacomb Spiders to act as servants and protectors. Those spiders nurtured by C'tenzi females, or drink from the Ichor Spring in the catacombs, will enter a coccoon-like state where, after a while, it will reemerge as a young C'tenzi.

    C'tenzi culture is decadant. Ambitious C'tenzi try to cultivate their web of influence and servants to serve themselves, and station is dictated by how far a C'tenzi's influence can reach. Males make up most of the ruling class as they are much less common than female C'tenzi and are able to leverage their genetic contributions to offspring to gather a harem of female C'tenzi around them. Not only does the male provide the genes for offspring, but among C'tenzi there is a sense of legitimacy among "pureblood" C'tenzi as, while females can make use of any humanoid they can get ahold of, there is a belief that non C'tenzi blood is less potent. While male C'tenzi are more than capable combatants, it is female C'tenzi that dominate the realm of war as societal pressure keeps males out of harms way. Both sexes are equally good at magic due to their origin and the potent ambient magic of the caves.

    With the death of Dejan, some C'tenzi moved out of the caverns and live on the surface in webbed structures, mingling aloofly with the surface dwellers as they see fit. The C'tenzi have mildly taken more interest in the surface world, as news of trade from far off lands offers potential promise of further luxuries they might get the surface dwellers to bring them, but Sumwyr is not as bustling as places such as Regno, that is till the nation of Yondar attacked. Though the invasion threw the status quo among the C'tenzi into chaos, it has also piqued their interest in more foreign affairs out of not only a sense of self-preservation but also intrigue with the strange cultures and species out there.

    Note: While it is understood that C'tenzi females can produce offspring from any mortal humanoid male, the question of if a C'tenzi male can sire children with mortal humanoids keeps popping up. To put the question to rest, yes, the union produces an offspring that resembles an female elfin humanoid with some spider like traits (typically dark eyes, chitenous skin in places, fangs, ect) called a Aranea. Aranea are rare, owing to the fact that male C'tenzi typically have better mates available to them and Aranea rarely live long as humans find their spiderlike aspects disturbing and C'tenzi see them as an expression of weakness. Those who do survive are almost always gifted with magic (potentially more potent than C'tenzi) and develop skills in alchemy and poisons.

    While there is smattering of other races, the other prominant race in Sumwyr are humans and they have greater influence on the surface of Sumwyr. The humans are organized in towns where tribal villiages once stood, and recently have started to grow as trade flows in. Human leadership is often intertwined with C'tenzi as the spider folk offer considerable power and influence to those who will serve them. In the past these relationships were less overt with the C'tenzi manipulating from the shadows, but recent events has made brought them more into the open.
    Spoiler: History
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    Prior to the arrival to Dejan the human settlements of Sumwyr were small tribal villiages with no strong leadership between them, and the C'tenzi had little to do with the outside world beyond the occasional kidnapping of a villiager for their own needs. When the empire invaded the region, they found that the villiages capitulated easily but they woke something in the wilderness at the same time. The arrival of new goods and strange people lured the C'tenzi to the surface. Spider bites, the local term for disappearing under mysterious circumstances in Sumwyr, was on the rise during the occupation, more among travelers than locals. The local lords were thought to have made pacts for power, or safety of their people, with strange and alien forces. Despite the rumors and disappearances, the Empire fell before they could effectively root out the C'tenzi from Sumwyr, their fall leaving the C'tenzi in control. Left to their own devices, and the slowing/breakdown of trade, the C'tenzi were content to meddle with the humans topside and vie between each other for dominance, stagnating as kingdoms rose up around them.

    Their stagnation would come to an end when their eastern Kingdom of Yondar invaded. Unlike the invasion by Dejan, the C'tenzi took a more active role in the fighting to protect what they saw as their holdings. Though individually they were strong, their lack of numbers and leadership ultimately resulted in their defeat, and being dragged into the light by the invaders.
    Spoiler: Religion
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    If the C'tenzi were to worship something it would be themselves. Accordig to their myth, the Ichor Spring in the caverns is actually the life blood of some great magical being of the depths roiling to the surface, since the C'tenzi come into being after drinking it, they argue that they adopt part of that creature's divinity into themselves proving their superiority over lesser creatures.

    Holy Center 1: Rhunic Animism Merad Monastary Located near the town of Merad, the monastery is inhabited by reclusive shamans seeking a connection with the local spirits and researching the strange magical nature of Sumwyr's land and its possible relation to the Ichor Spring
    Holy Center 2: Rhunic Animism House Sildar Vayne Sildar is a male C'tenzi, and head of House Sildar. His holdings reside in a finely furnished cavern with his loyal, slavish, subjects. The C'tenzi is very charismatic and magically gifted and adopted faith out of a sense of self-aggrandizement. The small villiage of Sildar has built up around those wishing to see him and through communion with him explore their faith.
    Holy Center 3: Rhunic Animism The Mountain's Cup In the mountains to the south is a small, perfectly concave, basin in which are primitive carvings. Large rocks have been erected around the edge of the basin, so that the shadows cast upon the carvings inside. Shamans hold celebratory rites based on the old astrological calendar, attempting to tease secrets and prophecy from the spirits they mingle with.
    Spoiler: Trade
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    Facet Caps are a mushroom native to the magical caverns of Sumwyr. They get their name from the gemlike structures that form in the caps as the mushrooms absorb the ambient magical energies and solidify them into physical form. These gems serve a dual purpose, they can be worked to produce jewelry much like mundane gems, or can be ground down into a powder to be used in magic rituals. The people of Sumwyr are, for the most part, self sufficent but they desire fine goods and trade from exotic locals, as such they seek Precious Metals not only for its own lustre, but also for the value in trade with other merchants.
    Spoiler: Leaders and People of Note
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    • Kiva Strend, the Silken Lord, the Invisible Hand, the Wealthspinner and Purveyor of Desires is now the leader of Sumwyr.



    Usan Desert

    Usan, Region # 93
    Spoiler: Terrain
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    Majority of the Usan Desert is consists of a salt flats dotted with mineral outcroppings and cold oasis fringed with hearty plants. The land is subject to sparse rainfall typically that quickly gets blasted away under the withering heat of the northern sun leaving flat glistening plains of white salt. To the North West is the Seething Range, which continues along Usan's western and southern borders. There are two major communities in Usan, to the north near the border of Saaremaa is Nurest and to the south, near the natural harbor afforded by the coast, Sudrest. Both are considered major market hubs and the densest populated areas of the region as majority of the rest of the population nomadically traveling in tribal units. The capital of Usan is Nurest, owing to the fact that it is the oldest permanent settlement in the area.

    Since the Frostfather's passing, salty water has been observed rapidly crystalizing into complex, icy, organic structures resembling trees. The Shatterscar Forest in the middle of Usan represents the central place where the phenomenon occurs more rapidly, and frequently than elsewhere. It earned its name due to the dangerous nature of the tree exploding in shards of salt and ice when struck with enough force, potentially causing a chain reaction.
    Spoiler: People
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    Usan is the home of many people, including Eläimenkorva, Esquiran, Furbold, Human and Lazarite tribesfolk, but is dominated, population wise, by the Sar'Oameni a nomadic race of short humanoids with large fox-like ears and tails. They tend to have caravans that travel across the salty plains hunting for food and, more importantly, water.

    As of recent times, the arrival and death of the Frostfather has left its mark on Usan, and many of the Sar'Oameni have found their forms twisted to a more draconic shape. Known as the Cel'Rupte. They stand head and shoulder over their brethren with pearl likes scales. Their features are twisted to be more animalistic in nature, their faces drawn out into reptilian-like snouts as their ears twist into spiny, diaphanous, frills as bony ridges run down their spine and the length of their lizard like tail. The Cel'Rupte demonstrate an affinity with ice magic and are hardier than their normal brethren, but they suffer from strong emotional instability as their animalistic urges flaring much more readily and more potently.
    Spoiler: History
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    Prior to the arrival of the Frostfather, the Usan Desert's wide open spaces between towns was a boon for smugglers and pirates a seeking temporary stop in their travels. The Sar'Oameni and other races labor the salt fields, gathering the precious mineral for export. It is a physically intensive process which has led to raiders attacking salt caravans to steal the cargo rather than harvest it themselves. After the Frostfather's appearance and fall, Usan has become much more unstable as the dragon's magics permeate the region. While pirates and smugglers frequent the region, they tend to linger for less time in this dangerous region to avoid being twisted as seen with the Cel'Rupte. The Dragonblighted Sar'Oameni not only serve as a boon to the production of salt in the area, but also add another deadlier edge to the Salt Raiders that can be found in Usan. Recently Usan was invaded by the Isle of Lazar, though their conquerors would not stay long as shortly thereafter control of the region was turned over to the Yondari League.
    Spoiler: Religion
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    Holy Center 1: Temple of Xincoatl - Located near Sudrest the temple is prominently frequented by the Lazarite people in Usan. The temple is an open air pavilion constructed with stones transported from the nearby mountain regions where priests perform their rituals surrounded by the cycles of ocean, air, and the sun and moon.
    Holy Center 2: Nurest Temple - Located in Nurest, the temple resides in an ancient building that has, over the many years, served various beliefs and undergone many renovations. The priesthood provides blessings for travelers who would walk the flats in exchange for food, coin, or service.
    Holy Center 3: Shardtree oasis. Located near the Shatterscar forest, the oasis had been a particularly large oasis of, slightly salty, water of a wildly blue hue. It was thought that the water held healing properties, and a small congregation had built up around it. With the Frostfather's passing, it serves as another place where the crystalizing trees are known to grow in higher frequency, but adopting the same blue hue as the waters of the oasis. Rhunic Animist shamans had taken over the waters to preserve the oasis, while also seeking to understand and commune with the alien spirits that have come into being thanks to the magic infusing the land.
    Spoiler: Trade
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    Salt is everywhere in Usan, forming as water from the sea evaporates. Harvesting the salt is hard, but lucrative, work, and a steady source of employment for the inhabitants of Usan. Unfortunately, Usan is very Food poor thanks to the poor soil quality, with preserved food being almost as valuable as gold in the region.
    Spoiler: Leaders and People of Note
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    Chalun = Diplomacy, Rhunis = Faith, Misstle = Intrigue, Birchan = Economics, and Dohvan = military.
    Last edited by SquirrelWizard; 2019-05-24 at 09:21 PM.