New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 3 of 4 FirstFirst 1234 LastLast
Results 61 to 90 of 99
  1. - Top - End - #61
    Ogre in the Playground
    Join Date
    Jan 2012
    Location
    QLD, Australia
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Frost-Kingdom of Maur
    Independant Great Kingdom of the Doctrine of Frost


    Population: 3 407 000



    [link to original rolls]

    Frost-Queen Nitra Volshevrin-Li

    Current Stats
    Diplomacy: 2
    Military: 10
    Curiosity: 1
    Faith: 10
    Luck: 8.5

    As of the start of round 49.

    Spoiler: Current Ruler
    Show
    Frost-Queen Nitra Volshevrin-Li came to power by organising a rebellious movement among the followers of the Doctrine in Maurian lands, which eventually led to her invasion of the capitol in Maur itself, concluding with her seizing power for herself for the glory of Yphine.

    Spoiler: Past Rulers
    Show
    Dragon-Queen Tyarel Volshevrin ???-486

    Diplomacy: 4
    Military: 10
    Faith: 5
    Curiosity: 4


    After the Ash-Kingdom's emergence on the world stage, they began a campaign of conquest. Ultimately the expansionist aims of the Dragon-Queen were unsuccessful, culminating in pressure on Tyarel to abdicate as soon as her heir was of age. Upon Tyarel's retirement, she married her long-time lover and former General, Kyatris.

    Dragon-Queen Kara Volshevrin 487-542

    Diplomacy: 10
    Military: 9
    Curiosity: 10
    Faith: 4


    Kara was the most influential Dragon-Queen to date, as she threw off the yoke of Niskovia and embraced the fiery dragons of the Tzaltec Empire so as to further the Ash-Kingdom's long-term goals. She also managed to diplomatically take control of various regions, allowing the Ash-Kingdom of Maur to truly call itself a Great Kingdom.

    Dragon-Queen Tyarel Volshevrin-Nisakovich, otherwise known as Tyarel the Second 542-546

    Diplomacy: 5
    Military: 6
    Curiosity: 5
    Faith: 5


    Dragon-Queen Tyarel Volshevrin the Second was crowned at the age of 32 after the passing of her mother and the swift demise of the to-be Dragon-Queen, her sister Ivet. She claimed the throne instantly upon finding out her sister had been assassinated and immediately began investigating her death. She was dethroned following the religious uprising of the Doctrine of Frost, originally instigated by mass conversions among the Maurian lands by the Kingdom of Ashenia and its vassals.

    [Family Tree here]

    Spoiler: Succession Laws
    Show
    The Ash-Kingdom has female preferential succession.


    Original Stats
    Diplomacy: 1
    Military: 4
    Curiosity: 1
    Faith: 5



    Region 73, Maur
    Population: 1 102 000

    Region Details

    Spoiler: Terrain
    Show
    The Ash-Kingdom is a harsh place, much of it taken up by mountains, and the weather is frequently clouded, or, especially in winter, snowy; still, enough of the land is arable (mostly formerly forested regions that have been cleared), or sustains a population of edible animals, to sustain a fairly large population, aided by their apparently-inborn desire for efficiency - and, more importantly, a network of sheltered, usually much warmer (though everything freezes in winter), valleys in the realm's interior, known as The Hearth.

    However, while this is the site of a number of farming and herding communities, land in The Hearth is too valuable to cover with a city, given how little of it there is - most of the populace is scatted throughout small towns, mainly mining communities or devoted to harvesting lumber, and the capital city of Maurshael (Great Dragon's Wings) is on the expanse of tundra called the Ashway, after the strange fogs, black and filled with gritty flakes, that, though occuring throughout the entire country, are most prevalent there, bordering the Forest of Bones, so named for the incredibly resilient trees, with bark, wood, and foliage in shades of white and pale grey, that compose it.

    The mountains, meanwhile, contain a veritable labyrinth of caves, underground rivers (a number of which lead to the sea, allowing certain cleverly made ships to pass beyond their borders), and perhaps entrances to a true underrealm, though if such portals exist, they have not yet been explored... And given the dangers inherent in such things, likely will not be without orders from the queen.

    Spoiler: People
    Show
    The Maurani (Children of the Great Dragon, roughly translated) are an unusual race, by most standards - some are fae-tainted from the long alliance with Niskovia, and the resulting intermarriages, while other branches remain, at least ostensibly, human. Universally black haired, many of them share the Tzalteclan's copper skin as well, though fewer than are as ashen as their kingdom's name would imply, and, also like them (though in this case far more likely to be a coincidence) they carry themselves with pride.

    Even more unusual, they also (to an extent) share an origin myth - they say that they are descended from a dragon as well, though they name him Maur, and title him "Great Dragon", venerating him as their chief deity; their religion states that it was his task to craft mortals, and, though his power was unreduced, his first success cooled his urgency, transmuting his skin from living flame to a layer of ash, constantly sloughed away by his sister, the serpent of the winds, but constantly renewing itself, and that this is what he used to craft them, the shed flesh of his own body; those with copper skin are thought to be ones born, like those first children, of the flame, either brought with him or crafted there, to be the flame to keep life burning here - and they say, too, .

    How this came to pass is unclear - while they do not, as yet, know of the Tzalteclan, the similarities are certainly striking; it is possible that it is the result of some too-early ship bearing a Tzaltec crew, who mingled with those living here and combined their religion with the local tales... Or perhaps it is some memory of true draconic intervention. Who can tell? Certainly not the people themselves...

    Spoiler: Resources
    Show
    Steel [Good]
    • The mountains that run throughout the Ash-Kingdom are rich in many materials, though most are not geared towards trade so much as war - though certainly war materials can be sold, and many of them are used for machinery too, making them doubly valuable; many of their priests are also smiths, and the ritual introduction of the carbon-rich ash that falls all over the country into their forging has allowed them to, over time, produce high-quality steel.

    Deathiron [Good]
    • Other metals they harvest are stranger, however; deathiron, a grey-black metal much like its mundane counterpart, stripped from the most damaged of the ruins that are scattered across the landscape or mined from the deeps is most notable among them. When properly forged, it forms something of incredible resilience, that even their best smiths have been unable to melt down again - but few outside the Ash-Kingdom would be willing to do so, for the process is rumoured to require human sacrifice to complete. Which, perhaps, explains its strangest properties: it feeds upon death and pain, and the more people who have died around it, or especially to it, the more of that energy is available to the wielder, though how it is used is seen as an intensely personal thing - some have managed to command the spirits of those they killed, others use it to enhance their physical capabilities, and a few have even found that they shape it to their will, to a point.

    Maur's Skin [Good]
    • The ash that falls throughout the region that is reverently harvested and used in smithing has unique properties on its own; despite being ash, it can be used to fuel fires that burn clean and hot (and it is used for their furnaces, as a result - furnaces that are, when possible, stoked by what they call Sister's Breath, the wind that comes out of the west, for their smithing is steeped in religion and ritual, creating from fire like their ostensible progenitor as they do); what else it can be used for, besides the forging of steel and refinement of deathiron, is unclear.


    Import desire - Food
    • Despite the Hearth and the herds of animals (including some megafauna) in the region, they simply do not have enough to support their population - especially if it continues to grow, and as such, they need to import additional food

    Spoiler: Religion
    Show
    The Maurani worship the Dragon God Maur, for which they are named, as well as his unnamed Sister, the great serpent of the winds.





    Region 140, Pomequi
    Population: 840 000

    Region Details

    Spoiler: Terrain
    Show
    Pomequi is a lush land filled to the brim with nature. The northern reaches of it have large forests of pine trees that get covered with snow during the winter, while in the south it starts to lean towards flat plains of dirt and rock.

    The Qinai tend to cluster around the lakes and watering holes throughout Pomequi, although the majority of them live in their capital city of Quintus which surrounds the large lake in the center of Pomequi, which is made out of hardy clay and stone they were able to find in the southern plains. While there was enough there to make into building materials for Quintus, it would take far too much effort to attempt to gather enough to export to foreign lands. Quintus was constructed long ago, and was made in such a way as to preserve as much nature as possible around the central lake without allowing suffering to come to the Qinai who inhabited the area.

    Spoiler: People
    Show
    The Qinai are the humans native to Pomequi. The Qinai revere love and peace above all, and therefore worship nature and its holy places. The hidden groves of trees, the creeks that trickle through a twilight forest, the sight of a mother bird feeding its chicks.. These are the beautiful kinds of things that a Qinai holds near and dear to their heart. And because of their reverence for life, they are vegetarians and prefer not to consume meat unless in dire circumstances.

    Many Qinai prefer to roam around the northern forests in small groups as to be at the heart of nature, basking in the sunlight and offering small pine boughs to the flames in reverence of their Goddess.

    Spoiler: Resources
    Show
    Apples [Good]
    • The apples of Pomequi are known for their crisp texture and delicious taste among all the peoples of the Ash-Kingdom. It is also used to make a delectable cider that many imbibe as a way to treat themselves after a hard day's work.


    Pegasi [Good]
    • The proud Pegasi of Pomequi are an interesting race of winged equines. One must treat them with respect otherwise they will surely harm those who wish to ride them. These Pegasi particularly enjoy the native apples as sustenance.


    Import desire - Iron
    • The Qinai desire Iron as it is a strong and hardy metal, and that it would be quite useful for their people's craft in their great city of Quintus.


    Spoiler: Religion
    Show
    The Qinai worship the Sun Goddess, Shaanis, who watches over them from above eternally and over all of the animals and plants of their land.




    Region 115, Dinarii
    Population: 850 000

    Spoiler: Terrain
    Show
    The land of Dinarii is quite heavily forested and edges on freezing temperatures quite frequently, having very mild summers. The land itself is quite mountainous, with peaks almost tearing through the sky itself in some parts.

    In the northern reaches of Dinarii, there is a cluster of three mountains who have their upper reaches almost melding together in a triangular shape with a flat piece of land coming between the three, almost as if the gods intended it to be so. The serene magi of the region tend to band together here and pray to the gods Dir and Anii, respectively the god of time and the goddess of space.

    The people of the land tend to gather themselves in underground dwellings carved out of the mountains themselves, preferring to remain as close to the Tri-Peaks of Titum (where the serene magi reside) as they are able as to be in touch with the gods who protect and watch over them.

    Although, there is another reason the serene magi reside in the Tri-Peaks of Titum. It is because on the winter and summer solstices of each year, an aurora wavers above the flattened area between the peaks, which tends to send people into religious fits of ecstasy. Oddly enough, women tend to be much more likely to receive these fits, which is why the Dir-Anii people of the region praise them and listen to their wise words of wisdom given to them by the gods themselves.

    Spoiler: People
    Show
    The Dir-Anii are the people of the land of Din-Arii, and are named after the gods they worship atop the Tri-Peaks of Titum. They generally prefer to carve underground dwellings in the three mountains as to remain closer to their gods.

    Some Dir-Anii however, are driven crazy by the Solstice Aurora and the visions it gives them. They are then forced to wander the land, getting lost in the forests and mountains, scavenging off the land in their brief moments of sanity to be able to survive. They are known as the Lost Ones and are feared by the other Dir-Anii, as they are ill omens of the gods' wrath if you were to question them.

    Spoiler: Resources
    Show
    Divining Sapphires [Great]
    • These rare and very valuable sapphires are the most prized resource of the Dir-Anii people, as they have been found to contain essence of the gods themselves. As such, they are used by the Serene Magi of the region to further their worship and to focus all their will on learning more about their ancestors. These exquisite gems are found deep within the mountains of Dinarii, and are mined from them by the Dir-Anii people so they can remain closer to the gods and be protected by them.


    Serene Magi [Good]
    • There are strange beings in the world, but none are stranger than the Serene Magi of Dinarii. They are all tall, thin, and almost sickly looking, beings of both genders. They wear long hooded robes made of fur and always carry around a small Divining Sapphire with them that they mutter reverently into. The Divining Sapphire itself has a shimmering light inside it, much like the aurora of the solstice that shows above the Tri-Peaks of Titum twice a year, so as to ensure they remain in contact with the gods always.


    Import desire - Luxury Goods
    • The Dir-Anii desire luxury goods above all, anything from precious metals such as gold and silver, gemstones, fancy drinks, or even hard-to-make clothing such as ballgowns trimmed with lace, and would keep them around their homes as if the gods gifted them to them for their fervent worship.

    Spoiler: Religion
    Show
    The people of the region follow the wisdom of the holy women of their region who have been given the words of the gods themselves by the Solstice Aurora as well as the Serene Magi who directly convey the meaning of the crazed gibberish said by those in fits of religious euphoria.

    The god Dir and the goddess Anii, respectively the god of time and the goddess of space, are the two deities who watch over this region and who punish those with ill will in their hearts if they dare to be on the Tri-Peaks of Titum during either solstice.





    Region 116, Taloqi
    Population: 615 000

    Spoiler: Terrain
    Show
    Work in progress

    Spoiler: People
    Show
    The Paqoi are the people who inhabit the land of Taloqi. They are the descendants of Qinai who wandered too far from their land and discovered the native peoples within. The Qinai bred with the Paqoi, and generations later have completely forgotten of their true heritage.

    Spoiler: Resources
    Show
    Marbled Foxes [Great]
    • The Marbled Fox is a common creature in the forests of Taloqi. Their furs are of pure white and quite resilient, hence their name. Possessing a significant amount of the furs would show the pure wealth of a person, as they are quite valued among the Paqoi and they do not give them away cheaply.

      Another unique property of the Marbled Fox is the oils that are secreted in a certain gland inside the Fox itself, which have surprising medicinal properties that the Paqoi have used for generations to aid in their wounds.


    Basilisks [Good]
    • The Basilisks of Taloqi are both feared and respected as the terror-inducing beasts that they are. They are incredibly thick and long snakes whose gaze temporarily paralyzes its foes. They are also particularly known for both their poison glands and the thick horned spikes that grow out along their spine. They are cunning creatures who will do anything to trick their foes, sometimes even playing with their prey before consuming them utterly.

      The horned spikes are known to be incredibly tough, and have been known to be shaped into fierce weapons by the Paqoi, such as daggers or even makeshift bows.

      The poison that secretes the glands in the mouth of a Basilisk is known to cause horrible hallucinations for days before the victim's body simply gives in to a most gruesome and painful death.

    Spoiler: Religion
    Show
    Work in progress





    Spoiler: Maurian Tech
    Show
    Spoiler: Sniper Archery
    Show
    Hunters in Taloqi (region 116) began to experiment with the horns that grew along the spines of Basilisks and discovered that they were bendable enough that they were able to be made into fairly accurate bows, even more so with older and longer horns that could be made into longbows. Once they made this discovery, they alerted the capital at Maur.

    Dragon-Queen Kara Volshevrin saw much use of this and molded it into something more, by taking a Divining Sapphire and using it as a focus to be in the middle of the bow to provide a focus for the archer's aim. It would allow the archer to have much greater accuracy at longer ranges, by providing a "zoom"-like effect to better gauge distance.

    Resources required:

    Divining Sapphires
    Basilisks

    Bonuses:

    +1 Battle Checks
    +1 Tactical Maneuvering

    Spoiler: Trade
    Show
    Maur (region 73)

    Exports

    • Steel (2/3):
      • Niskovian Steppe (region 47A)
      • Pomequi (region 140)
      • available
    • Deathiron (1/3):
      • Pontensulae (region 37)
      • available
      • available
    • Maur's Skin (1/3):
      • Niskovian Steppe (region 47A)
      • available
      • available
    Trading Posts
    • vacant
    • vacant

    Trade Post Imports
    none

    Imports
    Import requirement: Food met

    • Geese, SPN (Kseverumestia (region 110))
    • Engineers, SPN (Niskovian Steppe (region 47A))
    • Niskovian Vodka, SPN (Karintiya (region 48))
    • Dragon Flowers, SPN (Kaspiyskiya (region 74))
    • Rock Juice, SPN (Valeriya (region 77))
    • Wood, SPN (Tekoshkiya (region 111))
    • Diamonds, SI (Pontensulae (region 37))
    • Everlava, SI (Pontensulae (region 37))
    • Tea, SI (Salteire (region 35)) [redirected to Dinarii (region 115)]
    • Necrosand, KEM (Kemuliaan (region 141))
    • Oztotla Stone, TZA (Tzalteclan (region 86))


    Pomequi (region 140)

    Exports

    • Apples (0/3):
      • available
      • available
      • available
    • Pegasi (0/3):
      • available
      • available
      • available
    Trading Posts
    • Apples, established by Kemuliaan
    • Pegasi, established by Kemuliaan

    Imports
    Import requirement: Iron met

    • Steel, AKM (Maur (Region 73))


    Dinarii (region 115)

    Exports

    • Divining Sapphires (3/5):
      • Niskovian Steppe (47A)
      • Pontensulae (37)
      • Tzalteclan (86)
      • available
      • available
    • Serene Magi (1/3):
      • Pontensulae (37)
      • available
      • available
    Trading Posts
    • vacant
    • vacant


    Imports
    Import requirement: Luxury goods met

    • Tea, SI (Saltiere (Region 35))


    Taloqi (region 116)

    Exports

    • Marbled Foxes (0/5):
      • available
      • available
      • available
      • available
      • available
    • Basilisks (1/3):
      • Tzalteclan (86)
      • available
      • available
    Trading Posts
    • vacant
    • vacant


    Imports
    Import requirement: Flammable materials not met
    • The northern regions of Telluris are harsh and cold, and the Paqoi require warm hearths filled with flame to withstand them. Their forests aren't infinite, and they cannot sustain wood fires indefinitely, so they would prefer to import flammable goods to burn instead. Things such as coal or extra supplies of wood would suffice.



    Spoiler: Tech Table
    Show
    Technology Acquired Resources Trade-able
    Automata 28 yes - native yes
    Calculus 28 yes - imported yes
    Clockwork 28 yes - native yes
    Efficient Building 28 yes - imported yes
    Griffon-riding 28 yes - native yes
    Loaders 30 no yes
    Magnets 28 no yes
    Medicine 28 yes - imported yes
    Mithril-forging 28 no yes
    Mysticism Studies 28 no yes
    Ocean-faring Ships 28 yes - imported yes
    Oracles 28 no yes
    Physics 28 yes - imported yes
    Plate-armour 28 yes - native yes
    Printing-press 28 yes - imported no
    Prosthetic Limbs 28 yes - native yes
    Raaneki Diplomacy 28 yes - imported yes
    Refrigeration 28 no yes
    Sewage Systems 28 yes - imported yes
    Sniper Archery 42 yes - native yes

    Spoiler: History
    Show
    Ash-Kingdom Maur
    The Reign of Dragon-Queen Tyarel Volshevrin
    ???-470
    ...

    476-480
    ...

    481-486
    ...

    The Reign of Dragon-Queen Kara Volshevrin
    487-490
    ...

    491-495
    ...

    501-505
    ...

    506-510
    ...

    511-515

    ...

    516-520

    ...

    521-525

    ...

    526-530

    ...

    531-535

    ...

    536-540

    ...

    The Reign of Dragon-Queen Tyarel Volshevrin-Nisakovich
    541-545

    ...

    The Reign of Frost-Queen Nitra Volshevrin-Li
    546-550. Fluff post.

    ...

    551-555

    ...

    556-560

    ...

    561-565

    ...

    566-570

    ...

    571-575

    ...

    576-580
    Last edited by Mynxae; 2015-09-15 at 01:28 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!

  2. - Top - End - #62
    Barbarian in the Playground
    Join Date
    May 2014
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Grand Duchy of Pavonia
    Regions 68 and 127 NPC
    Lesser Vassal to the Caercian Consortium and the Salterri Imperium
    Vassals: None

    Grand Duchess Maria Wulfendyne: Grand Duchess of the Pavonians and the Burrata, Duchess of Pavonia, Prefect Pavonian

    Stats
    Diplomacy - 5
    Military - 7
    Curiosity - 4
    Faith - 3

    Original Rolls

    ALL UPDATED TO END OF ROUND 35

    Resources/Trade
    Spoiler
    Show

    Pavonia
    • Iron [Good]
    • Stone [Good]
    • Mercenaries [Good]
    • Adamantine [Good]


    Sterkelv
    • Sungbone
      [/INDENT]



    Trading Posts




    Population and Armies
    Spoiler
    Show

    Pavonia - ???,000 [0]
    Frios - ???,000 [5 Ducal Circles]


    Technologies
    Spoiler
    Show


    Winning Tactic


    Government
    Spoiler
    Show



    Noble Rankings within the Grand Duchy
    • Qzare
    • King
    • Grand Duke
    • Duke
    • Count
    • Baron


    Noble Houses & Holdings throughout the Grand Duchy

    Duchy of Pavonia - Grand Duchess Maria Wulfendyne
    • County of Grove - Grand Duke of Promise
      • Barony of - House
    • County of Skywall - Duke of Pavonia
      • Barony of - House


    Duchy of Frios Duke Ramirez
    • County of Ciudad Vieja - Duke of Frios
      • Barony of - House
    • County of - House
      • Barony of - House


    Military Hierarchy


    Military Rankings
    • Fuhrer - Commands the Ducal Circles of a Duchy
    • Praetor - Commands 1,000 men, a Ducal Regiment
    • Kommandant - Commands 100 Men in a Legion, a Battalion
    • Lieutnant - Commands 10 Men in a Battalion, a Schlag
    • Schwerter - Rank and file soldiers of the Ducal Circles


    Honorific Military Titles
    • -



    Major Cities & Sites in the Grand Duchy
    Spoiler
    Show

    Duchy of Pavonia
    • Grove City

    Duchy of Frios
    • Ciudad Vieja



    The Salterri Imperium: Agreement
    Spoiler
    Show

    The Grand Charter of the Salterri Imperium

    Preamble
    The Salterri Imperium exists as a unified empire with the goal of bringing peace, order, and civilization to the world. All Regions, Provinces and Protectorates of the empire agree to a code of conduct to support those goals.

    Leadership
    {1} Loyalty to the Qzare is absolute. As ruler of the Imperium, the Qzare maintains ultimate authority over the empire. The Qzare agrees never to rule unilaterally without the input of the Senate unless necessary for the preservation of the Imperium.
    {2} Regions under direct control of the Qzare shall be referred to as The Silver Throne. These regions shall retain their native leadership and traditional native methods of leader selection. Said leader is granted the Imperial Title of Provincial Governor and may use this title for all legal purposes. Traditional local titles for leadership may be retained and legally used, provided said titles explicitly called out in this treaty.
    {3} Cohesive geographical unions consisting of 4 or more regions shall be called Provinces. These Provinces are bound to the Imperium by treaty or conquest. Provinces shall have full rights and responsibilities to maintain their native leadership and methods of selection. Leaders of such nations shall be granted the Imperial Title of Proconsul and may use this title for all legal purposes. Traditional local titles for leadership may be retained and legally used, provided said titles explicitly called out in this treaty.
    {4} Non-cohesive geographical unions consisting of 1 or more regions shall be called Protectorates or alternatively Prefects. These Protectorates are bound to the Imperium by treaty or conquest. Protectorates shall maintain their traditional methods of leadership unless formally objected to by the Qzare or a vote of the Senate. Leaders of such nations shall be granted the Imperial Prefect and may use this title for all legal purposes. Traditional local titles for leadership may be retained and legally used, provided said titles explicitly called out in this treaty.

    The Senate
    {1} The Senate shall be convened on a regular basis to debate the priorities, goals, and agendas of the Imperium and put to a vote said issues. The result of such votes shall be made law to the Imperium.
    {2} Senators are to be selected by a method determined by the regional rulers, whether that be by vote or appointment. The Imperium shall not interfere in the method of Senatorial selection.
    {3} Each region shall have one Senator and receive one vote in the Senate. Additionally, for every two regions under direct control of the Silver Throne, they shall receive an additional senator and vote.
    {4} Each Proconsul shall also receive one vote.
    {5} The Qzare shall receive no votes but does maintain veto power over any law passed by the Senate. The Senate may, however, override the Qzare's veto with a three quarters vote of the Senators.

    The Imperial Court
    {1} Each regional ruler, Protectorate Preator, and Provincial ProConsul shall have the right to attend or send a duly appointed representative to the Comitatus Judex Primus, Court of the Chief Magistrate of the Salterri Imperium. Here, leaders may petition the Imperium or have grievances addressed.
    {2} A tribunal of three Magistrates will hear the petitions and issue rulings on a timely basis.
    {3} The Chief Magistrate of the Salterri Imperium shall be appointed by the Qzare, and serve a term of no less than 5 years.
    {4} Two other Magistrates shall be chosen by the Imperial Senate from a candidate list of no more than two from each region. These candidates should be of good moral character and knowledgable in Imperial Law.

    Military

    Military Obligations
    {1} The territorial integrity of all provinces and protectorates is guaranteed by the Silver Throne.
    {2} All provinces and protectorates are expected to maintain reasonable defensive forces proportional to their extent and population, including a navy.
    {3} All military units shall follow the following naming convention, to assist in integration of disparate units from multiple sources. A Legion is defined as 1,000 armed and expertly trained soldiers or equivalent thereof. A Classis is defined as a grouping of naval ships capable of carrying a Legion as well as defending it while in transit.
    {4} Should any region within the Imperium come under attack from outside, all provinces and protectorates are expected to contribute a reasonable number of troops to its defense at the request of its ruler, reasonable to be construed as all troops that can be made available without endangering the integrity of that subject.
    {5} Provinces and protectorates are encouraged but not obliged to support foreign deployment of troops undertaken or endorsed by the Silver Throne.

    Military Actions and Limitations
    {1} No region will raise arms against another member of the Imperium, except in defense.
    {2} Proconsuls and Prefects shall not raise unreasonable military forces and will voluntarily disband some or all of them upon request of the Qzare or a vote of the Senate.
    {3} No region will militarily invade lands belonging to nations outside of the Imperium, except in times of war. With Senate approval, expiditionary forces can be sent to assist and encourage undeveloped regions to join the Imperium or to protect native unaligned peoples.
    {4} No region shall sponsor privateers nor issue Letters of Marque and Reprisal without consent of the Senate.

    Faith and Religion
    {1} The Imperium officially recognizes the Hailings of the Silver Sea as the official state religion for use in all Imperial ceremonies. Clergy of the Hailings of the Silver Sea are granted autonomy to move through all Imperium lands and spread their beliefs without hindrance.
    {2} The State officially recognizes the Qzare as the bearer of the Silver Mandate and having divine favor to rule.
    {3} Proconsuls and Prefects must adhere to a state approved faith for all public Imperial actions. Special dispensations may be given to leader who follows a regional religion with long standing traditions in the area.
    {4} The Qzare and the Senate reserve the right to ban any religion determined to be detrimental to the Imperium.
    {5} Regional rulers may petition the Courts to restrict the Hailings of the Silver Sea to a minority in a region where a conversion to a majority might cause civil unrest.
    {6} The spreading of native faiths to other regions requires consent of the ruler of that region, the Prefect or Proconsul, and a full vote by the senate. At no time may any traditional faith be greater than a minority outside its home regions.
    {7} No member of the Imperium may start or organize a new faith or religion without formal decree from the Senate.
    {8} No member of the Imperium may spend more than 1/5 of its taxes in support of any religion without formal decree from the Senate.
    {9) Missionaries from outside of the Imperium are denied entry to Imperial lands and are prohibited from spreading their faith anywhere within the Imperium without formal decree from the Senate

    Trade, Resources, & Technology
    Imperial Provinces and Protectorates may make trade agreements as they see fit with the following requirements.
    {1} If a region of the Imperium has need of a resource you can provide, you must offer the resource to that region before offering it to any nation outside of the Imperium.
    {2} No trade agreements of any sort may be made with any nations declared to be an enemy of the Imperium.
    {3} The Qzare and the Senate reserve the right to declare any technology a ‘state secret’ and forbid trade of it outside the Imperium.
    {4} All acquired technologies are to be shared openly with all members of the Imperium, though recipients of the technologies may still be required to provide resources in payment for the technology.
    {5} No ruling member of the Imperium or Senator shall support illegal acquisition of technology that violates existing Imperial Treaties.


    Treaty of Deeptree
    Spoiler
    Show

    The following treaty seeks to put an end to the war between the states of the Caercian Consortium, the Cree Tyranny, the Mularuhm Kingdom and their allies and the state of the Pavonian Imperium. Such terms as laid down in this agreement are to bind the signatories now in their current form and from here forward in perpetuity.

    • The Pavonian Imperium shall cede any and all claims now or future on the region known as Norogh, Novorogh, or other alternative names such that encompasses the region below the surface of Pavonia Proper to the Kingdom of Mularuhm.
    • The Pavonian Imperium shall cede any and all claims now or future on the region known as Promise, Needlemarch, or other alternative names such that encompasses the region southwest of Pavonia Proper to the Caercian Consortium.
    • The Pavonian Imperium shall cede any and all claims now or future on the region known as The Thousand Vales or other alternative names such that encompasses the region south of Sterkelv and West of Promise to the Tyranny of New Crima.
    • The Pavonian Imperium, under the reign of the Wulfendyne dynasty, shall retain rights to the lands of Pavonia Proper and Frios and these rights shall be respected and recognized by the signatories of this document.
    • The Empress Maria Wulfendyne will recognize as her successor as she sees fit and their successor to follow shall wed a member of the House Caercia. The Empress may select her heir to the Pavonian Imperium as she sees fit but this selection must be unwed that they might be wed to a bride or groom of Caercian consent.
    • The Pavonian Imperium shall recognize the rights of the Caercian Consortium to two tradeposts in the region of Pavonia Proper. As a sign of goodwill the Pavonian Imperium is recognized as possessing rights to one trading post in Promise, a claim subsidiary to the right claimed by the Qzare.
    • The Pavonian Imperium shall swear its vassalage to the Caercian Consortium and, ultimately, the Salterri Imperium by the terms laid out in the Grand Salterri Charter. In recognition of the laws and agreements of the Grand Salterri Charter the Pavonian Imperium shall relinquish the title of 'Imperium' as will its leaders renounce the claim to the title 'Emperor/Empress' reverting to 'Grand Duchy' and 'Grand Duke/Duchess' respectively. For the purposes of this document the titling of 'Pavonian Imperium' and 'Emperor/Empress' shall be used and is considered the same and equivalent title as 'Grand Duchy of Pavonia' and 'Grand Duke/Duchess' in its binding legality.


    -Signed
    King Hanyeo Caercia: King of the Caercians and Ritians, the Sterks, the Wyrmar, Men and Minotines of Minotron, the Bjurns, the Melzin, and the Promised, King of Dragons, Suzerain of the Grand Duchy of Pavonia, Proconsul Caercian, Warden of the West

    Lord Protector Vitus Caercia: Sword of the King, Protector of Palas Caercia, Magister Equitum, Legatus Caercian

    Grand Duchess Maria Wulfendyne, Duchess of Pavonia, Duchess of Frios

    Tyrant Khoonbish the Inhuman



    Pavonia (68)


    Terrain
    Spoiler
    Show

    The Skywall Mountains - Surrounding Pavonia on three sides these steep and almost impassable peaks long isolated the Pavonian tribes from their neighbors. Within the cradle of the mountains, Pavonia is shaped like a giant turtle-soup tureen. The upper two-thirds to three-quarters of this region are one vast forest, with settlements and fields carved out by the labor of ten thousand axes. The inner section is mostly open fields, rich and fertile with all the nourishment and minerals the rivers bring downstream from the mountain and forest regions. At the lowest point of this bowl, all the rivers empty into the sea.

    The Sea of Green - A vast lake that in turn drains into the Wile River, which in turn drains into the ocean, known as the Black Sea.

    Grove City – Sitting on the shore of the Sea of Green and named for its vast groves of fruit trees, one of the few places in Pavonia to feature such verdure, this was once the stronghold of the Wulfendyne lineage. Now, it is the capital of Pavonia.


    People
    Spoiler
    Show

    Pavonia is chiefly inhabited by humans, but orcs and goblins are both numerous and werewolves and vampires, alterations undertaken by the human population, are not unknown.

    Pavonia’s human population resembles Ritian men of Palas Caercia and to a lesser extent the Sterks of Sterkelv, tending towards large and bulky with light skin and dark hair. Most men exhibit formidable musculature while the women tend towards what a satirical poet once described as the “flour-dumpling look”. Furs are commonly worn amongst the Pavonians and beards are popular and a sign of age and status amongst men. Thick long hair is popular with both men and women either tied back or let to fly free in an animistic show of frenzy.

    Pavonian orcs, referred to locally as Jaegers, are a civilized people, and integrate closely with human society. Resembling the orcs of Bracia and Grmanhil these monstrous humanoids mark themselves as powerful and intimidating forms. Tusks protrude from their mouths and their skin ranges from green to purple-grey in shade. The Jaegers all have black hair but their eyes range widely in color from orange, blue, green, red, and gold.

    The goblins of Pavonia are believed to be related to the Rijwak of Palas Caercia and the Cyaqueet of Norogh. They are more on the outskirts of society, maintaining a distinct culture even amongst the humans and jaegers of the region. Much of Pavonia sees them as vermin, but their quick minds and affinity for serving without causing problems when called upon has kept them safe from open governmental persecution. They are often blue skinned with some skin colors ranging to green and have light to white hair. They have remained far removed from the higher politics of the realm.


    Resources
    Spoiler
    Show

    Iron - The soaring and rich Skywall Mountains contain vast deposits of this essential metal used for creating weapons and armor for the fierce Pavonain people.

    Stone - The Skywall also contains hefty deposits of good solid stone useful for construction and reinforcement of buildings and military holds.

    Mercenaries – Forbidden by Pavonian law laid down by the first Grand Duke to partake in armed struggles against one's fellow Pavonians the militant and sharp minded conquerors of the land of Pavonia quickly adopted themselves to mercenary work. Many work as mercenaries abroad though some especially adept at the art of war are granted the title of Warlord by the Pavonian system and work to lead, reinforce, and aid the Pavonian military complex.

    Adamantine though long resting in the Skywall is took decades for the Wulfendyne Dukes to gather the knowledge and ability to extract and refine the adamantine of the Skywall.

    The Skywall mountains, despite their bounteous supply of iron, adamantine, and stone are severely lacking in precious metals, most notably Gold which is disproportionately valued by the Pavonian people.


    Religion
    Spoiler
    Show

    The Pavonian people were never an overly religious people, believing in a creator-deity known as "The One Who Guides The Wave" but this belief having little to no impact on their day to day life. Instead, their supernatural attention was devoted to a web of superstitions that reflects the abundance of monsters in the forests and mountains.

    This changed with the discovery of Promise and the arrival of the Path religion though Caercian efforts have seen a marked attempt to turn the Pavonians from the religion of the south to Panshen which has proved quite successful, driving back the monotheistic religion.

    The Pavonians also practiced and continue to practice the art of inscribing and tattooing runes. These runes are geometric designs that Pavonians believe capable of nudging fate and reality into specific paths. Every Pavonian bears an intricate web of runes covering his entire body, save for the head, the palms of the hands, and the soles of the feet. These runes allegedly do everything from warding off plagues to enhancing strength to increasing fecundity, and they are one of the most fundamental and important aspects of Pavonian culture. Similarly, runes are inscribed on the thresholds of houses to ward off evil spirits, vermin and fire, on swords to make them strike true and not break as easily, and so on.

    Pavonian werewolves are those who have taken great effort and care to apply to themselves runes capable of uniting their spirit with that of a wolf unlocking this hidden power. This practice is extremely dangerous although many still pursue it for the power and the attunement with the wild natural world around them.



    Frios (127)


    Terrain
    Spoiler
    Show

    Altura - The southeastern end of the Skywall Mountains lies in Frios and is known to the inhabitants as Altura. It's foothills are nourished by the rivers of glacial water carried down the great mountain. Old abandoned mines pockmark these slopes, and traces of sungbone architecture can be found thereon

    Vacia - South of the Altura foothills lies a vast empty plain traversed by herds of caribou, penguins, and polar bears, and inhabited by tribes of roaming hunter-gatherers. Those who don't make their home in the city often occupy this lush land.

    Ciudad Vieja – At the southern end of the region lies Ciudad Vieja, an ancient and abandoned port city constructed by a long-vanished civilization and now inhabited by a goodly chunk of the region’s population, subsisting on the vast shoals of fish that fill the seas around Ciudad Vieja. The city is made almost entirely of sungbone architecture, with the handful of non-sungbone structures either modern additions or structures that required exceptional durability, such as banks or jails.


    People
    Spoiler
    Show

    The inhabitants of Frios refer to themselves individually and collectively as the Burrata. They are human, with extremely pale skin, silver-blond hair, and predominantly blue or gray eyes. They tend towards the small side of the spectrum, rarely topping 5’6” and generally slender. The Burrata organize themselves into tribes of a couple thousand, ruled by an elected chief known as a granqueso, supported by a council of advisers elected as experts on specific topics. The exception to this is the Ciudad Vieja tribe, which numbers nearly twenty thousand and is the only tribe to remain in one location at all times. For this reason, its granqueso, a descendant of the Ramirez line, is something of a first among equals and the closest thing the Burrata have to a king.


    Resources
    Spoiler
    Show

    Sungbone - Though the Burratans struggle to get by, one thing they have in ample supply, sungbone. This material seems to have been invented by a now long-vanished civilization which inhabited Frios before the Burrata, which made all of their buildings out of this material. It is an off-white substance, with much the texture of bone, though its consistency is more like very firm clay. Its name comes from the fact that by humming certain notes and concentrating, you can cause sungbone to reshape itself as you desire. The process is extremely slow, for example, opening a hole in a wall big enough for a person to squeeze through would take several hours. When not reshaped by song, sungbone works to maintain its current shape, so if someone were to stab a spear into a sungbone wall, the sungbone would mend the resulting scratch over a few hours. If brought into contact with regular bone, sungbone will slowly engulf and digest the bone, transforming it into more sungbone. Sungbone cannot be used to make armor or weapons, as it cannot be sung to a sharp point or edge and is too heavy and soft to make useful armor

    Due to Frios’s lack of vegetation, the Burrata greatly value flammables and will pay well for such substances.


    Religion
    Spoiler
    Show

    The people of Frios have adopted the religion of Promise, that of the Singer and the Path. Those that do not follow the organized faith still worship simple spirits and ancestors.
    Last edited by DurkBlanston; 2015-03-10 at 07:02 PM.

  3. - Top - End - #63
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Margaria, the Ocean's Pearl


    Region: U17
    Region of Praeclarus

    Spoiler: Margaria (Race: Makgrull)
    Show

    While up above the region may be safe, the city of Margaria is tucked into a deep trench on the eastern side of the Straits of Diyu. Here, the Makgrull of Margaria have gathered together, and adapted to the darkness in part thanks to the Merlight that can be found in aplenty in the region. The large towering rocks croppings that make up the city of Margaria are bedecked with large, almost dormant clams, and when they choose to open, the Merlight reflects off of the pearls hidden inside. Praeclarus Makgrull have been known to declare seeing the city for the first time as though they were looking at a dark, unforgiving night, and then suddenly, stars begin to to shine.

    Margarians are typically less adventurous then their Praeclarus cousins, preferring to only leave the city when they need food... which is becoming more frequent, these days. This is mostly what convinced the Margarian Council to accept the invitation to join with Praeclarus. They need Food. Praeclarus is only happy to provide!

    Population: 678,000 (U17)

    LandSeamarks:
    - The Margarian Trench: Tucked inside this large opening within the waves is Margaria itself, and when the light is just right, the pearls and merlight make it almost look like stars twinkling.

    - Margaria Absence: A desert under the ocean, few fish live here. Monotonous and boring, it can take days of continuous swimming to cross. Makgrull have mapped it, and found nothing remarkable at this time, other than the sand being quite pure.

    - Bubble Spire: A tall spire to the east of Margaria stands solitary and lonely, like some lonely, leafless tree. It's only companions the cracks within it's own rocky surface, where bubbles will occasionally push through and rise to the waves.

    People: Makgrull


    Image Courtesy of DoomHat


    Spoiler: Resources
    Show
    Resources:

    U17

    (Good) Pearls: With a light blue hue to them, the pearls of Margaria range in sizes comparable to teardrops, all the way up to the rare few that are as big as apples

    (Good) Merlight: Strange light that glows and flickers in even the darkest of the depths of the ocean

    (Needed) Food: Margaria is in an area that is not conducive to a lot of food being able to be gathered. What was there has slowly been dwindling, as the Margarians have had to range farther and farther from their city to find fish and other sources of food to eat. Praeclarus offering them whales and the occasional squid is a godsend.


    Spoiler: Religion
    Show
    Religion:
    None. Margarians are devout Atheists. They tentatively approve of the Teachings of Praeclar, but do not revere Praeclar like Praeclarus does. They see him as nothing more than a well respected Makgrull whom lived long ago, and chose to explore.





    Vagas Littus, the Shifting Sands


    Region: U32
    Region of Praeclarus

    Spoiler: Vagas Littus (Race: Makgrull)
    Show

    Here, the ocean turns a deeper shade of green. Here, sailors must stand upon the deck, leaning over the rail, so that they do not find a seabed that scrapes against their ship hulls. Here, trees grow under the sea, and in one place - one curious and holy place - break through the surface, to wave in the sunlight and thrash during the storms.

    Vagas Littus is made of sand that constantly seems to shift with the currents of the undertow. Perhaps it is the constantly shifting seabed that makes it so difficult to settle down? Or perhaps, it is because there has been no safe place to call home for the nomadic tribes of Vagas Makgrull - Vagrants - who have been moving about with the mating habits of the Sea Turtles. The turtles, both pets and food, have done exceedingly well over the years; in part, due to the Vagrants who shepard them from underwater sand dune to sand dune, from tree to tree. The underwater trees - Lignum Aqua - themselves are immense, and because of the nutrients in the ocean and the sand that travels with the sea, the trees must grow a new layer of bark every year. This leaves behind the old layer of bark, which was beginning to clutter the seafloor when the Praeclarus Explorers arrived. Much to the delight of Praeclarus, the bark is strong enough to last, but thin enough to cut, and allows squid ink to be pressed upon it. At last, underwater paper!

    The Vagrants were each happily accepting of the offer to join Praeclarus, but there were so many tribes, that it took years to get all of their agreements. Now, they travel en mass, as one giant tribe, changing locations every half decade, while waiting for Praeclarus to build them a more permanent home, made of Stone and other building materials.

    Population: 390,000 (U32)

    LandSeamarks:
    - The Four Forests: Within each corner of Vagas Littus, there are large forests of Lignum Aqua that grow tall with willowy branches that bend with the currents. It is here that each Vagrant tribe migrates to, once every five years, while they await more permanent homes promised by Praeclarus. The Four Forests hold back most of the Shifting Sands, but the water is still a deep, lush green.

    - The Shifting Dunes: The Shifting Dunes are great mountains of sand, Lignum Aqua trees bark, and dirt. They range in height from twenty meters tall to hundreds of meters high, reaching almost - but not quite - to the surface of the water.

    - The One Tree: Nearly in the exact center of Vagas Littus, there stands a huge Lignum Aqua. It cares not at all about the shifting sand dunes, for it - and it alone - reaches from the seafloor some hundred meters below to touch above the waves. Where it's crown waves in the sky, it grows luscious green leaves and strange (almost ugly) blue flowers that no one in living memory have ever seen bloom. But the One Tree has the thickest trunk of any Lignum Aqua, and many call it the Sanctus Lignum.

    People: Makgrull


    Image Courtesy of DoomHat


    Spoiler: Resources
    Show
    Resources:

    U17

    (Good) Sea Turtles: Though they start very small, the Sea Turtles of Vagas Littus are held in high regard by the Makgrull who live here. Not only are they treated as pets, but when fish are scarce, the abundance of the Sea Turtles - and the size of some of them - help to allow the Vagrant Makgrull to survive.

    (Good) Lignum Aqua: They appear willowy and thin, but they grow their bark very quickly. Every year, Lignum Aqua shed their bark like some kind of fauna snake, and that bark is thin, but sturdy. Finding that this bark can hold Squid Ink quite well, Praeclarus Makgrull have already begun to cut it and use it for underwater paper.

    (Needed) Building Materials: Vagrants, as their name implies, lack a solid home. Praeclarus has promised them a place for them to live, so they do not have to keep uprooting themselves every half decade.


    Spoiler: Religion
    Show
    Religion:
    Vagrants worship the Lignum Aqua. Without them, the Sea Turtles would have no place to live within Vagas Littus. Without the Sea Turtles, the Makgrull of the region would have no place to live. Though rarely visited, and sometimes hidden by the shifting sands, the One Tree - the Sanctus Lignum - is held in highest regard by the Vagrants of Vagas Littus.





    Barathrum, Home of Malleus


    Region: U16
    Region of Praeclarus

    Spoiler: Barathrum (race: Malleus)
    Show
    Population: 875,000

    A land under water made of sand, corral, and tall sheets of seaweed growing from the ground, the people of Barathrum live in a large series of interconnected underwater caves. These caves connect underwater to form what is commonly called "The Barathrum Den", which is really just their biggest city. Fish of all kinds swim into the Den, and are used for food and entertainment... by being hunted as food. Those who live in Barathrum are tough scavengers, who revere the moons of Telluris, but are curious about all forms of theology.

    The Malleus, as they call themselves, are compromised of a drastically different male and female creature. The females are beautiful in form; white skin with lovely designs of blue and pearl colored spots all along the sides of their long, fish-like tails. In a way, they look like mermaids, and when they speak? They have voices that are enrapturing. As a race, the females are typically smart, and well spoken. They learned the Tellurian Trade language from Makgrull, and were even able to infer the actual meaning behind the Makgrull's common use of 'sailor speak' to where the female Malleus have little to no noticeable accent.

    Spoiler: Typical Female Malleus
    Show


    The males, however? Well, if the females are beautiful, smart, and well spoken, the males are big, not too bright, and speak very rarely; usually in the Mallic tounge for a female to translate, if needed. The males are bulky, four legged brutes, with long tails and large, square heads with no necks to speak of. Most alarming is their huge mouths. Though proportional to their lion-sized bodies, the mouths are one of the things that most people notice right away about male Malleus... if only because they look so threatening.

    Spoiler: Typical Male Malleus
    Show


    Once a year, around the turn of the year, visitors to the Barthrum Den are asked to leave, and remove themselves from Barathrum itself. This is to allow the Malleus to deal with what they call The Hunger. This is an instinctual need for the males of the species to go into a feeding frenzy once a year, and the females help them by directing them to less objectionable prey. They call this The Ritual, and it is holy to them.

    Spoiler: A Story of How the Makgrull met the Malleus
    Show
    The Ballroom of the Grand Tower

    The room here was filled with air, not water. Guests were able to be comfortable, if they so chose. The room was, politely stating, quaint. If you didn't care about being polite, you would call it crude and mildly worrisome. Orators and PADL members were close by, ostensibly to answer questions, but for some reason, they felt like they would grab people and drag them to the surface at a moment's notice.

    Getting inside the strange giant box, with its one window made of diamond coral, had been... awkward. Makgrull were still not used to some of the strange technologies they had been learning about, but they were making every effort with them. Praeclarus was nothing, if not enthusiastic. The entrance to the... underwater ballroom - for that was what it seemed to be, with crude wooden chairs surrounding all four sides, and a group of Makgrull making their strange, almost hypnotic acapella music were in one corner - was in the center of the room. It seems that the Makgrull had figured out how to drag things filled with air downwards, and that was why the ballroom seemed to be like some great balloon attached to the Grand Tower. It, in reality, was.

    For the guests that chose to make it down to the ballroom, the music was interesting, if unusual. But there was no Sanctus Makgrull here. Not like they had been told. There were a few more Makgrull here, though. Some had very dark black skin, which was not common for the Makgrull of Praeclarus. Dark grey skin, yes. Black circles or white circles in some places? People are used to seeing Makgrull like that. But nearly all black skin? Very unusual.

    Another group of Makgrull had skin that was oddly pockmarked, and looked tougher than the usual sleek skin for Makgrull. These pockmarked Makgrull were clustered closely together, near the diamond window, almost as one staring down at the city below in amazement. Each of the tips of their dorsal fins were pierced, and a piece of long, willowy green fauna, that looked a bit like seaweed, hung from their backs, like a human might wear an earring.

    Neither group was particularly talkative, and preferred to click and squeak among themselves. There was an air of almost nervousness from each group.

    After a few short minutes, when it looked like everyone who was going to come down (and then up) to the ballroom had arrived, a team of six Makgrull popped out of the ballroom entrance in the raised area within the center of the dance floor. They created a simple hexagon shape around the entrance, and there they stood, just... waiting. Eventually, six more Makgrull came up from the entrance, and arranged themselves in between each of the previous group, and from there, the new group began to throw small, smooth stones back and forth, over the raised platform.

    It was almost tribal in feel, and the singers in the corner helped that along by increasing the pace with which they were humming and clicking, and the stones began to move faster and faster, until all twelve Makgrull were tossing stones quickly in some great glorious pattern that was enthralling in its near inexplicability.

    And then the stones began to secrete bubbles in the air as they were being tossed. The bubbles rose high to the ceiling, and when they popped, another chorus of sound - much like what had been heard seconds ago from the acapella group - rang out clearly, along with a burst of brilliant blue light, almost like a firework, but without the flame. Curious guests could turn to see that, actually, the acapella group was no longer singing... yet their music continued. The pace did not change, there was more predictability to the song, but something was causing the music to go on, with each pop of a bubble and burst of light.

    The stones continued to be tossed, and continued to bubble, and the music became a single continuous chorus that looped back around upon itself, until the singers in the corner joined back in, and increased the pace again. The sound became a crescendo, and the crescendo became a climax, and as each of the twelve Makgrull in the center caught a stone at the same time - to a resounding clap of their hands slapping over the top of the bubbling stones - the music suddenly stopped.

    Praeclarus Makgrull began a polite applause - which is to say that they showed the pockmarked Makgrull and the dark skinned Makgrull what clapping was and delighted in the two groups being caught up in the sound that two hands can make, when slapped together repeatedly - and then helped it die back down. One after the other, the twelve Makgrull in the center dived back into the water in the entrance, and when they were all gone, Sanctus Makgrull B'tman himself appeared in the center of the room.

    Rather than climb out, like the other Makgrull had done, the Sanctus rose up slowly, his own body unmoving. As he rose, he slowly was rotated around the room for all to see. With a sudden splash of water, he jumped high into the air, and two other Makgrull - smaller, younger Makgrull - leapt from inside the center entrance to land on the dance floor at the same time as the Sanctus Makgrull B'tman.

    "My friends," the Sanctus Makgrull began, "Thank ye all for coming. I hope today ye will be entertained, and have enjoyed viewing my fair city. I know that we have been looking forward ta showing it off!"

    "May I introduce me two sons, T'manc and G'ninb. Though not quite ten years old, I am very proud of 'em both. They **squeak**ing worked very hard to be part of today's show." B'tman pulled his two boys into a hug, and lovingly patted their heads. Standing tall again, the Sanctus continued, "Know that G'ninb has expressed great interest in academia, and I am looking for a **click**ing good school to send him to. And T'manc is to be Sanctus Makgrull after me, so will be starting his own education in Uncle Sky's School for Walking the Surface very soon."

    "I wish, however, that that was all the news I had for ye. That this whole Conference were about me showing of me sharp lads. Regretfully, it is not. The tides, for the Makgrull, are changing. Hopefully for the better. We are pleased to announce that we now call more than just Praeclarus home." With a nod to the dark skinned Makgrull, B'tman grinned, "To the east, there is another underwater city, a veritable Pearl to the Jewel that is Praeclarus. We found more of our cousins there; they look a bit different, but they are Makgrull just like me. We heard of the plight of Margaria, the Pearl of the Ocean, and we are **chirp**ing happy to help. They need food, and lots of it, if their city - a city of the Makgrull - is to continue to thrive. We have given them some of our fattest whales for now, but if ye can see it in yer hearts to provide them with other foodstuffs, I would smile upon ye and I know Chief Orator T'chep would be hopeful that he could find ye something in return for your generosity."

    "To the west, we found yet more of our brethren, living in waters that we had first thought too dangerous. Those of ye who are sailors know it as Vagas Littus, or the Shifting Sands. Yer ships have to travel carefully through the region, fer though there is no land that can be walked upon reliably, the currents there are strong and pull sand together in great clumps of hills that can get quite close to the surface. To our surprise, though, we found Makgrull who moved with the shifting of the sand, following the migration of the native Sea Turtles. We were happy to make this discovery, but saddened that Makgrull such as these have no permanent place to call home. It is with this intention that I am asking fer help in making a grand new city - something strong enough that the sands will not bother it - for our new brothers and sisters to live in." The Makgrull with the unusual sea-weed like plants hanging from their backs nodded in respect as the Sanctus looked at them.

    B'tman guided his two sons towards one of the nearby Praestes, and cleared the dance floor, as he jumped back up onto the lip of the entrance, to stand tall and proud once more. "There is another place that Praeclarus is excited to say that they will be joining hands and fins with us. They are not, however, Makgrull. It is mostly fer them that I have called this Conference; though, I admit, I'm a bit of a scallywag, and I've got me some other reasons too. Before I introduce them, I want to tell ye a story. I will try to keep it brief, I swear. Already, I feel like I've been waggling me tongue too much."

    With a strangely sad laugh, Sanctus Makgrull B'tman began, "There was an Adjutus Explorer some years back - that'd be Apprentice or Assistant fer ye non-Makgrull - who was going further east from Margaria. The waters around Margaria are dark, and their city is no less of a sight to behold then Praeclarus, but for different reasons. Adjutus Explorer R'bbin, however, was tasked with seeing what was beyond their waters. T'was to be his way of getting a promotion to full Explorer.

    He never made it to that position.

    As I understand it, Adjutus Explorer R'bbin came back to Margaria missing a leg, and bleeding from multiple bite marks all over his body. He died shortly after telling my mate, Chief Explorer C'gnin, what had happened. His loss... still hurts. But this... this is his story."




    R'bbin swam. That's all he ever really wanted to do in life. Swim, and swim, and when he was tired, swim some more. The freedom Mother Sea afforded to Makgrull was that they could go anywhere, so long as they could swim there. R'bbin had felt constricted as a young boy to the city. The Sanctus was changing that; had changed that. Now R'bbin could swim where ever he wished. He was an Adjutus Explorer, assistant to C'gnin herself! And though the waters here were dark, he had borrowed Merlight from a friend in Margaria.

    Margaria. What a wonderful place. The pearls there twinkled like stars, and was glorious to behold. R'bbin hoped that the Orators would be able to help the Margarians.

    Deep in thought, R'bbin kept swimming. The waters became less dark, and the Adjutus Explorer could see the moons were out, high above, moving slowly through Uncle Sky. He glanced back down, and almost lost his fins, he was so startled by what was in front of him.

    R'bbin had been to many different places since the Centennial Gala. He had seen many strange things, including various beasts. He knew that on the surface, there were beasts that people rode around upon, like an experienced Whale Wrangler rides upon a whale. Which is why he was so surprised to see one of those beasts down here.

    Horses do not belong under the sea.

    And yet... lit partially by the moonlight, and partially by R'bbin's Merlight, there, staring right at him, was the head of a horse. It did not look dead. In fact, it whuffed bubbles right at R'bbin before turning with a sudden frightened ferocity, and fled, travelling faster than any undersea beast that R'bbin had ever laid eyes on.

    The first thought that came to R'bbin's mind was, "that was not a horse." The next thought was, "It looked like a horse, it moved like a horse, if horses could move underwater, but that... that was not a horse; horses do not have long tails where their hind legs should be. Horses were not blue, and did not have gills."

    R'bbin's third thought agreed with the first two. "That. Was not a horse. I found something new!"

    R'bbin's fourth thought was slightly more innocent, and very tentatively had to speak up to be heard through the excitement of discovering the underwater not-a-horse-but-sure-looked-like-one-from-the-front. The fourth thought asked, ever so politely, "Why was it running away?"

    In retrospect, if R'bbin's mind were a conclave of all his thoughts, every other thought really should have listened to Fourth quite a lot more. Fourth usually had the most reasoned opinion, having discarded the first few thoughts, and being among the most ration. Fifth thought usually agreed with Fourth, and together, they could sway the mind to behaving in a manner appropriate for a Makgrull. Sixth thought rarely spoke, because by the time it tried, First Thought had latched onto something new.

    This time, though, R'bbin's fifth thought, upon seeing the new creature before his eyes, was "I have to catch up to it!"

    Spoiler: Sixth Thought
    Show
    ((Sixth thought, had anyone wondered, was about to suggest that this was a terrible idea, and really, they should go back to Margaria and see if that nice black skinned Makgrull girl wanted to go looking at Pearls together while eating a nice piece of whale, and discussing the possibilities of settling down back in Praeclarus, which, as sixth might have pointed out, was quite quite far away from this very location.))

    Sixth thoughts are usually very pleasant, but inherently cowardly and selfish. R'bbin didn't get to those very often. Most of his mind was focused on finding the underwater horse, and so he swam his heart out, trailing after it's underwater wake of bubbles, and was excited to see that the wake was getting bigger and bigger as the light from the moons got stronger and stronger.

    There, he exclaimed in clicks, as he caught up with the not-quite-a-horse. The light here gave him a much better view of it. It was blue, and had small, almost see through fins on its fore-hooves, and yes it did have a long, thick tail, with beautiful blue scales. It whuffed bubbles at him, and disappeared into a tall patch of seaweed.

    Spoiler
    Show

    R'bbin followed the creature. He had thought that the horse was beautiful. He had also rather liked that darker skinned girl in Margaria, and a very small voice in the back of his head was saying that, maybe, just maybe, he should stop what he's doing and go see her. When he poked his head through the tall seaweed, though, everything changed.

    The horse was beautiful, but stroking it's snout, the girl in front of him was quite possibly the most beautiful thing he had ever seen. Her hair floated around her head like some sort of sea blue crown, and the white skin, speckled with spots of deep blue and pearl, made her entrancing. Like the not-exactly-a-horse, she too had a long tail where her legs should be, and R'bbin thought she looked a bit like a Maighdeann, if a bit smaller.

    R'bbin stared, enraptured, for what felt like hours, but surely was just a few seconds. At the brightness of his Merlight, the strange girl in front of him looked up and became startled. Seeing R'bbin there, she frowned with teeth that looked almost savagely sharp, and then clicked, ::You. Leave. Quick. Danger.::

    R'bbin's eyes went wide, and he began looking around for some threat. When he turned back around, the girl was no longer frowning. She only looked very sad, as she moved away from the not-a-horse, and clicked, ::Too late.::

    From the seaweed, three more creatures burst, and they were twice as big as R'bbin himself. They had large, square heads and mouths bigger than R'bbin's head. Their bodies were thick, and they had no neck to speak of, but their arms and legs looked terribly dangerous. They swam with ferocity, and latched on to the blue aquatic horse with their razor sharp teeth.

    Blood in the water. These were shark-men. And they were in a frenzy.

    R'bbin looked on in horror as the lovely looking horse-creature he had been following disappeared in a flurry of blood and rending and bestial hunger. His first thought was how terrible this was, and his second and third thoughts felt that he should do something about it, which was, fourth and sixth pointed out, probably the worst idea he'd ever had, ever... if fifth hadn't just thought "CHARGE!"



    "Many people might later say that R'bbin were being brave. And aye, it takes a great deal of courage to charge headfirst into the unknown, to take on the mysterious; it's what made R'bbin a good explorer." The Sanctus Makgrull sighed, and continued, "But I'll say it here and now, that was not bravery. That was stupidity. And I'll gladly argue the finer points, but the short of it be that the difference between stupidity and bravery is whether or not ye are alive enough to cherish it."

    "As I told ye, Adjutus Explorer R'bbin be dead. In his hands, he was clutching one of the strange bubbling stones that ye have just seen. He told me mate that the pale white girl with the tail, who we now know be named Moira of the Malleus, pressed it into his hands and stood between him and the strange shark men as he ran, as she yelled at him for being a sodden idiot. Tears in her eyes, she yelled at him to flee, and he did, though he had lost his leg by then, and trailed blood the whole way back to Margaria. He mayhaps have died upon the way, but his last look back showed that Moira of the Malleus was sacrificing herself so he could make his escape."

    With a very heavy sigh, the Sanctus sat down upon the entrance platform in the middle of the room, "Adjutus Explorer R'bbin's last words were:"

    "Don't blame her. Don't blame them. It was my fault. It... was my fault."

    "And that, me hearties, is bravery. The courage to admit where ye have been wrong. I will not be remembering Adjutus Explorer R'bbin for the rest of me life... no, I will be remembering Auctor R'bbin, Author of Bravery. His death was an accident, but one that impressed upon the Malleus that we must speak. Though their people be a mite bit strange - at first - please do not be alarmed. Auctor R'bbin stumbled upon a ritual that, once started, cannot be stopped without great sacrifice. I be convinced of this, having had a chance to view the ritual in its entirety, as ye can bet t'was only that that would assuage me anger. And I only got there because Auctor R'bbin insisted that it was his fault to his last dying breath."


    Here, the Sanctus Makgrull moved away from the entrance of the dance floor, as he continued to speak, "The females of the Malleus are the pretty ones, the smart ones too, aye. Not much different from the rest of the world there, ey lads?"

    Amid the laughter that followed, B'tman said, "But the males of the Malleus? Well... they are a mite bit uglier, and don't speak in a language we quite understand yet. Rest assured that I am confident that they be intelligent, and not beasts at all, and so long as it be not in the middle of their holy ceremonies, they won't consider ye as food, no matter their appearance. They just have an... instinctive need to hunt things. So they hunt hippocampi - water horses - once a year. It's brutal, and not something to talk about in polite company, but it keeps them from going mad and doing worse things. Please step back a bit, so I can introduce ye."

    As the crowd moved away, a large grey thing broke through the center of the room. Though nowhere near as big as the Poro al Ono, the being that now prowled around the center of the dance floor certainly was large. It padded around the room almost demurely, though, and it's looks were the only threatening thing.

    "Thank you, Sanctus Makgrull," said a beautiful pale skinned created upon the big thing's back. She had no legs of her own, and indeed, looked like a mermaid, but her fins and skin were white and blue. She hung on to the back of the shark-like thing with one arm... the other being completely absent. Her voice was enrapturing, like the someone had combined the sound of a warm summer rain with the sound of an inviting meal. "I am Moira of the Malleus, and I confirm that what the Sanctus has said is true."

    "Auctor R'bbin may have lost me my arm, when he stumbled upon our sanctity ritual, but he gained us new friends. The Makgrull and the Malleus are brothers in blood, if not in body, and we of the Malleus treat blood very seriously. I volunteered to be here today to learn more about the surface world, and give you all a chance to learn about us, too. My..." Moria looked down at her ride and chose her next word carefully, "guard here is not exactly a pretty sight to some of you, I can tell from your reactions, but I again want to reassure you that he is quite docile, and just like any guard, will only become angered if you threaten me, his leader."

    "The Makgrull and the Malleus are in agreement; what happened to R'bbin was unfortunate, but I would be doing him a greater misfortune to ignore his last words," Sanctus Makgrull B'tman spoke up, and walked up to the Malleus male and female, clearly unafraid. The larger male, the shark-like thing with the hammer shaped head, sat upon it's haunches, lifting the smaller Moria up. She steadied herself upon the male's large fin, and reached out with her one hand to clasp B'tman's own outstretched hand in greeting. The Sanctus spoke again, "The Makgrull and Malleus are one, and they add their strength to ours, all under the might of Praeclarus. The Malleus are highly religious people, and are mostly curious as to the theologies of the world; something that I, myself, take for granted, aye. Still, Moira and her people be looking to learn, and are open to inviting outsiders to view their lands of Barathrum, to the east of Margaria. Just... be aware they will be asking ye to leave before the end of the year, so as to prevent regrettable accidents as what befell Auctor R'bbin. Ye can return a few weeks later."

    Someone clicked from the corner of the black-skinned Makgrull, and Sanctus B'tman did not quite roll his eyes. He distinctly did not look mildly annoyed, and he most assuredly did not raise his voice in response, "Aye, I am reminded that Margaria does not believe in gods, and their delegates would like me to point out that they feel very strongly about people tryin' to tell 'em different."

    "We're all different, in some ways. Explorers and artists in my fair city. Curious scientific minds in Margaria. Hopeful wanderers in Vagas Littus. Dangerous looking religious Malleus in Barathrum. There may be more later. But I'm here to say that though we may be different, we're the same. This may be the City of Praeclarus, but together?"

    The Sanctus looked at the black skinned Makgrull, and the Makgrull with the pockmarked skin, and at Moira and her... guard. Then he looked out once more at the crowd.

    "We're all Praeclarus."


    Spoiler: Resources
    Show
    Resources:

    U16

    (Great) Bubbling Stones: Curious stones that, when underwater, create bubbles when enough sound is nearby. Popping the bubbles releases the sound with a playful burst of light. Crudely allows for conversations to be held underwater.

    (Good) Hippocampi: Horse headed creatures with different shades of blue to white skin and scales. Their hind quarters have a tail instead of legs, and they are powerfully fast within the water. The Malleus raise them primarily as food, but the Makgrull see them as an opportunity to do something... more.

    (Needed) Talismans: Ever curious about various religions - and deeply religious themselves - Malleus females were delighted by the unusual talismans that the Makgrull have received, and want more, preferably in their own styles.


    Spoiler: Religion
    Show
    Religion:
    Malleus worship the moons of Telluris, seeing them as sharks of the sky, travelling together in one great pack, trying to ultimately eat the sun. The Malleus do not know what will happen if the Moons ever catch their prey, but revere them for the never ending hunt, and their ability to change which way the tides and waves roll, according to how close or how far the moons are.

    Malleus females are curious about other theologies as they relate to their own shamanistic principles, and invite other priests in to their territory, so long as they respect the need to leave before the year's Ritual begins.





    Squalus Abyssi, the Laughing Rocks


    Region: U18
    Region of Praeclarus

    Spoiler: Race: Malleus
    Show
    Population: 900,000

    Like their cousins from Barathrum, the Malleus of Squalus Abyssi - The Squabi as they call themselves - are a dichotomy of male powerhouses and female beauties. The males don't speak much, and when they do, it's gutteral and harsh and generally only able to be understood by other Malleus. The females are the leaders and the Squabi in particular take this seriously. They are led by the Matriarch, the local governess, who sees to their needs and ensures that no one is around during the yearly Ritual for the Malleus feeding frenzy. All rumors suggest that she is delighted to have found out that there are more Malleus, and even more delighted to find out that there are ready sources of Meat, which Squalus Abyssi has in short supply.

    LandSeamarks:
    - The Five Spires: Looming over the entire region are five, thin, underwater mountains known as the Five Spires. The tallest is Roben Spire. The next tallest is Hathren Spire. The middle height spire is called Gorfen. The one slightly less taller than that is known as Kerken Spire, and the least tallest - but still a good 300 meters from the seabed in height - is known as Earen Spire. Looking at them from above, the odd curiosity of all five spires is that they are evenly spaced, and make up five equal corners of a pentagonal shape. Geologists find this phenomenon amazing. The Squabi revere the spires as lesser gods, and insist that within them lies an important power; though no such power has manifested in recorded history.

    - The Spiral Abysses: Above each of the spires lies a large whirlpool. Though impressive to look upon, except in times of great storms, the whirlpools are easily navigated past by sailors. Still, the Squabi - now that they know about the living creatures aboard the sailing ships - do their best to help during times of trouble. They regret, however, when this is not possible due to The Ritual time of year.

    - The Laughing Rocks: Sailors swear that they hear the whirlpools laughing at them, and named the area the Laughing Rocks. With the help of Praeclarus, this mystery has been solved. The sailors were not far off, as the phenomenon is caused by the native resource of Tittering Cobbles that line the Spires and how they seem to make reverberating sounds akin to giggling... and even cause people whom hold them to chuckle every now and then.


    Spoiler: Resources
    Show

    (Good) Sea Pickles: Delectable vegetable that grows under the sea, and thanks to the ocean's own brininess, are automatically pickled upon finishing their maturation. Tasty food for the Squabi females. On average, the males find it... less satisfying, but will eat it when they need to.

    (Good) Tittering Cobbles: Lining the Five Spires are thin, brown stones that make the spires look like they have paved roads; cobbled roads one might say. The oddity of these rocks, though, is that every so often, they will cause an audio vibration that makes it seem like the Spire is, in itself, laughing. And when one starts to laugh, the other four spires laugh as well, as though connected in some way. Praeclarus researchers are looking into what is causing the phenomenon, and suspect it has something to do with the shape of each Tittering Cobble.

    (Needed) Meat: Though able to survive on Sea Pickles and fish, the Squabi tribe of Malleus desire meat for further consumption. Preferably something that is able to live and swim in the ocean, to feed the Malleus males during The Ritual and satisfy their hunting instincts. They will except, however, almost any kind of meat.


    Spoiler: Religion
    Show
    The Squabi revere the Five Spires as lesser gods. The oddity is that they acknowledge them as 'lesser', but no one among the region is able to pinpoint who would be the 'greater' version then. Not even the Matriarch.
    Last edited by Gengy; 2015-07-24 at 12:04 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

  4. - Top - End - #64
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Belua Bay

    Region: U33
    Region of Praeclarus

    Spoiler: Belua Bay (Race: Makgrull/Belua)
    Show
    Population: 890,000 (390 Belua at 1x1,000 each and 500,000 Makgrull)

    The watery area south of the Empire of the Silver Moon has long been treacherous waters. Sailors have never had any issue with sailing between the empire's lands; the Bay there is relatively calm. Ask them to go further south, though, and they will began to tell you stories of sea monsters! Large, terrifying creatures, who jump up from the waves and splash back down with an almost tidal wave force.

    Stories, though, aren't often true. Just sailing over the waters of Belua Bay is safe. No one - sentient - will bother a trading vessel, seeing the ships as a strange type of bird. Passing through the region's deep blue sea waters evokes no more danger than any other sea travel. Staying, though?

    Stories, even the ones that aren't true, do have a grain of truth. Fishermen who go too far south into the Bay, and spend several days in the same relative spot? They are the ones who know. They are the ones who have seen the creatures rise up from the depths, crane their long, scaled necks, and bare their teeth in a terrible manner. Waves rise up and push the boat along it's way. Fishermen do not stay long in one place within the southern parts of Belua Bay. They have seen the Sea Monsters that live there, and have no desire to return.

    The Belua themselves find this incredibly amusing. They are not monsters, though normal people may see them as such at first glance. They have a proven intelligence, and duties they must perform. Most of these duties revolve around keeping the other inhabitants of the region - the Makgrull - safe. Belua are large. Very large. The average size of a Belua is forty-five feet, from tail to snout. They have a very lengthy, thick neck, that curves and ends in an arrow-like head, with gills and menacing teeth when they choose to show them. Their body, though, is not like that of a serpent, but more dragon like. The other name for them is Sea Drakes, for they are noticeably descended from dragons, though their 'wings' do not allow them to fly, not through the air at least. In the water? The water they are kings and queens.

    Spoiler: Belua Image
    Show

    Regal in appearance, and also in ability, Belua have taken it upon themselves to be protectors of Belua Bay. Tribes of Makgrull live with a Belua, who travels around as they see fit, and each fish and other food that is available in the region. That is why fishermen are... discouraged. Food is not scarce, per se, within the Bay, but it is not plentiful either. That is because of the other creatures that live here.

    Between the rocky underwater crags and the deep sea trenches, there are monsters; things with no intellect, just a desire to eat, survive, and eat again. To a Belua? A King of the Sea? These creatures are nothing. They fall before a Sea Drake's teeth and might. To a Makgrull, however? These monsters are dangerous. Perhaps a city, like Praeclarus, can deal with them... but Belua Bay has no city, just large tribes led by Belua.

    Each Belua leads thousands of Makgrull, seeing to their safety and in return, the Makgrull find food and do whatever they can to see to the Belua's needs. Still, with so many sea creatures, Belua are quite busy. Sea Drakes would greatly like to have more freedom, and try to train Makgrull to fend for themselves. This is difficult, however, as the Makgrull lack the weapons to fight off the larger creatures.

    LandSeamarks:
    - The Craggy Deeps: To the east, the ocean floor becomes rent and torn, alternating viciously between low sea trenches and high, rocky, underwater crags. It as though so great beast dragged it's claws through the sea, over and over, so very long ago. Here, sea monsters are a problem, but fish are plentiful, due to the large amount of coral and reefs that have formed. The further east you go, the sandier the region becomes, until it is Vagas Littus... which has it's own dangers.

    - The Calm: To the north of the region, storms may rage over head, but the sea is strangely always calm. It is here that the Belua Council meets, should a gathering ever need to be called.

    - The Dying Grounds: Belua are long lived creatures, and slow to reproduce. When one does feel that they are about to die, however, they will leave their tribe in the hands of another, and swim to the west. Makgrull are not permitted that way, and Belua will not discuss it.


    Spoiler: Resources
    Show
    U33

    (Good) Claymak - A very strange fish, full of meat, it's oils drip with juicy goodness. The tops of their bodies are hard as rock with spines on them. The Makgrull of Belua Bay use it's spiny skin for shoulder-pads and knee-pads, to help guard them from would-be predators. Fishermen call them "Claymak", because out of the water, the fish bodies snap and break like clay.

    (Good) Sea Drake Scales - Belua have absolute control over a small area of water around them. It is what makes them even more dangerous, especially in the ocean. Their scales are treated as national treasures, for holding one gifts the user with a more limited control of water. Belua shed their skin rarely, however, so there is a finite supply.

    (Needed) Bones - The Makgrull of Belua Bay need bones to craft weapons, so that their Belua may have more freedoms.


    Spoiler: Religion
    Show
    Belua worship no gods, but instead revere the Belua Council. This ruling body governs Belua Bay, and to be a part of the Council is to be as close to godly as Belua can be. Makgrull of Belua Bay see non-council members as the spawn of the gods, with the chance of becoming full Council members - and again, as close to godly as it can get in Belua Bay.




    Palitanate of Myrwik

    Region: U34
    Current Capital Region of Praeclarus

    Spoiler: Myrwik (Race: Makgrull)
    Show
    Population: 1,530,000

    The Palatinate is a monarchy, formerly a vassal to the Penitential Empire of Waedyr. The Duc keeps a council of ten important and influential citizens and is open to the petitions and requests of the people. The Duc's word is law and is carried out by a series of lesser nobles bound to him by oaths.

    Even at a young age, Duc Fozik led the Palitanate in securing its freedom from the Penitential Empire of Waedyr through diplomatic acumen and threat of but resolve not to use force and is well loved by his people. The Duc has seen the needs of the people take paramountcy which was the central cause for his leading of secession from the Penitential Empire.

    Now, Myrwik is the capital of the Regnum of Praeclarus, and Duc Fozik is the Regnum's first non-religious based leader. Praeclarus was once run by the Sanctus Makgrull of the city-state of Praeclarus (region U31), but Sanctus Makgrull B'tman saw that the Regnum would need a strong leader, with knowledge of the now-broken Empire of Waedyr, should the Penitential Empire decide to take issue with the large - and still growing - Regnum.

    Myrwik is a grand underwater city, of some glorious amounts of design and craftsmanship. It houses over a million Makgrull, and there is room to grow still. The Makgrull of Myrwik are miners by choice, ever curious about the ground under them; they keep finding more underwater caves and places that hold bronze and gold and other precious metals.

    Within Myrwik, there were once sea monsters, but those times have long since passed. Now, the only creatures larger then Makgrull are the Sea Wurms that are popular in the region as a type of underwater mount. Occasionally, when food supplies are low, these Sea Wurms are eaten, but while the meat is filling, it is considered bad form to consume a Sea Wurm that could otherwise be utilized in the military or as mounts for messengers.

    [Seamarks of the Region]

    The City-State of Myrwik - Those who come from the surface may be less impressed at the sight they first find. Myrwik, from above, is just a few buildings along the sides of several large holes within an underwater mountain. The buildings themselves aren't very impressive; unless one is military minded. They are a form of fortification tower, but allowing sight in a wide angle to be able to protect and forewarn from as many degrees as possible. These buttresses are simple, but solid, as though carved from the mountain itself.

    Once you dive into one of the large cave entrances, however, Myrwik becomes a place of beauty. Shaped of stone and decked in bronze and gold, buildings after buildings house the many Makgrull that swim in these waters. Sea Wurms have their own sections of caves, though they are more often seen being rode upon by military personnel who guard entrances into deeper parts of Myrwik. Miners dig deeper and deeper, creating places for new homes but rarely do they expand out further beyond the mountain into the Empty Sea.

    The Throne of Myrwik - Deep within the mountain lies the Ducal Throne. Both a literal throne, and also the name of the palace where the Duc and his family live, this home is heavily guarded, but also very ornately designed. The closer one gets to the Throne itself, the more ornate the buildings become, as each nearby home houses a member of the Duc's council, and also serves as a place of governance for all of the Regnum.

    The Empty Sea - Beyond the mountain of Myrwik, there is not much of note to be found within the region. There are fish. There are coral reefs. There is seaweed. There is everything one might expect at the bottom of the sea... and not a whole lot else. It's bland, and were it not for the patrols of the Myrwik military, in a way it would also be a little scary. There is a great deal of unknown in an area that isn't constantly kept under watch. Thankfully, with the military constantly reviewing the waters of Myrwik, the quiet region stays quiet.


    Spoiler: Resources
    Show

    (Great) Bronze - One of the most plentiful metals in Telluris, quite a lot of it can be found in the underwater mines of Myrwik. Makgrull in the region have molded it using secret techniques and underwater vents to create thin - almost brittle, but not quite - armor for the guardsmen of Myrwik.

    (Great) Sea Wurms - Fifteen foot long serpents that have been domesticated by the Makgrull of Myrwik and now serve as both trained mounts... and food sources when needed.

    (Good) Gold - Sometimes found within the underwater mines with the Bronze, Gold is harder to come by, but still enough is found to be able to use this precious resource in crafting grand buildings... or trading it away for something more important.

    (Needed) Underwater Light - The deeper the miners of Myrwik go, the harder it gets to see. Without some form of light source, the miners will be unable to continue to expand.


    Spoiler: Religion
    Show
    Originally followers of the Teaching of Golden Waedyr, recent years have shown that Waedyr and Praeclar (founder of Praeclarus) were both students of a divine being. Many within Myrwik now consider themselves Scions of Jongo.

    Quote Originally Posted by Gengy View Post
    Spoiler: Scions of Jongo
    Show

    During his time within the city of Praeclarus, Duc Fozik spent many a night with his daughter and son-in-law, casually chatting and enjoying themselves. Duc Fozik politely inquired as to how the new Sanctus Makgrull was doing with his religious duties, and T'manc was excited to explain that he'd made a startling discovery. Praeclar, the founder of Praeclarus, and the author of the Tablets of Praeclar - the holy relics held by all Sanctus Makgrull back to Praeclar himself - had a divine teacher. Praeclar, though not a god himself, was said to have been taught by a divine being, and it was only now that religious researchers were uncovering this. Recent explorations along the northern caves near Praeclarus had found a new cave where it is believed that Praeclar first stayed, while Praeclarus was being built.

    The next day, Duc Fozik and Sanctus Makgrull T'manc spend time in this Cave of Praeclar, and review the early script found within. Both come out of the cave looking shaken, and not speaking. Only when they return to the Grand Tower does Duc Fozik said a single word to his daughter, Magreen, and she too became quite surprised. Magreen was attracted, in part, to the current Sanctus Makgrull because of T'manc's knowledge of various religions. She was a very devout following of Waedyr, the hero of the Golden Age, and had been wondering about this teacher of Praeclar. Waedyr, it is said, also had a divine teacher, so news that Praeclar was similar was very exciting to her.

    Duc Fozik had only to say the one word, and her whole understanding of Praeclarus changed.

    "Jongo."

    The name of Waedyr's divine teacher. It was the same as the name as the divine teacher of Praeclar. Where Waedyr went on to create a golden age of a perfect civilization, Praeclar sought to achieve perfection through gradual fluidity, and they were both instructed by the same being. Jongo, the Everchanging. Though the divine one never had children of it's own, Waedyr and Praeclar were the closest thing the godly being had to children. It had been speculated for many years in the Penitential Empire of Waedyr, that Jongo was real, but many disputed the claims, stating that if it were true, Golden Waedyr would have written more then a few lines about the divine being.

    Waedyr had not.

    Praeclar had.

    It was all over the Cave of Praeclar, which was now being treated as a holy site. Praeclar had carved the story of his time with Jongo, and his time spent with his older spiritual sibling, Waedyr. Though the two had separated when Praeclar chose to explore and wander, the founder of Praeclarus had not forgotten what he had been taught. He'd written the shorter version on his Tablets, but the longer versions were in the cave.

    • Perfection can only be found through change.
      - Do not fear change, but reach out to it and embrace it, as though it were family. The world will continue to move, regardless of your actions, and you can only try to contain so much.
    • Change can be good, and what is good can change.
      - Always evaluate your actions, seek the right course, and then act. Only by stagnation and doing nothing can a true mistake be made. Remember, though, that what worked for your fore-bearers may not be that which works for you. Seek the good change, not the bad.
    • Contain the harm, release the harmony.
      - Harming thyself or thy neighbor does not bring about good change. Work together to reach perfection, and if your neighbor is not of sound mind, help them so that they may change for the good.
    • Eat not of the dolphin, for it is thine brother.
      - Jongo did not create the world. Jongo changed the world. Jongo took dolphins and created the Makgrull, and spent years teaching and raising us to be the rational thinking creatures we are this day.
    • Treat every new home as an old one.
      - Jongo came from elsewhere, a different place, and no matter how much my elder spiritual sibling Waedyr or I inquired, Jongo would not explain. The divine would only smile, and talk of Bunnies, Fishies, Duckies, and Flowers, some of them Roses, some of them Irises. Jongo taught us that every home, even those that were not ours, should be treated with respect.
    • Go where the flow leads, but know when to lead the flow.
      - Not everything will go as planned. Do not be disappointed if things go wrong, or a mistake is made, but instead embrace the change, and direct it towards an outcome that will do more good then harm.
    • Family first. Always.
      - One must protect one's family, and that that family can be larger then one's immediate relatives. There seems to be more to this, but... Though Waedyr and I asked many times for full the meaning of this, the divine Jongo would only sigh and adopt a mournful expression.
    • Dance to the Band of Chaos, for it Rings true, even when it's a liar.
      - Jongo would always laugh after saying this. Waedyr insists that it means that there is order - music - even in chaos. I am... less certain. My wildest theory is that the Band of Chaos was a Ring that could speak, but even I recognize how ridiculous this thought is. So most days I must agree with Waedyr. Through chaos, there is order, and through order, there is chaos. A dance that continues, even through truth and lies.




    Cerebra

    Region: U33
    Region of Praeclarus

    Spoiler: Cerebra (Race: Cealophytes)
    Show
    Population: 1,030,000
    Cealophytes are humanoid octopuses. Their skin varies in color from deep reds to bright teals and they have glowing bioluminescence patterns, on their tentacles, arms, and occasionally if they have them head fins, that match their skin color. They lack hair but most have between two and fifty limp head tentacles which they sometimes style. Precious metal headbands are favored my womenfolk while men tend to use kelp rope or dull metal bands. At least, for the ruling class, this is true.

    What differs from the Cealophytes of Cephalo'Di and those of Cerebra is that there exists a subserviant class. Slavery through birth is not uncommon in Cerebra, though it has been reported that Rex Fozik of Praeclarus does not approve and is working to improve the quality of life for the slaves. This includes weaning them away from the supplements provide by the Brainmates, and causes Cerebra to have a dire need for Medicinal Herbs. Though useful in moderation, the Brainmates increase a person's docility after extended use by keeping citizens in a state of euphoria; all while increasing parts of their physical prowess. The small underwater slugs are part of what make up the separate classes, even among the slaves.

    There is the ruling class, in charge of everything. The citizen class, whom own their own version of underwater 'land'. Then the slave class, who work for both the ruling class and the citizen class; but among the slaves, there are the freethinkers and the brainmated. The freethinkers do as told without encouragement, as to be brainmated would mean that - eventually - they would be reliant on the good feelings that the Brainmates provide. Still, those brainmated do display increased physical strength and athleticism, with the downside of compliance from those they see as their masters.

    LandSeamarks:
    - The Dome: A large mountainous hill, with a giant coral reef along it's edges and insides. After many years of hard work, it has been made hollow, and is the home of the ruling class of Cealophytes of Cerebra.

    - Small Domes: Mimicry of the ruling class is common among citizens, and around the larger Dome are many slave-crafted domes that act as citizen housing and a residential area. They also mark out the ownership of that section of the seabed for a citizen and their slaves.

    - The Heat Hills: A section of the seabed within Cerebra is warmer than other parts of the ocean. There are underwater heat vents that bubble up warm air, and make it ideal living space for the Sucking Mollosks that are the primary source of food for those in the region. The area can be dangerous, however, so citizens never go there; they send their slaves.


    Spoiler: Resources
    Show

    (Good) Slaves - Originally reported to Rex Fozik as a type of aquatic domesticated beast that was pronounced "Slaah-Vayz", the monarch of the Regnum was livid when he found out the reports were falsified. While it is true that the things are aquatic, and domesticated in a way, these Slaves are just that; slaves. Creatures whom cannot act according their own will, and 'owned' by a Citizen of Cerebra. Praeclarus and those of the Kingdom of the Glowing Tides are working towards a peaceful solution to change this, including education of all citizens and lesser classes. Until such an abolishment of slavery is complete, in a manner that hopefully won't destabilize the region, slavery continues.

    (Good) Brainmates - Used sparingly, these slug-like creatures enhance a person's athleticism and physical abilities. Frequent use - to an abusive measure - causes an addiction to the pleasurable feelings that the brainmates induce in the people they attach to. It causes a person to be 'brainmated' - a local term - which means they are docile and respondent to those they see as their masters. Removing the Brainmates from these people has been known to make someone slaved to the slugs to become violent or depressed beyond belief. Medicine and a period of weaning has shown some results to removing the brainmated's dependency.

    (Good) Sucking Mollusks - Delectable mollusks that live within the Heat Hills. They are the primary food source of the region.

    (Needed) Medicinal Herbs - Needed to combat illness and withdrawl from being removed from a Brainmate.


    Spoiler: Religion
    Show
    The ruling class pays it's respects to the three moons in the sky; the religion seems to be very similar to that found in Barathrum (U16).
    Last edited by Gengy; 2015-07-24 at 01:02 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

  5. - Top - End - #65
    Barbarian in the Playground
    Join Date
    May 2014
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Caercian Consulate
    The Caercian Consortium
    Regions 65, 66, 67, 92, 93, 94, 96, and 153 DurkBlanston
    Vassals: Grand Duchy of Pavonia, Kingdom of Faelthalas

    Consul Augustai Caercia: King of the Caercians and Ritians, the Sterks, the Wyrmar, Men and Minotines of Minotron, the Bjurns, the Melzin, and the Promised, Suzerain of the Grand Duchy of Pavonia, Suzerain of the Kingdom of Faelthalas, King of Dragons, Proconsul Caercian, Warden of the South

    Grand Duke of Pavonia & Lord Protector of the Consortium Benfu Caercia: Sword of the King, Protector of Palas Caercia, Magister Equitum, Legatus Caercian

    Stats
    Diplomacy - 10
    Military - 10
    Curiosity - 10
    Faith - 3

    Luck - 3
    Original Rolls
    Family




    ALL UPDATED TO END OF ROUND 44

    Resources/Trade
    Spoiler
    Show

    Palas Caercia
    • Cana Beans [Good]
      • Available
      • Gift to Cridan [Round 34]
      • Cacti (Wyrmar) [Round 16]
    • Flax [Good]
      • Mithril (Mularuhm) [Round 25]
      • Dairy Cows (Ashenia) [Round 16]
      • Cliffhorn Goats (Pennocident) [Round 16]
    • Horses [Good]
      • Chickens (Bjurnja) [Round 27]
      • Silver (Aus-Teire) [Round 15]
      • Mercenaries (Pavonia) [Round 15]
    • Potatoes [Good]
      • Shellfish (Mularuhm) [Round 21]
      • Gold (Mularuhm) [Round 21]
      • Papyrus (Vennland) [Round 16]


    Sterkelv
    • Gnarls
      • Giant Spiders (Galardoth) [Round 25]
      • Rubies (Meiterdon) [Round 27 & 34]
      • Nitrates (Galie-Noiret) [Round 34]
    • Perytons
      • Goats (Penoccident) [Round 19]
      • Iron (Farridon) [Round 21]
      • Ships (Puerto Melizine) [Round 34]


    Wyrmar
    • Cactus
      • Cana Beans (Palas Caercia) [Round 16]
      • Amoeba Colonial Oozes (Asterith) [Round 25]
      • Rice (Nan Hai Nian) [Round 27]
    • Wurms
      • Rouge Rogues (Tumeland) [Round 38]
      • Gold to Sterkelv (Keldagrim) [Round 22]
      • Available
    • Gulpsand
      • Discordian Deep Rock (Galardoth) [Round 25]
      • Timber (Minotron) [Round 27]
      • Available
    • Desert Dragons
      • Shipwrights (Tuhiland) [Round 37] [Round 38]
      • Silver (Aus-Teire) [Round 37] [Round 38]
      • Giant Bear Dogs (Coldwell) [Round 38]


    Minotron
    • Grain [Good]
      • Timber to Sterkelv (Novrania) [Round 26]
      • Iron to Bjurnja (Tekorva) [Round 25]
      • Available
    • Longhorn Cattle [Good]
      • Dyes (Puerto Melizine) [Round 34]
      • Available
      • Riderock Rokuers [Round 30]
    • Timber [Good]
      • Gift to New Crima [Round 27]
      • Gulpsand (Wyrmar) [Round 23]
      • Riderock Riders [Round 30]


    Bjurnja
    • Storm Dragons [Good]
      • Hops (Bracia) [Round 37] [Round 38]
      • Gift to Novrania [Round 34]
      • Arpied Mercenaries (Carmine) [Round 27]
    • Chickens [Good]
      • Sulfur (Asterith) [Round 25]
      • Horses (Palas Caercia) [Round 27]
      • Rice (Nan Hai Nian) [Round 27]


    Puerto Melizine
    • Ships [Good]
      • Perytons (Sterkelv) [Round 34]
      • Available
      • Available
    • Dyes [Good]
      • Longhorn Cattle (Minotron) [Round 34]
      • Available
      • Available


    Promise
    • Frozen Eggs [Good]
      • Available
      • Available
      • Available
    • Ice Dragons [Good]
      • Cave Fungus (Riderock) [Round 37]
      • Fine Porcelain (Ri Chugang) [Round 37] [Round 38]
      • Gift to Salterri Heartlands [Round 37]


    Cas-Teire
    • Granite [Good]
      • Available
      • Available
      • Available


    Consortium Owned Trade Posts
    Thousand Vales - Ambrosial Ale - Palas Caercia
    Thousand Vales - Megalocerous - Palas Caercia
    Miskaton - Cyanastone - Palas Caercia
    Pavonia - Mercenaries - Palas Caercia
    Frios - Sungbone - Palas Caercia
    Pavonia - Stone - Palas Caercia
    Faelthalas - Adamantine - Palas Caercia
    Conjellado Anillo - Miner Durius - Palas Caercia

    Trade Posts in the Consortium
    Minotron - Cattle - Salterri Imperium
    Minotron - Grain - Grand Duchy of Pavonia
    Sterkelv - Perytons - Salterri Imperium
    Palas Caercia - Horses - Grand Duchy of Pavonia
    Palas Caercia - Cana Beans - Salterri Imperium
    Puerto Melizine - Ships - Salterri Imperium
    Puerto Melizine - Dyes - Kingdom of Novrania


    Armies
    Spoiler
    Show

    Palas Caercia - [5 Caercian Mounted Legions]
    Sterkelv - [2 Sterk Classium, 3 Sterk Peryton Legion]
    Wyrmar - [2 Wurm Mounted Legions, 1 Wyrmar Draco Legion]
    Minotron - [3 Minotine Legions]
    Bjurnja - [3 Bjurn Mounted Legions, 1 Bjurn Draco Legion]
    Puerto Melizine - [1 Melzin Mounted Legion, 3 Melzin Classium]
    Promise - [3 Promised Draco Legions]


    Cas-Teire - 340,000 [0 Units]




    Technologies
    Spoiler
    Show
    Horse Riding (Advanced)
    Ocean Faring
    Plate Armor
    Printing Press
    Wurm-Riding
    Berunda Riding
    Raaneka Diplomacy
    Efficient Building
    Refrigeration
    Shrieking Crossbows
    Beastmasters
    Blackpowder
    Logistics
    Zeppelins
    Ultralight
    Tzaltec Fire
    Shrieking Crossbows
    Physics
    Imperial Bureaucracy
    Hovercrafts
    Fluid Dynamics
    Griffon Riding
    Appertisation
    Advanced Agriculture
    Dragon Riding

    Winning Tactic
    Hills


    Previous Rulers
    Spoiler
    Show

    Cassius Caercia, Lord Protector of Palas Caercia, Sterkelv, Wyrmar, Minotron, Bjurnja, Cas-Teire, Proconsul Caercian
    Stats
    Diplomacy - 10
    Military - 10
    Curiosity - 5
    Faith - 2
    Luck - 1
    [SIZE=1]Original Rolls

    King Ji Caercia I: King of the Caercians and Ritians, the Sterks, the Wyrmar, Men and Minotines of Minotron, the Bjurns, and the Melzin, Proconsul Caercian, Warden of the West
    Stats
    Diplomacy - 5
    Military - 8
    Curiosity - 8
    Faith - 10
    Original Rolls

    King Hanyeo Caercia: King of the Caercians and Ritians, the Sterks, the Wyrmar, Men and Minotines of Minotron, the Bjurns, the Melzin, and the Promised, Suzerain of the Grand Duchy of Pavonia, King of Dragons, Proconsul Caercian, Warden of the West
    Stats
    Diplomacy - 8
    Military - 10
    Curiosity - 10
    Faith - 10
    [SIZE=1]Original Rolls
    [/CENTER]


    The Salterri Imperium: Agreement
    Spoiler
    Show

    The Grand Charter of the Salterri Imperium

    Preamble
    The Salterri Imperium exists as a unified empire with the goal of bringing peace, order, and civilization to the world. All Regions, Provinces and Protectorates of the empire agree to a code of conduct to support those goals.

    Leadership
    {1} Loyalty to the Qzare is absolute. As ruler of the Imperium, the Qzare maintains ultimate authority over the empire. The Qzare agrees never to rule unilaterally without the input of the Senate unless necessary for the preservation of the Imperium.
    {2} Regions under direct control of the Qzare shall be referred to as The Silver Throne. These regions shall retain their native leadership and traditional native methods of leader selection. Said leader is granted the Imperial Title of Provincial Governor and may use this title for all legal purposes. Traditional local titles for leadership may be retained and legally used, provided said titles explicitly called out in this treaty.
    {3} Cohesive geographical unions consisting of 4 or more regions shall be called Provinces. These Provinces are bound to the Imperium by treaty or conquest. Provinces shall have full rights and responsibilities to maintain their native leadership and methods of selection. Leaders of such nations shall be granted the Imperial Title of Proconsul and may use this title for all legal purposes. Traditional local titles for leadership may be retained and legally used, provided said titles explicitly called out in this treaty.
    {4} Non-cohesive geographical unions consisting of 1 or more regions shall be called Protectorates or alternatively Prefects. These Protectorates are bound to the Imperium by treaty or conquest. Protectorates shall maintain their traditional methods of leadership unless formally objected to by the Qzare or a vote of the Senate. Leaders of such nations shall be granted the Imperial Prefect and may use this title for all legal purposes. Traditional local titles for leadership may be retained and legally used, provided said titles explicitly called out in this treaty.

    The Senate
    {1} The Senate shall be convened on a regular basis to debate the priorities, goals, and agendas of the Imperium and put to a vote said issues. The result of such votes shall be made law to the Imperium.
    {2} Senators are to be selected by a method determined by the regional rulers, whether that be by vote or appointment. The Imperium shall not interfere in the method of Senatorial selection.
    {3} Each region shall have one Senator and receive one vote in the Senate. Additionally, for every two regions under direct control of the Silver Throne, they shall receive an additional senator and vote.
    {4} Each Proconsul shall also receive one vote.
    {5} The Qzare shall receive no votes but does maintain veto power over any law passed by the Senate. The Senate may, however, override the Qzare's veto with a three quarters vote of the Senators.

    The Imperial Court
    {1} Each regional ruler, Protectorate Preator, and Provincial ProConsul shall have the right to attend or send a duly appointed representative to the Comitatus Judex Primus, Court of the Chief Magistrate of the Salterri Imperium. Here, leaders may petition the Imperium or have grievances addressed.
    {2} A tribunal of three Magistrates will hear the petitions and issue rulings on a timely basis.
    {3} The Chief Magistrate of the Salterri Imperium shall be appointed by the Qzare, and serve a term of no less than 5 years.
    {4} Two other Magistrates shall be chosen by the Imperial Senate from a candidate list of no more than two from each region. These candidates should be of good moral character and knowledgable in Imperial Law.

    Military

    Military Obligations
    {1} The territorial integrity of all provinces and protectorates is guaranteed by the Silver Throne.
    {2} All provinces and protectorates are expected to maintain reasonable defensive forces proportional to their extent and population, including a navy.
    {3} All military units shall follow the following naming convention, to assist in integration of disparate units from multiple sources. A Legion is defined as 1,000 armed and expertly trained soldiers or equivalent thereof. A Classis is defined as a grouping of naval ships capable of carrying a Legion as well as defending it while in transit.
    {4} Should any region within the Imperium come under attack from outside, all provinces and protectorates are expected to contribute a reasonable number of troops to its defense at the request of its ruler, reasonable to be construed as all troops that can be made available without endangering the integrity of that subject.
    {5} Provinces and protectorates are encouraged but not obliged to support foreign deployment of troops undertaken or endorsed by the Silver Throne.

    Military Actions and Limitations
    {1} No region will raise arms against another member of the Imperium, except in defense.
    {2} Proconsuls and Prefects shall not raise unreasonable military forces and will voluntarily disband some or all of them upon request of the Qzare or a vote of the Senate.
    {3} No region will militarily invade lands belonging to nations outside of the Imperium, except in times of war. With Senate approval, expiditionary forces can be sent to assist and encourage undeveloped regions to join the Imperium or to protect native unaligned peoples.
    {4} No region shall sponsor privateers nor issue Letters of Marque and Reprisal without consent of the Senate.

    Faith and Religion
    {1} The Imperium officially recognizes the Hailings of the Silver Sea as the official state religion for use in all Imperial ceremonies. Clergy of the Hailings of the Silver Sea are granted autonomy to move through all Imperium lands and spread their beliefs without hindrance.
    {2} The State officially recognizes the Qzare as the bearer of the Silver Mandate and having divine favor to rule.
    {3} Proconsuls and Prefects must adhere to a state approved faith for all public Imperial actions. Special dispensations may be given to leader who follows a regional religion with long standing traditions in the area.
    {4} The Qzare and the Senate reserve the right to ban any religion determined to be detrimental to the Imperium.
    {5} Regional rulers may petition the Courts to restrict the Hailings of the Silver Sea to a minority in a region where a conversion to a majority might cause civil unrest.
    {6} The spreading of native faiths to other regions requires consent of the ruler of that region, the Prefect or Proconsul, and a full vote by the senate. At no time may any traditional faith be greater than a minority outside its home regions.
    {7} No member of the Imperium may start or organize a new faith or religion without formal decree from the Senate.
    {8} No member of the Imperium may spend more than 1/5 of its taxes in support of any religion without formal decree from the Senate.
    {9) Missionaries from outside of the Imperium are denied entry to Imperial lands and are prohibited from spreading their faith anywhere within the Imperium without formal decree from the Senate

    Trade, Resources, & Technology
    Imperial Provinces and Protectorates may make trade agreements as they see fit with the following requirements.
    {1} If a region of the Imperium has need of a resource you can provide, you must offer the resource to that region before offering it to any nation outside of the Imperium.
    {2} No trade agreements of any sort may be made with any nations declared to be an enemy of the Imperium.
    {3} The Qzare and the Senate reserve the right to declare any technology a ‘state secret’ and forbid trade of it outside the Imperium.
    {4} All acquired technologies are to be shared openly with all members of the Imperium, though recipients of the technologies may still be required to provide resources in payment for the technology.
    {5} No ruling member of the Imperium or Senator shall support illegal acquisition of technology that violates existing Imperial Treaties.


    The Umajin Frontier Agreement
    Spoiler
    Show

    1. Preamble
    This treaty is a bilateral agreement made in good faith between the Caercian Consortium and the Tyranny of New Crima to establish an ongoing project of exploration and development related to territorial resources south of the Consortium. Cas-Teire and all associated territories discovered and colonized under this agreement shall be collectively known as the Umajin Frontier.

    2. Government and Dignities
    1. The Tyrant of New Crima, as defined and empowered by the New Crima Tyrannic Constitution, is henceforth recognized as Sovereign Overseer of the Umajin Frontier, possessing sole authority of governance both directly and through his/her/its chosen representatives, bound only by the specifics of this and all other international agreements.
    2. Entities previously recognized as holding land and/or authority within the Umajin Frontier such as Barons, Counts, Marquises, and other titled positions within the Protectorate shall be asked to embrace Citizenship within the Cree Tyranny, swearing loyalty to the Tyrant, upholding all usual responsibilities and reaping all usual benefits there of. Those doing so shall be given special exemption from the usual prerequisites of holding public office within the Tyranny and given near equivalent responsibilities due their previous titles. Those who refuse Citizenship will be accorded status as a foreign dignitary of the Consortium and granted all usual rights and privileges there of.
    3. The Caercian Consortium resolves not to infringe upon Cree sovereignty and administrative structure. The Tyranny is however obliged to punish and remove any appointed or elected figures who take any action which directly threatens the stability or sovereignty of the Consortium.


    3. Dignities and International Relations
    1. The Caercian Consortium as close neighbor and ally to the territories of the Umajin Frontier reserve the right to observe and advise any transnational agreement the Tyranny makes in regard to those territories.
    2. The Consortium reserves all rights of claimancy and historical administration of the Umajin Frontier in the event the Tyranny of New Crima should be rendered unable to continue administration of the region(s).


    4. Duration
    1. This treaty is to run indefinitely so long as both powers retain legitimacy as internationally recognized sovereign bodies.


    5. Resources
    1. All resources manufactured or occurring naturally within the Umajin Frontier are considered mutual property of the Tyranny of New Crima and the Caercian Crown. The Tyranny reserves for itself all responsibilities related to the protection, cultivation, and distribution of these resources under the following terms;
      a. One shipment of every resource within each region shall be shipped to the Consortium for use and distribution as desired by the Caercian Crown.
      b. One shipment of every resource within each region shall be shipped to the Cree Motherland for use and distribution as desired by the Tyranny.
      c. All other shipments and applications of the resources found in the Umajin frontier require the consent of both powers. The Tyranny reserves the right to be proactive in such activities, but will yield to any voto in that regard issued by the Consortium.


    6. Military
    1. Command of any standing army or militia forces within the Umajin Frontier passes permanently into the care and administration of the Tyranny of New Crima.
    2. The Caercian Consortium and the Tyranny of New Crima henceforth agree to a pact of mutual non-aggression extending to all forces within the Umajin Frontier.
    3. The Caercian Consortium and the Tyranny of New Crima henceforth agree to a pact of mutual defense against invasion extending to all forces and territories within the Umajin Frontier.


    7. Religion
    1. Out of respect for the Laws and Sensibilities of Caercian Consortium, travel along the boarder entering the Consortium from the Umajin Frontier shall be restricted to prevent the spread of ideas considered legally anathema therein.
    2. The Tyranny of New Crima under Rule of Law as specified by her Constitution shall itself make no law regarding religion. No belief shall be enforced or restricted within the Umajin Frontier, however, for this reason no exceptions shall be made for any crime committed by any individual or conspiracy in light any claim to religious motivation


    8. Miscellaneous
    1. Inhabitants of the Umajin Frontier are permitted to travel to and resettle in the Caercian Consortium under the protection of the King and with all rights normally accorded to subjects of the Crown.
    2. Those deemed criminals, malcontents, and those deemed seditious to the state of the Consortium originating from the lands of the Consortium shall be subject to repatriation to the Consortium upon request of the King or his representative lords. The Tyranny reserves the right to advocate on behalf of the accused should it wish.


    Signed This Day in the Spring of Year#cc,
    - Khoonbish the Inhuman: Champion Heir to the Tyrant of New Crima as of the 471cc Game of Death, Authorized to sign as Avatar of the Tyrant in service of Good Tyrant Oluska Geriin, as witnessed by Heart of the Inquisition Ganbaatar.
    [({HEART GANBAATAR's PERSONAL SEAL OF OFFICE})]

    - King Ji Caercia I: King of the Caercians and Ritians, the Sterks, the Wyrmar, Men and Minotines of Minotron, King of the Vale and Bjurns of Bjurnja, Lord Castellan of Cas-Teire, Suzerain of Nan Hai Nian, Proconsul Caercian

    - Lord Protector Nao Caercia: Sword of the King, Magister Equitum, Legatus Caercian


    Treaty of Deeptree
    Spoiler
    Show

    The following treaty seeks to put an end to the war between the states of the Caercian Consortium, the Cree Tyranny, the Mularuhm Kingdom and their allies and the state of the Pavonian Imperium. Such terms as laid down in this agreement are to bind the signatories now in their current form and from here forward in perpetuity.

    • The Pavonian Imperium shall cede any and all claims now or future on the region known as Norogh, Novorogh, or other alternative names such that encompasses the region below the surface of Pavonia Proper to the Kingdom of Mularuhm.
    • The Pavonian Imperium shall cede any and all claims now or future on the region known as Promise, Needlemarch, or other alternative names such that encompasses the region southwest of Pavonia Proper to the Caercian Consortium.
    • The Pavonian Imperium shall cede any and all claims now or future on the region known as The Thousand Vales or other alternative names such that encompasses the region south of Sterkelv and West of Promise to the Tyranny of New Crima.
    • The Pavonian Imperium, under the reign of the Wulfendyne dynasty, shall retain rights to the lands of Pavonia Proper and Frios and these rights shall be respected and recognized by the signatories of this document.
    • The Empress Maria Wulfendyne will recognize as her successor as she sees fit and their successor to follow shall wed a member of the House Caercia. The Empress may select her heir to the Pavonian Imperium as she sees fit but this selection must be unwed that they might be wed to a bride or groom of Caercian consent.
    • The Pavonian Imperium shall recognize the rights of the Caercian Consortium to two tradeposts in the region of Pavonia Proper. As a sign of goodwill the Pavonian Imperium is recognized as possessing rights to one trading post in Promise, a claim subsidiary to the right claimed by the Qzare.
    • The Pavonian Imperium shall swear its vassalage to the Caercian Consortium and, ultimately, the Salterri Imperium by the terms laid out in the Grand Salterri Charter. In recognition of the laws and agreements of the Grand Salterri Charter the Pavonian Imperium shall relinquish the title of 'Imperium' as will its leaders renounce the claim to the title 'Emperor/Empress' reverting to 'Grand Duchy' and 'Grand Duke/Duchess' respectively. For the purposes of this document the titling of 'Pavonian Imperium' and 'Emperor/Empress' shall be used and is considered the same and equivalent title as 'Grand Duchy of Pavonia' and 'Grand Duke/Duchess' in its binding legality.


    -Signed
    King Hanyeo Caercia: King of the Caercians and Ritians, the Sterks, the Wyrmar, Men and Minotines of Minotron, the Bjurns, the Melzin, and the Promised, King of Dragons, Suzerain of the Grand Duchy of Pavonia, Proconsul Caercian, Warden of the West

    Lord Protector Vitus Caercia: Sword of the King, Protector of Palas Caercia, Magister Equitum, Legatus Caercian

    Grand Duchess Maria Wulfendyne, Duchess of Pavonia, Duchess of Frios

    Tyrant Khoonbish the Inhuman
    Last edited by DurkBlanston; 2015-07-17 at 12:50 PM.

  6. - Top - End - #66
    Barbarian in the Playground
    Join Date
    May 2014
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Culture of the Consortium


    Government & Military
    Spoiler
    Show

    The Caercian Consortium is a Feudal Kingdom and a Greater Vassal to the Salterri Imperium. It's capital is in Palas Caercia.

    The King is to rule as the governmental sovereign, protector of the realm and people from the tyranny of those who would seek to abuse its citizens, and to act as lawmaker, adjudicator, and appointing hand of the lands.

    The Lord Protector shall now operate as an extension of the King's will, acting as supreme commander of the King's military forces and utmost adviser upon the Caercian Council as well as designated regent for such times as the King is unable to rule and default heir to the Kingship in the event another heir has not been chosen or is lost.

    Noble Rankings within the Consortium
    • Qzare
    • King
    • Lord Protector
    • Protector
    • Count/Marquise
    • Baron


    Protectors are roughly the equivalent to Carmine Dukes and Counts/Marquises roughly equivalent to Carmine Earls.

    The current Protectors are recognized as land holding entities holding all the land of their Protectorate, owing fealty to the King, and under the command of the Lord Protector in times of war as well as being given the right to bequeath land within their realm to those deemed worthy of a fief with the knowledge that the King may at any time reject or revoke a fief from an unruly lord though the consultation of the lords, who shall be appointed to the Caercian Council, shall be sought first.

    The Caercian Council shall be composed of the Protectors from across the Consortium and the Counts of Palas Caercia itself. The Council will act as an advisory board and point of reference for the King and the Lord Protector. The Council is headed by the Lord Protector in Palas Caercia. Each Protectorate Region will host it's own Council composed of the Counts/Marquises of it's land reporting to the regional Protector. Each Count/Marquise will keep a small council of their own of their sworn Barons. A Baron without a liege, as in Cas-Teire until such a time as a Protector or administrative Count is appointed, is given special permission to sit on the Caercian Council before the King.

    Any member of the nobility may petition the King over an issue, though standard chain of command is encouraged.

    A Baron can be appointed by any of the higher ranking nobles and a Baron's named heir shall be confirmed by the Count presiding over the Barony. A Count and Marquise may be appointed by their Protector, the Lord Protector, or the King and named heirs to fiefs may be confirmed by the aforementioned powers. A Protector's heir is nominated by the current Protector and confirmed by the Protectorate Council of the region and the Lord Protector with final voting rights and veto power reserved to the King. The Lord Protector is nominated by the previous Lord Protector and confirmed by the King and the Protectors of the realm as well as the Caercian Council of Counts. The King's heir is selected by the King and confirmed by the Qzare of the Imperium as well as being obligated to reaffirm the pledges of vassalage from the Lord Protector and the Protectors.

    Protector and Count/Marquis Noble Houses throughout the Holds

    Protectorate of Palas Caercia - King Hanyeo Caercia (B. 469) & Lord Protector Magnus Caercia (B. 468)
    • County of Caercia - King of the Consortium
      • Barony of Equis - House Alesius
      • Barony of Gladio - House Puntis
    • County of Ritius - Lord Protector of the Consortium
      • Barony of Bruma - House Stein
      • Barony of Apix - House Ritius
    • County of West Canter - House Wulfen
      • Barony of Agrins - House Strabo
      • Barony of Macedia - House Florus
    • County of East Canter - House Vulpis
      • Barony of Conil - House Vesci


    Protectorate of Sterkelv Protector Francis Caercia (B. 481)
    • County of Norbur - Protector of Sterkelv
      • Barony of Istaap - House Petersan
      • Barony of Havar - House Berg
    • County of Surbur - House Gundarsan
      • Barony of Aser - House Hastwig
    • County of Wexbur - House Harick
      • Barony of Skulde - House Karlsbik
      • Barony of Albue - House Jensan
    • County of Exbur - House Gilbartsan
      • Barony of Smalbro - House Nilsan


    Protectorate of Wyrmar - Protector Gaius Abn Tnyn (B. 484)
    • County of Wyrmstel - Protector of Wyrmar
      • Barony of Wyrscel - House Abn Wiman
      • Barony of Wyrtep - House Abn Qasim
      • Barony of Wyrbes - House Abn Gamil
    • County of Wyrmspul - House Abn Tnyn
      • Barony of Wyrii - House Abn Salil
      • Barony of Wyrcrst - House Abn Iqbal
    • County of Huluc - House Abn Basir


    Protectorate of Minotron - Protector Zuei Gaius Julius (B. 480)
    • County of Goren - Protector of Minotron
      • Barony of Urth - House Canteus
    • County of Fluvius - House Warhammer
    • County of Disil - House Warhammer
    • County of Burgun - House Yates
      • Barony of Ravesa - House Licinius
    • March of Conifer - House Visellius
      • Barony of Pine - House Swordshatter
      • Barony of Fern - House Crackedhilt
      • Barony of Stump - House Maulsplit
      • Barony of Grove - House Greataxe


    Protectorate of Bjurnja - Protector Achille Caercia (B. 466)
    • County of The Vale - Protector of Bjurnja
      • Barony of Burjun - House Dumont
      • Barony of Andor - House Godefroy
      • Barony of Neves - House Pesant
    • County of The Stones - House Benedict
      • Barony of Gretas - House Louis
      • Barony of Pacondo - House Osmont
    • County of Landen - House Gretanson
      • Barony of Aranja - House Martel
      • Barony of Quan - House Jumel
      • Barony of Jevonte - House Tulles
    • County of Silverpeak - House Martin
      • Barony of Alavu - House Dufraine
      • Barony of Franja - House Baro
      • Barony of Nesle - House Restault


    Protectorate of Puerto Melizine - Protector Pelagius Melizine V (B. 485)
    • County of Oestecuarto - Protector of Puerto Melizine
      • Barony of Vera - House Alaric
      • Barony of Grananja - House Euric
    • County of Estecuarto - House Botheria
      • Barony of Almeria - House Odovaca
      • Barony of Montecu - House Audo
    • Country of Surcuarto - House Aldefonso
      • Barony of Avamonte - House Ricimel
    • County of Nortecuarto - House Roderio
      • Barony of Caballo - House Theopa
      • Barony of Jerez - House Manzilla
      • Barony of San Sabar - House Abiendo


    Protectorate of Promise - Protector Jonas Caercia (B. 481)
    • County of Conway - Protector of Promise
      • Barony of Neathwydd - House Perkins
      • Barony of Rhambrok - House Jernigan
    • County of Carmarwys - House Yates
      • Barony of Brecogan - House Mervyn
    • County of Myrfil - House Pendrake
      • Barony of Caerfaen - House Owains


    Protectorate of Cas-Teire - 13 Baronies (11 unclaimed and held by the King) - No Protector, default King of the Consortium
    • Barony of New Kaliph - House Umajin
    • Barony of New Kelldria - House Nikon


    Military Hierarchy
    Within the Consortium nobles holding the ranks of Lord Protector, Protector, Count, Marquise, and Baron are expected to fulfill their duties as sword and shield of the land given to them by the feudal right invested in them by the King however these men alone cannot be expected to administer and oversee the entirety of military operations during times of war and peace such that their own lands suffer from neglect, thus the appointment of military officers from among the nobility unlikely or ineligible to inherit property and from among the common people who wish to serve in the military rather than continue on as laborers has become an acceptable practice. Ranks within the military are prestigious and carry a great deal of importance but are not guaranteed right to property as a noble title is, though may serve as an avenue to marry into higher nobility for those lower in the hierarchy.

    All soldiers and officers holding military rank alone are subject to orders and command by those of noble bearing although must obey the instructions of a higher noble over those of a lesser noble so as to maintain chain of command. The ranking within military legions is as follows.

    Military Rankings
    • Praetor - Commands the Legions of a Protectorate
    • Legatus - Commands 1,000 men, a Legion
    • Centurion - Commands 100 Men in a Legion, a Centuriate
    • Decanus - Commands 10 Men in a Century, a Decate
    • Legionaries - Rank and file soldiers of the Legions


    Honorific Military Titles
    • Magister Equitum - Master of the Horse, the principle historic form of military within Palas Caercia has been the horse cavalry making the title of Master of the Horse the highest honored title which is dispensed by the King himself.
    • Lord Lieutenant - Appointed by the Lord Protector as the primary aide to the Lord Protector and often used somewhat informally as the titling for the appointed or presumptive heir to the Lord Protector
    • Magister Peditum - Master of the Foot, often given by the Lord Protector to his most trusted or most experienced Legatus under his command.


    Army Organisation
    Spoiler
    Show
    Infantry

    The basic military unit is the Legion, adopted from the Salterri Legion (one thousand men). The normal organisation of a Legion is:
    Five hundred infantry
    Four hundred archers
    One hundred cavalry

    The Legion infantry are theoretically equipped with spear or billhook and plate armour. Every man also carries a sword, axe, or hammer. Full plate armor is uncommon, and many men still wear lighter armor and carry a shield.

    Archers are equipped with bow, sheaves of arrows, breastplates and helmets. Most archers also carry a short sword. In recent years, many have come to carry fire-lances and crossbows instead of traditional longbows.

    Being largely a cavalry focused force originating in Palas Caercia the organization of the Caercian infantry was heavily influenced by Minotine practices which in turn had been informed by the organization of Priory military practices, an alternative form of traditional Salterri organization.

    Cavalry

    Palas Caercia serving as the origin and informing military for the Consortium was built on horsemanship and cavalry training and as such the cavalry of the Consortium is the pride of the military. Adoption of Caercian cavalry organization and techniques has spread across the Imperium while adopting Imperial naming conventions from the Heartlands.

    The basic unit is the Mounted Legion, which nominally amounts to one thousand men. In terms of command structure it is considered equivalent to a standard Legion. The Mounted Legion comprises:
    60 heavy cavalry
    180 horse archers
    180 medium cavalry
    580 squires and men-at-arms

    The heavy cavalry are equipped with full plate armor and their horses are also fully armored, usually in lamellar. They are considered almost invulnerable while they remain mobile: their weaknesses lie in their small numbers and relative lack of maneuverability.

    In support of the heavy cavalrymen are the horse archers, which carry short bows made for use while riding and ride and fire as they encircle and split apart enemy forces.

    The third component are the light cavalry, who are equipped with plate armor, though often not to quite the same extent as the heavies. Their horses are largely unarmored, making them more maneuverable. Their role is to guard the flanks and pursue and harry retreating opponents.

    In support of the fighting cavalry are a large number of servants and retainers, who outnumber the cavalry themselves. Their roles are varied, but care for the horses of their masters forms a large part of their duties. In theory, all squires and retainers are expected to be either trained in or receiving training in combat, but proficiency varies with age and experience, and perhaps half the total number are capable of making a useful contribution in battle.

    Aerial Corps

    Originating out of Sterk use of the native Peryton as mounts following the introduction of technology to allow saddles to be made for the small creatures the so-called Aerial Legions and conversely Peryton Legions are the dominant air force within the Consortium though rumors suggest the Consortium seeks to bend the wild dragons to the will of the armies and form another section of the Consortium's aerial forces.

    Peryton Legions are comprised of:
    400 Peryton Riders
    600 Retainers and men-at-arms


    Legions of the Consortum
    Spoiler
    Show
    No. Stationed In Nickname Commander Notes
    Legions
    I Minotron The Regulars Protector of Minotron This regiment was formed under Priory administration of the region and originally consisted of local humans organized and elevated into positions of power under Priory officers from Salteire. With the fall Priory administration in the region the organization was retained and served as one of the first theaters for integration among the Men and Minotines of Minotron.
    II Minotron Salt Licks Count of Fluvius Loyal to the Warhammer lineage the Minotines of this regiment are famed for their resistance of the Priory's deposition of Codrus Warhammer and cooperation with Caercian invaders leading to their formalization in the military structure. Their name is taken from the "licking" they gave the Salteire Legions.
    III Minotron The Endings March of Conifer Named in antithesis to the beginning forest this Legion's primary task is protecting the southern border of Minotron from any bandits or malcontents and are one of the most consistently active Legions in the Consortium.
    Mounted Legions
    I Palas Caercia Royal Riders King Established at the innagaration of the first King Ji Caercia as a directly loyal and accountable division of the cavarly this is one of the younger Legions in the Consortium
    II Palas Caercia The Lord Protector's Men Lord Protector Established before unification of the Consortium as loyal men under the first Lord Protector this regiment has become one of the most famous and infamous regiment in the Consortium military and achieving position within the LP's Men is considered a great honor.
    III Palas Caercia The Descensionists Count of East Canter Gaining fame in the Wars of the Mandate under the shadowy and duplicitous House Vulpis it was this cavarly legion that led to the victory of Caercian forces in Minotron with a swift charge cutting down the enemy in retreat. It's name is taken from its pivotal role in "descending" the Ascensionists.
    IV Palas Caercia Mountain Men Count of West Canter Recruited from the Ritians of Palas Ritius this legion subscribes to more Ritian and by extent Pavonian fighting styles than the other legions of the region.
    V Palas Caercia Rijbane Legate As old as the LP's Men and some say older this legion gained its reputation for ruthless efficiency during the unifcation of Palas Caercia and Palas Ritius destroying the Rijwak menace that plagues the human settlements of the region.
    I Wyrmar The Wyrm's Claw Protector of Wyrmar Named after the legendary leader Wyrmsclaw who unified the Wyrmar tribes this is the oldest legion active in the entire Consortium dating back to the time of Wyrmar as an individual Protectorate.
    II Wyrmar Sand Striders Count of Huluc
    I Bjurnja Storm Riders Count of the Stones
    II Bjurnja Blazing Legion Count of Landen Taking their name from a mistranslated bastardization with origins in the stories of Greta the Blazing Avatar regarding the Calorum Burning Legion this Legion has adopted cavalry techniques of the Consortium.
    III Bjurnja The Benedictines Count of The Stones Sworn to the House of Benedict when the House was the royal head in Bjurnja this military order was outlawed for decades under Consortium rule but the King Hanyeo saw fit to repeal the banishment and once more allow the prestigious warriors to fight under their original banner.
    I Puerto Melizine Cabellos de Pelagio Count of Surcuarto The 'Horses of Pelagius' are the only mounted legion active in Puerto Melizine to ensure stability and peace within the city of Puerto Melizine as the majority of the Protectorate's military is focused upon the sea.
    Aerial Legions
    I Sterkelv Sterk Beserkers Protector of Sterkelv Despite their name, carried forward from their origin at the very first interaction of Sterks with the Consortium, this regiment evolved from an infantry regiment to a Peryton Legion is the premiere aerial legion in the Consortium.
    II Sterkelv The Champions Count of Exbur Receiving their name from their leader the Count of Exbur these Peryton Riders are so known for the championship of the Count in the Tellurian Games Aerial Race.


    Navy
    Spoiler
    Show

    The navy is an important aspect of the Consortium military although the vast majority of its construction and focus lies outside the capital. Beginning with the Sterk who took to the ocean with zeal for the pursuits of ravaging and pillaging further abroad the navy truly took form as an important aspect of the Consortium military during the Wars of the Mandate wherein the Sterk Fleet, the first naval unit of the Consortium, halted the navies of the Alydaxan Dominion, vassal of the Silver Moon, that otherwise would have transported reinforcements to the Priory rebels on the mainland. With subsequent conquest of the naval power of Bjurnja and colonization of the coastal Puerto Melizine has led to more and more focus in balancing the Consortium's cavalry forces with power at sea.


    Ships
    Spoiler
    Show

    The following ships have been in service of the crown. Most of the ships from early in the kingdom's history have since been retired, but the names have usually been reissued, as indicated below. The port of issue shows the port of the first ship to bear the name, though subsequent such ships may have been built in and launched from other ports.
    Name Port of Origin Notes
    Hand of Cassius Sterkelv Flagship of the Sterk Fleet; Originally named after Protector Cassius of Sterkelv
    Hanyeo's Reach Sterkelv Flagship of the Sterk Exploratory Fleet that ventured to Niemidaland and brought it under Imperium control
    La Lanza Puerto Melizine The Lance is the flagship that leads the efforts of the Recuperaccion
    La Guardia Puerto Melizine The Guard is the flagship of the defensive fleet that holds the Storm Stones on the Melizine side.
    La Tormenta Puerto Melizine The Storm is the flagship of the fleet sent to aid the Qzare in investigation into the death of Li Huanle Jarrow


    Royal Records of Claimancy to Outside Realms
    Spoiler
    Show
    The following are kept as records for internal use only and will be enacted only in the event that a realm to which the Consortium might lay claim grows dormant or incapable of proper administration of the realm.

    Strong Claims
    • Chieftainship of Wenyavuk - Marriage of King Ji Caercia to Queen Elina An Tayanya. Elina An Tayanya was the original Enlightened Heir of Wenyavuk to Chieftain Pawondo Tayanya to whom the next Chieftain of Wenyavuk would have been married. She surrendered her title and her brother became the new Enlightened Heir and his wife the new Chieftain.
    • Kingdom of Novrania - Marriage of Lady Cecilia Abn Tnyn to Prince Markus Caine. Cecilia Abn Tnyn is the eldest and sole daughter of the Protector of Wyrmar a cadet and connected house to the line of Caercia through Gaius Caercia, first Protector of Minotron. Markus Caine is Corvus Caine's eldest and only child and heir presumptive to the Driftwood Crown of Novrania.


    Weak Claims
    • Kingdom of the Carmine Sea - Formerly strong claim of marriage between Adrianna Caercia and Atheldynn Jarrow. Subsequent weaker claim through the betrothal of Hanyeo Caercia to Tempest Jarrow.
    • Kingdom of Ashenia - Marcia Caercia to Lazarul Toranath
    • Kingdom of Serendel - Marriage of Ji Caercia to Elina An Tayanya, Elina being 1/4 Serendel by virtue of being daughter of Pawondo Tayanya and Wendry Serendel herself daughter of Lord Liam Serendel and Bekya of the Na'Nuk.



    Major Cities & Sites in the Protectorates
    Spoiler
    Show

    Protectorate of Palas Caercia
    • Palas Caercia (5/5)
    • Palas Ritius

    Protectorate of Sterkelv
    • Forksby
    • Haricksby

    Protectorate of Wyrmar
    • Palas Duba
    • Palas Qatif

    Protectorate of Minotron
    • Palas Fluvius
    • Deeptree
    • First Temple of the Wyrm Below (5/5)

    Protectorate of Bjrunja
    • Palas Benedictus (5/5) - Formerly Silvorge, the capital and largest city within the Protectorate and the entire Consortium was renamed as work began to transform the city into a jewel to rival Palas Caercia.

    Protectorate of Puerto Melizine
    • Puerto Melizine
    • Puerto Delfonso (Abandoned)



    Important Images
    Spoiler
    Show

    Ji Caercia, King of the Consortium

    (B. 436) Blood son of Wyrmar Guru Agni and mysterious Far Western woman, Princess R'jas un Z'kovn Sy'yski, Ji was adopted by Markus Caercia, blood son of Cassius Caercia, and quickly became a well liked figure within the court. Though originally despised by Cassius for his association with the Guru Agni and his despised blood son Markus, Ji even began to win over Cassius later in the Lord Protector's life with his ability on the field and in the court. Ji has become close friends with his adopted Uncle Nao since the fellow foreigner came to reside in the court. Ji is the first King of Palas Caercia and the Caercian Consortium.

    Nao Caercia, Lord Protector

    (B. 435) Blood son of General Jiao'ao of the Salterri Imeprium and adopted son and appointed heir of Lord Protector Cassius Caercia the young Nao demonstrates many of the qualities of his father Jiao'ao, loyal and honorable to his commander and possessing a strange and unflattering character around women and among a royal or noble court. The young expressed intense reticence about taking command of the entire Caercian Consortium as its undisputed ruler. This desire to avoid direct rulership and the great popularity of his friend and adoptive nephew Ji combined with the machinations of the Caercian Council led to the governmental reforms culminating in the Caercian Coronation and the establishment of a royal line. Nao has become the first Sword of the King and is the first to serve in the capacity of Lord Protector under the new order.

    Elina An Tayanya, Queen of the Consortium

    (B. 435) Daughter of Wendry Serendel and Chieftain of Wenyavuk Pawondo Tayanya Elina met Ji Caercia at the Second Tellurian Games in year 452 and the two developed a rapport which would be kept alive in exchanged letters in the subsequent years in which Elina was given the nickname Snow Princess and Ji the name Southern Dragon. The two were married at the Caercian Coronation in year 463 shortly before the attack of Doge Buttercup of Guilder. Elina serves as a trusted confidant and adviser for the King and often sits in on Council meetings.

    Hanyeo Caercia, Son of the King, Heir to the Throne

    (B. 469) Son of King Ji Caercia and Queen Elina An Tayanya Hanyeo is named after the famous, and in some circles infamous, Qzare Xiu Hanyeo who saw Palas Caercia accepted into the Imperium and guided to the place of prominence the Consortium now holds. Hanyeo was married to his cousin (though not blood related), Tempest Jarrow, at the young age of 16. Hanyeo has shown some aptitude for the wilderness, befriending his animal companions given to him as gifts by the Caercian Protectorates as well as proving to be an adept hunter of large game.

    R'jas Caercia, Governess of Melizine and Daughter of the King

    (B. 466) Daughter of King Ji Caercia and Queen Elina An Tayanya R'jas is named after her blood grandmother Princess R'jas un Z'kovn Sy'yski. For the first three years of her life she was the heir to the Caercian throne until the birth of her brother Hanyeo. When Puerto Melizine was colonized in the 480s she was married to the son of the the current Grandee of Melizine, Theoderic Melizine II. Upon the ascension of Theoderic to what was formerly the title of Grandee now Protectror of Melizine she took on the title of Governess for the Protectorate. R'jas is a beautiful girl capturing her mother's fae and Na'Nuk hair and sharp features as well as her father's far west and Wyrmar bone structure and eyes.

    Tempest Jarrow, Wife of the Crown Prince


    Crown of the King


    Armor of the Lord Protector

    Last edited by DurkBlanston; 2015-06-27 at 08:27 AM.

  7. - Top - End - #67
    Barbarian in the Playground
    Join Date
    May 2014
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Palas Caercia (67)


    Historic Government
    Spoiler
    Show

    The following describes the Caercian government prior to it's overhaul culminating in the Caercian Coronation. Current governmental order is listed above in descriptions of the entirety of the Consortium.

    The government of the nation of Palas Caercia was for a time following the defeat of the Rijwak by Palas Caercia and Palas Ritia a diarchy between the ruling family of Caercia and the ruling family of Ritia, each dynasty holding power for 5 years as Protector before an election was held amongst the nobles of both cities to decide the new Protector. As Palas Caercia continued to win election due to its higher population and the blurring of lines between the two dynasties as they married further and further into one another the system was dissolved and a single monarch was appointed, the first born son of Caercia Bei XII and Gertrude Ritius II, both heirs to their respective dynasties. As the child was born a boy it was decreed that from that day forward Palas Caercia would be ruled by the eldest male child of the ruling monarch.

    The son was anointed as Markus Caercia and became the first Lord Protector of Palas Caercia as a united nation when his father died last year. Now, at age 32 Markus Caercia I begins his rule of a nation fully united and with the first chance to begin to foray into the wider world.

    One of the Lord Protector's first acts following his ascension was the formation of the Caercian Council, composed of the noble houses of Palas Caercia Proper and Palas Ritius the council acts as an advisory body to the Lord Protector as well as an unofficial extension of the Caercia royal family, taking positions of importance and rulership among the more intimate matters of state. The noble houses that form the Caercian Council are:

    Palas Caercia Proper
    • Alesius: Current Head of House - Janus Alesius II (Born 403)
    • Puntis: Current Head of House - Erestes Puntis (Born 398)
    • Strabo: Current Head of House - Donato Strabo (Born 400)
    • Florus: Current Head of House - Lucius Florus (Born 390)
    • Vulpis: Current Head of House - Carmin Vulpis (Born 407)
    • Vesci: Current Head of House - Mario Vesci (Born 402)


    Palas Ritius
    • Klauser: Current Head of House - Hans Klauser (Born 415)
    • Stein: Current Head of House - Kinwig Stein (Born 413)
    • Wulfen: Current Head of House - Konrad Wulfen (Born 409)
    • Ritius: Current Head of House - Manfred Ritius IV (Born 399)


    Following the expansion of Palas Caercia into further realms the government faced a minor reorganization, with the Lord Protector named sovereign over all lands pledged to the Caercian Consortium but with the appointment of Protectors to the various regions, generally of Caercian blood though not required to be the Protectors serve as local lords over the regions they administer and are permitted to form their own council of regional councilors. The Protectors report to the Lord Protector but by and large operate independently from the Lord Protector's direct rule except in cases of dire emergency. The expanded realm has generally come to be known and referred to in unofficial documents as the Caercian Consortium though no official naming has taken place and the governance is still referred to as Palas Caercia in all official documentation.


    Terrain
    Spoiler
    Show
    Palas Caercia is a relatively expansive region in regards to land mass, but the majority of the land within its center is largely inhospitable and sees little in the way of human habitation. A few remaining Rijwak goblin villages dot the rocky, hilly central area of the territory known within the three great human centers as the Erian Expanse, but the villages and organizations of the goblins, even their larger settlements to the south, are largely ignored by the more powerful and more prevalent Human Caercian government.

    The notable habitable areas used by the majority of the human population are the great Caercian Seas and their surrounding lands and the hills and mountain to the east. The Caercian Seas are the smaller Iric Sea in the northwestern area of the territory sharing much territorial influence and overlap with the Bratic Sea to its west, and to the south is the Sea of Cice, though not originally a Caercian Sea and in fact not a true sea at all being a freshwater great lake, it is inhabited not by humans but by the Rijwak goblins, it is often now included in defining the dominion of Palas Caercia in its reference as Crown Jewel of the Three Seas and the Mighty Mountain.

    In the eastern portion of Palas Caercia lies the only human population center that does not lie on the border of a sea, Mt. Ritius is the tallest point in the territory being the beginning of the Discord Mountain Range in the west. A great fortress city, now known as Palas Ritius, is built across a great river that flows down from the icy tip of this mountain and into the Expanse and marks the largest sign of human habitation in this region of the territory.


    People
    Spoiler
    Show
    Palas Caercia is dominated by humans but there is another race, the Rijwak Goblins who live within the rocky and desolate hills of the central territory

    The human population of Palas Caercia varies between the 2 great cities, with those originating from Palas Caercia proper along the Bratic and Iric Seas bear a resemblance somewhat reminiscent of the lower born Salterri, with some influences from the Wyrmar to their north. They are lean, light brown skinned humans with dark hair and thin eyes, they are of medium build, thicker than their Wyrmar or Salterri cousins but not as thickly built as those originating from Palas Ritius or Pavonia. They often have emerald green eyes though brown eyes are common enough as to not be considered strange. Rarely the dull blue eyes of Wyrmar heritage come through. As the current ruling family is of Palas Caercian blood there is some inclination towards attempting to appear similar. The attitudes of most Caercians from Palas Caercia proper is a calculating desire to spread their culture to those with what they deem inferior structure through diplomacy and integration countered by a desire to partake in a large amount of recreational behavior they believe to be reflective of their superior culture.

    The humans of Palas Ritius bear a striking resemblance to the men of the eastern state of Pavonia and it is largely accepted that the inhabitants of the mountain are immigrants from the eastern land who fled during the period of warring states in their ancient homeland. Often lighter of skin and hair than their western leaders and with larger eyes a Ritian man is easily distinguishable from a Caercian man if not for the bleeding of styles that has taken place over the past thirty years since unification. The humans of Palas Ritius are products of their ancestral homeland of Pavonia, natural warriors with strong convictions and minds for war if somewhat dulled in the aspects of diplomacy and guile. When they first met the humans of Palas Caercia Proper they had a common enemy in the Rijwak and as they united to fight the goblin menace they failed to realize the culture of Palas Caercia was seeping into their own. After the war the heir to the Ritian throne was being advised by half a dozen 'temporary' Caercian advisers and after only a few years the city of Mount Ritius was renamed Palas Ritius and the people began to see themselves as Caercians. At this time the Ritians now see themselves as loyal members of the nation of Palas Caercia and while the superstitions and rituals of their Pavonian heritage remain, and have even influenced some Caercian traditions, by and large they are Caercianized citizens.

    The Rijwak Goblins once lived within the central area of Palas Caercia but now live to the far south around the Sea of Cice. Despite their supposed decades of living within the central steppe no records exist from before or after unification of any settlement large enough to be classified as a city. The Rijwak, their own name for their people, are short bluish green skinned creatures with manes of thick white hair running down their backs. For centuries prior to unification the Rijwak were seen as an aggressive and dangerous obstacle preventing inland travel within the land now known as Palas Caercia and only in the past five years has peace finally managed to emerge between the human populations and the Rijwak.

    Population Distribution:
    Humans
    • Palas Caercia: 60,000
    • Palas Ritius: 34,000
    Rijwak
    • 6,000 concentrated mostly along the Sea of Cice but some within the Expanse.


    History
    Spoiler
    Show
    400 years prior to unification the first and greatest city of the lands was built upon the shores of the Bratic and Iric Seas, Palas Caercia. Palas Caercia was built by Caercia Bei, a great leader from the lands to the north. Palas Caercia quickly grew to dominate the fertile lands surrounding the seas and the seas, though maintaining their original names, were renamed the Caercian Seas and the first city state of Palus Caercia grew up within the area.

    Growing quickly the city state turned its attention inland only fifty years after Caercia Bei had founded the city now under the guidance of his eldest son. The expeditions were sent to investigate the lands to the south as Caercai Bei had himself decreed that no Caercian would seek to spread north where lands were already controlled by the great Imperium from which he had come. These expeditions were the first to discover the Rijwak and in doing so they initiated a war that would last for the next four and a half centuries. The war with the Rijwak goblins went disastrously for Palas Caercia, itself having never experienced war with a foreign power and the goblins could have eliminated the city many times over but they never seemed willing to attack the city directly. For years the rulers of Palas Caercia assured the people that soon the war would end and the simplistic goblin tribes would be driven back but continually they failed to do so and after one hundred years of varying levels of war the city state eventually ceased attempting to push further in and remained at war with the Rijwak only in words.

    One hundred years ago, under the leadership of Caercia Bei VI the city state of Palas Caercia moved to reignite the war, but rather than attempt open warfare against the goblins immediately the city sent expeditions to the northwest, hoping to come into contact with the Salterri of legends, but instead they found the city state of Mt Ritius, who itself had encountered the Rijwak goblins and fought a losing war against the inhabitants of the Expanse, due not to inexperience, the Caercian reason for loss, but due to a much smaller sized army. The two city states plotted and came to unite against their goblin foe and in a coordinated attack decimated the Rijwak homeland and scattered the goblins from ever unifying again. It must be noted that the goblins were found to have at this time been suffering greatly from some strange disease to which the humans seemed immune but such affliction was only taken to be a sign from the Lady Silver that it was the divine purpose of the cities to unite against their common foe.

    Following the decimation of the Rijwak population and their subsequent forced migration south trade routes flourished between Palas Caercia and Palas Ritius, as it was subsequently renamed, and the city states united through marriage and alliance to form the nation of Palas Caercia. In the following years the new nation went on to send emissaries to the bedraggled Rijwak populace with the half offer, half demand to sign the Treaty of Grulaj, which saw the Rijwak recognize Palas Caercia as its sovereign protector and lord state and in return promised to leave the Rijwak to mostly their own devices to the south an agreement which has been more or less maintained and has kept each party relatively comfortable if not happy.


    Resources
    Spoiler
    Show
    The major crop grown around the lush area of Palas Caercia is Flax, brought with the Caercian men from the north the plant quickly adapted to the climate and took root fast, becoming the major agricultural anchor for the original city state. The flax is used for clothing and sails for trade ships in its manufactured form of Linen, and its oil provides a myriad of uses amongst the populace.

    The relatively barren, but grassy hills and mountains of the Erian Expanse despite not lending themselves well to sustained human habitation appear to be perfect grazing areas for herd animals, the most notable and most used of which are the Caercian Horses. Somewhat smaller than the horses said to be found to the east further along the Discord Mountain range due to having been bred by the Rijwak for many centuries their use by the humans of both Palas Caercia and Palas Ritius has seen a sizable stock of healthy riding horses emerge for use by humans though they are still often found to breed slighter and faster rather than bulky and strong. The usage of horses throughout the lands has led to a demand for leather for use for saddles and bridles and while not a resource requirement, is something much sought after by the famed Caercian Riders.

    Originally a native plant to the Erian Expanse but now grown heavily as a crop in Palas Ritius, Cana Bean has been used for centuries by the Rijwak as a religious and medicinal drug and was quickly adopted by both human cities for similar purposes. Both chewed directly and brewed in hot water to make Cana Tea, the Cana Bean is said to relax the mind and body and open oneself up to deeper understandings of the world around them. The Bean is primarily used for religious purposes among the common people, though it is used for medicine as well due to the nature of the preacher/healer overlap within the human settlements. It also enjoys popularity amongst the noble classes as a recreational enjoyment and a staple within diplomatic discussion rooms.

    Brought into Palas Caercia in ancient times, legends claim from somewhere to the east the Potato has always been a staple in the diet of Caercian and Ritian men although the Rijwak seem to find the tuber to be unpalatable. Though for many years belonging in household gardens and small time farms by decree of Caercia Bei XII, predecessor to Lord Protector Markus Caercia, the crop saw a surge in large scale farming, becoming the primary food crop of all of Palas Caercia and produced with such abundance as to even have stores left for trade with the outside world. The tuber sees a variety of cooking styles most if which call for large amounts of salt, which while not an import necessity is certainly greatly desired by the common folk, and especially the common cook.

    The great desire of the people is importing silver which holds much value in relation to their religion and as the rarest and most precious metal found within the minor veins found throughout the land.


    Religion
    Spoiler
    Show
    The people of Palas Caercia do not follow an organized religion explicitly due by in large to lacking an organized religious structure. However, remnants of the Salterri religion brought to them in ancient days by the founder of Palas Caercia proper remains prevalent and the majority of the humans worship The Lady Silver as a spirit of benevolence and guidance for the humans of the land. She is also credited with seeing to the unification of the humans and the defeat of the Rijwak.

    The Rijwak follow an ancient and complicated tradition of ancestor worship, exact details are not known to those outside Rijwak culture, but it is known that the use of the Cana Bean plays an important role in their practices.



    Sterkelv (93)


    Terrain
    Spoiler
    Show
    The land of Sterkelv is a relatively variant land in its natural holdings. To the south the land is hard and hilly, badlands that run into those of Palas Caercia and are as equally unfit for human habitation, however unlike Palas Caercia which thrives from the Caercian Seas, Sterkelv strives from the bounty provided by the Sterkelv, a mighty river that runs north from the hilly badlands to the Vestlig Sea to the west and all the way to the ocean proper at the farthest northern tip of Sterkelv.

    The largest settlements of human habitants are Forksby and Haricksby which lie within the area known as The Fork, the area lying between two tributaries to the Sterkelv proper that feed into the Vestlig Sea and on the Norvest Penninsula, the stretch of land that juts out of the western side of Sterkelv respectively. Smaller villages and thorps lie along the Sterkelv Proper and in total the numbers living along the river easily outnumber the population of the two larger settlements.


    People
    Spoiler
    Show
    The land of Sterkelv is home to a hearty and powerful brand of humans. Similar in breadth and complexion to the men of Palas Ritius and Pavonia but often with fairer hair and brighter eyes the men of Sterkelv are a proud and honor focused people.

    The men are of shorter height than Caercian men, though broad and with a propensity for great musculature and the women are often as tall as the men, themselves shaped in the direction that hard work and a warrior’s life takes them. The common women are said to be beautiful to behold by Caercian explorers, but nothing compared to the Sterkelv noble women, said to be pleasingly plump and excessively fair.

    The men are often bearded, wearing their facial hair in thick knots and their hair long and braided or cropped short and kept out of their way. They wear simple furs and leathers as clothing but seem to be quite intelligent in their way of life despite their simple, somewhat brutish appearance. The women braid their hair or crop it short in fashion similar to the men, marking a culture that sees hunting as a right just as much of a woman as a man. They dress similar to their male counterparts as well although nobler women often wear finer furs and less of them than the more practical minded common women.

    Population Distribution
    Forksby – 17,000
    Haricksby – 26,000
    Various Thorps and Hamlets along the Sterkelv – 40,000


    History
    Spoiler
    Show
    From what the Caercian Riders and dignitaries have so far gathered the Sterkelvs are, among the various jobs that make up any society, primarily hunters/fishers and occasionally raiders.

    It has been gathered that the only two united fronts are the two major cities, Forksby and Haricksby. The two cities follow similar clan structure with a high chieftain at the top accompanied by a hird of housecarls that protect the chieftain and maintain their peace and law over their dominion. Each city has existed for seemingly about one hundred years and neither has had much interaction with the other outside marriages and agreements of alliance that have never been followed through on. The two cities differ in that while in Forksby the primary source of wealth and economy comes from gnarl and peryton hunting the primary economic force in Haricksby is raids on the lands west of them, across the narrow gap of the Vestlig Sea and across the Norvest Peninsula itself.

    It has been gathered that over the past few years the activities of Haricksby have netted it much more wealth and prestige than its southern neighbor and it is said that Cassius Caercia and his son Awstin have set up camp within Haricksby and are treating with the chieftain while Awstin courts the chieftain’s eldest daughter, a buxom blonde with plenty to offer a man if the rumors of the Caercian troops are to be believed.

    In the past few years the Caercian colonizing forces have begun to lead the Sterkelv to unification and to joining with Palas Caercia. Awstin has wed the Haricksby chieftain's eldest daughter, Enga Harick and she has taken the name Enga Harick Caercia, with their unification Awstin's father, Cassius saw to a promise of aid to chief Kronar Harick, venturing south to Forksby with the Harick Hird and the Caercian's own Riders, a show of force accompanying offers of gifts and an invitation to pledge their loyalty to the newly reinforced Harick clan, soon to be led by Awstin of Caercia, an invitation which was accepted both out of fear of the foreigners and northern raiders teaming against them militarily and for a desire to benefit from the increasing power and prestige the Harick Clan was already experiencing. With the two major population centers having pledged themselves to Caercian control Cassius left Awstin to tend to those two and ventured out into the various holdings of the unaffiliated clans and villages. One by one they fell to charm or promise of brighter futures, or intimidation in rare occasions, and now Sterkelv stands as a new Caercian territory ready for further colonization and intermingling.

    For his work in taming the frontier and bringing it into the Caercian fold, Cassius Caercia, brother of the Lord Protector Markus Caercia, is granted the title of Protector of Sterkelv, with the title to be passed on through his male line. The Protector of Sterkelv shall sit in a space between the Caercian Council and the Lord Protector and shall be granted all rights to run and facilitate the region of Sterkelv, including forming his own Sterkelv Council, and appointing administrators to positions within Sterkelv as needed.

    Having grown increasingly Caercian in culture Sterkelv now serves as a source for great warriors, generals, and admirals for the greater Caercian Consortium. The Perytons native to the region have seen a rise in rider culture similar to that of Palas Caercia regarding its horses, breeding a more defined aristocracy of officers and commanders who take to the sky to command their men as those of Palas Caercia take to the head of a Cavalry maneuver. The rough edges of a more barbaric people still creep in on the more refined Caercian ways of life but already many in Sterkelv are happy citizens of the Caercian Consortium and the Greater Imperium.


    Resources
    Spoiler
    Show
    The two most widely used and known resources of Sterkelv are also two of the land’s fiercest predators. The Gnarl is a nocturnal carnivore, similar in size to a great wolf the gnarls of Sterkelv are a strange creature to be sighted by those not familiar with them. Appearing somewhat plant like, gnarls have thick coats of bark-like skin that protects them and allows them to hunt perytons without fear of being quickly torn to shreds by the talons of their prey. Gnarls have sharp claws, composed of the same hardened wood/bone of their skin and three rows of sharp wood/bone teeth. Gnarls seemingly have no eyes or ears and most who hunt them believe they sense heat as they are much less active during the colder months and there have been tales of men lying in snow being passed over by a hunting gnarl. Their heads and upper bodies are twice as wide as their rear bodies, giving them a hunched and aggressive appearance and their lack of external sensory organs only makes them even more frightening. Despite their danger and the threat they pose to the humans of Sterkelv the gnarl is a respected and useful tool to the native inhabitants, its meat is packed with nutrients and it serves as a staple for any grand feast or celebration. Its strange skin also finds use among the Sterkelv natives who use it as simple armor or clothing and once dried their bark skin becomes quite sensitive to flame and resistant to water, making it easily the most useful kindling to have readied for any excursion into the wilderness.

    The other common resource of Sterkelv is the Peryton, a winged elk like creature smaller than a common elk but much larger than any other known bird to exist. The peryton is seen by most in Sterkelv as an honorable and dangerous creature of majestic beauty. It is not hunted by the humans of Sterkelv but it is the natural prey to the gnarl and it is not unknown for a peryton to attack a man who is not careful in his travels or in his interactions with the creature. Suspicious belief among the natives holds that perytons only kill the unjust and thus that any who die by their claw or bite were guilty of some great crime and deserving of their punishment. For this reason a few perytons are captured, though the art of taming the creatures lies outside the bounds of Sterkelv knowledge, and used within the courts of law to dispatch those found guilty of crimes against their people.

    Spoiler: Image
    Show


    The colonizing Caercian force has noted the appearance of what appears to be the dark purple-black ore said by metallurgists who have studied foreign metals to be signs of admantine dotting the rockier parts of the land in the south but currently it seems the Sterkelv people do not have any large scale mining operation in place and so, for now, the bounty lays un-utilized.

    The people of Sterkelv, in the cities especially, greatly desire some form of herd animal, to make their lives easier. The sparse amount of tamable animals native to Sterkelv has made growing beyond simple hunting and gathering very difficult and the cities exist solely because of small scale fishing and demands of tribute from hunters, or in the case of Haricksby, raids on the western peoples.


    Religion
    Spoiler
    Show
    The Sterkelv adhere to a simple pagan belief system that places a sky father god above a pantheon of various deities controlling aspects of the natural world and the emotions of men. There is no dedicated priesthood, only elders who speak for the gods in the various towns and cities. The chieftains of the two largest cities each claim to have been chosen by the sky father to lead their people and act as religious as well as governmental heads.



    Wyrmar (66)


    Terrain
    Spoiler
    Show
    The Huluç desert is the main feature of Wyrmar, and covers all but the coast and northernmost areas.

    Wyrmar has long bordered the Caercian Seas, much as Palas Caercia has, though they know the two seas by different names. The Wyrm's Pool and the Wyrm's Tail for the eastern and western Sea respectively.


    People
    Spoiler
    Show
    Wyrmar is inhabited by the Wyrmar, a demihuman race of wiry people usually around 160 cm for adult males, 162 cm for adult females. They have dry, thin leathery skin in various tones and dull blue eyes. They live in caves that were carved in ancient times into far-stretching tunnels, and the wind blows through it from cooler areas, thus allowing them to have natural ventilation. Music is important to the Wyrmar's lives, and the playing of drums and gongs in large groups is sometimes done as a ritual to summon the Hulutahn for riding or harvest.

    The Wyrmar have coarse hair that they decorate and often wear in elaborate braids. Usually part of their heads is shaven and the braids fall to one side. They are a symbol of pride among the people. Older men sometimes exhibit more hair around their cheekbones, but otherwise they lack facial hair.

    Population Distribution
    Along the Coasts of the Caercian Seas - 66,000
    Along the border of Aus-Teire - 31,000


    History
    Spoiler
    Show

    Long an individual protectorate of the Salterri Imperium the province of Wyrmar has long held a position of great importance yet little size within the Greater Imperium. The Wyrmar themselves have never expressed a desire to expand, living peaceably amidst the desert and upon the shores of the Caercian Seas. The Wyrmar had never been quick to rally behind a single leader before the arrival of the Salterri emissaries, believing each tribe could be led only by a tribe leader and that any who would seek to lead a greater number would invite only folly and death from not knowing the needs and names of the individuals within the tribes he led.

    In fact, when the Imperium first came to Wyrmar they met with a tribe happy to accommodate them and listen to their words and make agreements, but they made agreements only for that tribe and when the Imperium returned to follow through on these deals with other tribes they were turned back fiercely and a band of Wyrmar tribes joined together in opposition to Imperium dealings. A small war was fought with the surprised Salterri and the Hulutahn of the Wyrmar saw the still young Imperium beaten but not defeated. As the Salterri retreated to lick their wounds the band of tribes who had opposed them came to revere the general who had led them in victory against the Salterri, believing him to be the physical embodiment of the Wyrm Below, carrying out the Wyrm's desires by keeping foreigners at bay and he came to be known as Wyrmsclaw. This reverence and adulation eventually led to the banding together of all the Wyrmar tribes beneath the banner of Wyrmsclaw.

    The Salterri eventually returned, intent to bring the Wyrmar tribes who they still believed to be scattered tribes under their control but they met instead a unified people following an organized religion and revering a leader and land. This leader, the daughter of Wyrmsclaw, negotiated with the Salterri, allowing Wyrmar to maintain its independence as a Protectorate rather than as a province of the Salterri Imperium.

    By the time of Xiu-Hen Bai Liu the Wyrmar had integrated heavily with the culture of the Salterri Imperium, their line of leadership having been bonded with the Xiu line of the Salterri's own Silver Throne. When the prospect of joining the Caercian Consortium was brought before the Governor by his own Qzare Hanyeo, who had agreed to the exchange for Palas Caercia's discovery and colonization of Nan Hai Nian, he hardly batted an eye, trusting the wisdom of the Qzare to better the Imperium as a whole. Xiu-Hen Aru, Bai-Liu's daughter was married to Gaius Caercia and the land of Wyrmar was integrated into the Caercian Consortium and came to having a greater voice within the Imperium itself.


    Resources
    Spoiler
    Show
    Hulutahn (or wurms) are giant worms with thick plates on their sides and most of their back. Their saliva is both poisonous and acidic, but can be treated by boiling it with certain herbs to create an incredibly nutritious sort of soup.

    Cacti (singular cactus) are a very common occurence in Wyrmar and its only Great resource, and in times of need or celebration are used as a food source. Hallucinations are common if more than a single cup is drunk from its juice, and in large quantities its lethal.

    Gulpsand is a pseudonatural occurence in Wyrmar where small ooze-like creatures have mixed with the sand to create a kind of quicksand that can quickly envelop a person, after which the creatures begin to slowly digest them as a group. Throwing a glob of it at someone can cause part of the victim to be enveloped quickly, but it's relatively easy to remove when in small quantities and not touching other sand.

    The Wyrmar have great need for fuel such as in the form of wood or coal, as little is found in the Wyrmar desert.


    Religion
    Spoiler
    Show
    The majority religion in Wyrmar is She-Of-Silver-Spear-And-Coin, the Lady that the Salterri worship known as the Hailings of the Silver Sea. There is a strong minority who revere the Wyrm Below, an organized religion with belief of a wyvern who lives below the desert deep within the earth, and tales say the wurms of Wyrmar are its offspring, appendages or spies variously. Belief in the Wyrm Below is sometimes shared by those who primarily adhere to another religion. Adherents to the Wyrm Below greatly revere the wurms and find them to be of great importance to their culture, both religiously and economically.

    The Wyrm Below religion does not have defined and recorded tenets as many other organized faiths do, instead relying on the interpretation and beliefs of the practitioners and adherents to the faith to define the exact faith for themselves. General beliefs share that the Wyrm Below waits to emerge back into the world as it once did before and bring about great change. Most believe the Wyrm is a force of good, though whether a benevolent being who gives and guides or one of justice who judges and carries forth sentencing upon the world varies among believers. Many anecdotes about the Wyrm exist and most Wyrmar know them by heart, having heard them from the time they were a child to their time as elders.

    Though no official clergy exists, due to the lack of defined social strata within the religious body, there are recognized practitioners whose interpretations and readings of the visions from the Wyrm are more widely accepted among the people. These mystic-scholar-philosophers are commonly referred to as Gurus and act as wisemen and advisers for the people of Wyrmar, often travelling far and abroad between different Wyrmar settlements to hear out problems and adjudicate disputes.


    Minotron (65)


    Terrain
    Spoiler
    Show
    The province of Minotron stretches from the foothills of the Discord Mountains to the open flatlands in the west. The southern border ends as the terrain becomes heavily forested with thick pines and other evergreens.

    Within the region, there are three features of note:

    • The Goren Plains to the west are dotted with towns and villages but are most known for the herds of cattle that roam the open lands.
    • The Fluvius He Liu provides fresh water to the region as it pours in a torrent from the mountains before losing its ferocity and meandering slowly across the plains toward the sea.
    • The southern border of Minotron is the Beginnings Forest, the birthplace of the Minotines. The forest is composed mostly of pine, cypress, and other coniferous evergreens.



    People
    Spoiler
    Show
    The local human tribes are composed of distant relatives of the Salterri, the Pavonians, and natives with their own distinct culture. This variety of different cultures and outlooks led only to conflict among the various tribes. In the early 400s the tribes were finally forced to work together, and then only due to their organization by the external Priory of Ascension. Despite the multi-ethnic mixing in Minotron the majority of the human tribes maintain somewhat distinct differences in appearance. The Salterri related tribes are lean and darkly complexed, the Pavonian related humans broad shouldered and light skinned, and the natives pale skinned and thin.

    The cow-like minotines have heavily muscled bodies that resemble those of human in peak physical condition; however, their heads and feet are distinctly bovine in nature. They have a natural disposition to subservience, always seeking to find a leader to follow. However, minotines seem willing only to follow a leader who cares about the "greater good," a somewhat nebulous term that even the minotines have a hard time explaining when pressed. Though not the smartest of people, they care about history and the meticulous keeping of records, which they record but seldom, if ever, actually read. Though fierce in battle, most minotines prefer to simply tend their herds.

    Minotron over the decades has become a cultural smorgasbord of varying cultures and influences.

    Population Distribution
    Human - 800,000
    Minotine - 430,000


    History
    Spoiler
    Show
    The local tribes have had no government, living under only minor tribal lords for generations, though they tentatively swore fealty to the Imperium to retain a semblance of independence. After the minotine's petitioned the Imperium for vassalage, the Priory of Ascension stepped in to organize the human tribes and resist the minotine leader Codrus Warhammer from swearing his fealty to the Qzare, forcing them back and ingratiating themselves with the humans who in turn pledged themselves to the Priory.

    The minotines themselves have a simplistic tribal system led by their deposed King Codrus Warhammer's son King Modrus Warhammer. Sidelined by the Priory the minotines have begun to see a returning rise thanks to the efforts of the Caercians.

    The Caercians conquest has led to the deposition of the Priory leaders and the Caercians work to bring the minotines who had originally requested admittance into the Imperium, sidelined by the Priory, into the Imperium fold while allowing the human tribes to falter some, splitting along old tribal lines and preventing an organized resistance to their new government. Along with this restoration of the less Priory-integrated Minotines back into positions of power the region has had its Minotine name restored, Minotron replacing the Priory given title of Campestrus Pratum.

    The relatively laissez faire style of feudal government of the Caercian Consoritum and granting of power to those who demand it has led to a shifting of power within this Protectorate. The native human tribes and the Minotines gaining much power and prestige from the Salterri related tribes who fell apart following the departure of the Priory and collapsed after the deportation of their remaining Ascension worshipers to Cas-Teire in the late 5th century. With this resurgence so too has there been a resurgence in native Minotron culture, both of the men and minotines of the region.


    Resources
    Spoiler
    Show
    Large stretches of the Goren Plains in the west have rich soil deposited by the river and are dedicated to farming many types of grains, primarily wheat, corn, and barley, though rice has recently been introduced. The rest of the plains are used for grazing vast herds of longhorn cattle, a tough, hardy breed known for its high stress tolerance to environmental difficulties, gentle disposition, and high intelligence.
    The trees of the Beginnings Forest are harvested for their wood, which is known throughout the area for its high quality. Logging efforts have recently increased as peace has been brought to the region.

    The locals, both human and minotine, have a great desire for silver for religious icons and decorative use, but the region is decidedly poor in this metal.


    Religion
    Spoiler
    Show
    The local human tribes have no organized religious beliefs, paying homage to the Lord of Fire alongside the Minotines.

    After years under the Priory a small minority of Ascension adherents developed among those given positions of power by the Priory.

  8. - Top - End - #68
    Barbarian in the Playground
    Join Date
    May 2014
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Bjurnja (92)


    Terrain
    Spoiler
    Show

    Rolling hills mark the central portion of the land lessening in intensity and frequency and turning into plains areas towards the coast. Two lakes, the Silver Lake in the middle portion of the region and the Crimson Sea in the northern area contribute to a very fertile valley in between known as Benedict Vale where the center of the civilization in the land, Silvorge sits surrounded by the farms of the populace.

    With much access to the sea the land is somewhat inclement in weather and rain is a common occurrence, leading to wet fertile land that lends itself well to the growing of crops and rearing of livestock. A strange phenomena occurs over the islands in the southwestern gulf, themselves known as The Storm Stones where the rain clouds seem to collect themselves over the small area, drenching it constantly with torrential downpours and being wracked with lightning and thundering crashes. The difficult weather has prevented much expansion or sailing in the area and no settlements are known to exist amongst the islands, themselves the locales of poor ship wrecked castaways.

    North of the Storm Stones are two larger islands, Gretan Stone in the east and Pacondo Landing in the west. The two islands are only recently named or even claimed by the people of the region, having been brought to their attention by the arrival of a small contingent of foreigners from the north. Though still largely uninhabited Gretan Stone is still the primary source of Gretan Clawlings brought in to be raised on the mainland.



    People
    Spoiler
    Show

    Primarily the population of Bjurnja is composed of humans, though a few storm berapi, believed to have arrived from Pontensulae at some point in the region's past exist in recognizable numbers as well. The humans of the region look in many ways similar to the Sterks of Sterkelv, bearded, bulky, and light in complexion reminiscent of Pavonians or Palas Ritian men. Unlike the Sterks however Bjurn men often have darker eyes and hair, tending more towards browns and blacks then the blue eyed blondness of their eastern neighbors.

    Bjurn women are thinner than Sterk women, though still deemed quite attractive as they were captured often by Sterk raiders before the arrival of the Caercians and the constant, if violent, interactions between the two peoples likely led to a blending of features between them. Among Bjurn men a beard is a point of pride, and they are known to keep them waxed and trimmed into fantastic styles only shaving themselves clean faced on special holidays or in celebration of a special event such as the birth of a child or in mourning over the loss of a loved one.

    The wetter climate owing to the sea's influence leads the Bjurns to dress in lighter clothing than the furs of the Sterks, though layers are common and grease coated overcoats have become popular as rain slickers for the rainier seasons.

    Population Distribution:
    Silvorge
    -84,000 Humans
    -14,000 Storm Berapi


    History
    Spoiler
    Show

    Long raided by the Sterks of Sterkelv the people of Bjurn were forced by outside forces to coalesce and form a legitimate and organized government. Originally focused primarily on farming the rich land of Benedict Vale the frequent raids of their eastern neighbors prompted the formation of the city-state Silvorge and the establishment of a King, the King of the Vale.

    The second King of the Vale, Benedict I, reigned over the lands when foreigners from northern lands, known as Greta, Grumby, and Paco, arrived on the shores of the small peninsular kingdom. The northern foreigners brought with them northern beliefs and craftsmanship as well as helping organize the legitimate statehood of the still relatively fresh government, fumbling with the inheritance of Kingship.

    Having ruled four generations, the current King of the Vale, Benedict II is wary of Caercian advance, seen as an encroaching Sterk raiding force augmented by Caercian support. Largely the King is not wrong, but as the Caercians move to lay siege to the Vale it may yet be the people would rather capitulate than starve.

    Many spoke of rebellion when the Caercian armies moved into the city and many prayed to the Lord of Fire to save their King. When King Benedict II was presented before his people and executed many lost their desire to revolt and the marriage of Brutus Caercia to the late King's eldest daughter cemented a claim to the region. Many of the nobles, powerful vassal lords of the King sought independence for a time but quickly came to realize the profits their new Caercian lords could offer them and many pledged their allegiance to the Consortium. Quickly Bjurn culture and governance began to filter into the rest of the Consortium and many scholars speculate it was the titling of the Bjurn sovereign as King that prompted the Consortium to adopt a monarchical feudal government.


    Resources
    Spoiler
    Show

    Gretan Clawlings [Good] – Named after the northern foreigner who introduced the natives of the region to the strange creatures that seemed to have long been secluded to the island of Gretan Stone, Clawlings have quickly been spread by the Bjurn people since their discovery. Appearing to be small lizards never larger than 3 feet in length with vestigial wings and horns the Clawling has the appearance of a mindless small predator, however the creatures have proved themselves capable and loyal pets as well as acting as serviceable protective measures for farms and ranches. Capable of obeying simple commands and learning from its master the Clawlings have become a staple in the protection of the many chicken farms surrounding Silvorge from marauding foxes and other predatory creatures. The Clawling also possesses the unique ability to create small spurts of fire which it uses to dispatch its prey. Though too small to be dangerous reports have arisen of fires being caused by an errant Clawling, yet despite this danger their loyalty to their masters and deep understanding of human interaction has leant them a precious advantage among civilization.

    Spoiler: Image
    Show




    Chickens [Good]– The vast and healthy plains and hills of Bjurnja supports a vast network of the poultry bird and their use and cultivation by the Bjurn people has only led to greater growth. Good for meat as well as eggs the chicken is a staple food and animal in the region.

    The people of Bjurn lack greatly in hard metals, their land luscious and bountiful but largely lacking in solid ore deposits.


    Religion
    Spoiler
    Show

    The people of Bjurnja primarily follow the Lord of Fire as taught to them by the Prophetess Greta, bringer of secrets and unlocker of knowledge. Though outdated and still with worship centered around the unseen decaying Blazing Temple the people of Bjurnja are devout in their worship despite their lack of proper training in the full rituals of the religion.

    Despite the legitimizing nature of the Lord of Fire religion brought by Greta lent to the formation of a Kingship and the push to spread the religion among the populace it still maintains only a majority hold with many maintaining their pagan beliefs of a Silver Woman, whom the Caercians believe to be a misinterpreted version of the She of Silver.



    Puerto Melizine (153)




    Terrain
    Spoiler
    Show

    The region collectively known as Puerto Melizine after the most significant and powerful city within the area is a rich region with powerful naval positioning owing to the solid connection to the mainland combined with the peninsulas and inlets connecting the region to the greater oceans.

    One of the more eye catching landmarks to cartographers is the peninsular Pico del Dracon in the northeast of the region. This stretch of land receives heavy rains and is lush with vegetation and forestry in its interior. What marks the peninsula as most outstanding though is the massive stone carved fortress nation-city encircling the eastern edge of the Pico. Known as Puerto Melizine by the locals and lending its name to the entirety of the region, the massive city is carved directly into the stony cores of the hills, once mountains, and banks of the coast all around the eastern edge of the Pico and dipping down into the eastern edge of the gulf in the north central of the peninsula. Though beset by storms in the rainy months the Pico is far less subject to bad weather than the Storm Stones to it's northeast and the massive Puerto Melizine is strong enough to withstand any weather thrust upon it. The eastern coast of the Pico that holds Melizine often serves as a guiding shore for ships to follow when transitioning from the Hundred Seas and the Vestlig Sea.

    The titular Puerto Melizine lies all along the east coast of the Pico and wraps around the northern tip of the eastern prong to encapsulate the eastern interior of the gulf. The majority of the population lives in this massive sprawling city which stretches for hundreds of miles down the coast. The city is very similar to the 13 Fortresses of Cas-Teire, gigantic in stature and accommodation as if built for giants. Much like Cas-Teire the stone has engravings and paintings done in dyes of what appear to be giants battling dragons although unlike Cas-Teire habitation of Melizine has caused these masterful art pieces to be in far less fine condition. The soil outside the city is richly fertile and it's from these grounds that the many colored flowers used to make Melizine Dyes grow from.

    South southwest from Melizine is the Golfo de Pelagio which serves as a calm weather inlet connecting the main region to the Hundred Seas. Melizine dips down into the gulf here and those who do not participate in the Recuperacion settle in this calmer region of the massive city.

    West of the Gulf is a lake known as Lago Blanco which earns its name from a layer of white plankton that gathers across its surface in the spring and summer months, freezing solid in the winter and turning the lake into a perfectly white sheet of ice. Few venture to witness the Blanco's transformation though for while the land surrounding it is thick with vegetation there is little in the way of food or game, the interior of the region being nearly bereft of large animal life.

    In the southeest of the region lies the Lunia Mar, a crescent shaped sea both clear and deep, yet seemingly devoid of any animal life. No fish, no amphibians, nothing. Numerous waterfalls cascade from lakes into rivers that run to all portions of the coast. The rest of the land is cool and marshy, filled with stands of pine, maple, birch and beech. Numerous small settlements dot the area. Marshes and rivers filled with small freshwater clams.

    Far to the west lies another abandoned massive city-fort, Puerto Delfonso which straddles the Lunia Mar to its south and the Hundred Seas to its north. As Puerto Melizine it is reported to be massive, carved directly from the stone of the ground, and stretching miles up and down the coast of Lunia Mar and the Hundred Seas. It received its name from the Melizine explorer who discovered it and is known to Melizine officials but remains un-colonized or settled owing the Melizine concentration on the Recuperacion.

    Images
    Spoiler
    Show


    Puerto Delfonso as reported to be in great disrepair but not dissimilar to the aesthetics of Puerto Melizine.


    The massive fortress locks that protect Puerto Melizine from unwanted entrances.



    People
    Spoiler
    Show

    Although appearing somewhat similar to the Bjurns to their west the people of Melizine, known collectively as the Melzin, are a unique people all their own. Seaborne Confederation advisers brought in by the Caercian Colonizers noted a distinct similarity between the Melzin and those of the AQUA, but what was most confounding was the prevalence of feathers and other bird-like features among the inhabitants.

    Though heavily eroded by human phenotype many of the region's inhabitants sport outcroppings of feathers, most often in replacement of hair on their head or very occasionally over their entire body. Incredibly soft and fine these feathers often present themselves in bright blues, greens, yellows, and reds. Many of the high society sport feathers along the napes of the necks and down their back and having such a spread of plumage is considered a high mark. No validated reports of winged children have been made in decades but occasionally a Melzin's nose will take on a beakish quality as well. Some speculate this may somehow be related to the birdmen of Galomyr though how such could be possible given their presumed incompatibility with humans is unknown.

    Often light of skin and dark headed blonde hair is not uncommon and men who do not express the characteristics of plumage are able to, and often do, grow short full beards. Women prefer to keep their hair short and work alongside men in many of the tasks performed by the society. The dress of the region is generally one of warmth and furs, though cut stylistically as to cut down on bulk and promote fashionable trends.

    Melzin society promotes a strict sense of ethical duty to work, driven forward by the Recuperacion as their ultimate driving goal and shunning pursuits of pleasure or personal desires publicly. Privately however the Melzin engage rigorously in sexual passions, an undisclosed point of shame for the majority of the population. Public policy and national identity focuses the Melzin on strict and rigid social and moral order, as a reactionary and cautionary response to their history with the Bloomenwald but such intense daily pressure leads to addictive urges being expressed through other outlets, namely physical passion.

    The society orders itself in a pseudo-monarchial pseudo-feudal style with the Grandee descended from Pelagius Melizine I acting as a sort of king though responsible to and for the various Archdukes beneath him, who rather than possessing land, possess retained men and women who operate as the mode of noble exchange. Many of the Archdukes operate as leaders of the expeditions sent out for the Recuperacion and thus are somewhat dissatisfied with the slow rate of action taken to recover those they were sent to find. Others possess heavy interests in boat building or dyes, who also desire greater markets for their goods and services.


    History
    Spoiler
    Show

    Melizine known history begins solidly about four hundred years ago much as many other nations, although oral history survives from before. According to the ancient tales the original Melzin came from far to the north and to the east, but they did not arrive at Melizine together nor did they become Melzin within Melizine. The story goes that a group of explorers from these two different directions were ensnared at the same time to the north, by the islands now known as the Bloomenwald. Much as the native trapped inhabitants of Bloomenwald these explorers came to become enthralled by the islands.

    In a subsequent generation to these explorers the now fused peoples managed to escape, according to legend as led by Pelagius Melizine after whom both the Gulf and City were named. The Melzin island hopped away from the Bloomenwald heading south although many still longed for the Grape Lotus of the island and many tales center around Pelagius' decisions to deal with those who had smuggled Grape Lotus south along the sojourn. The Storm Stones drove the Melzin onward and eventually they discovered Puerto Melizine, settling it and establishing themselves in the hollows of the ancient massive city.

    It is shortly after this history that written history picks up, describing the confirmation of Pelagius as Grandee Pelagius I by the people and the internal development of a strong national moral and ethical code as well as the issuance of the Decree of the Recuperacion which gave the Melzin the ultimate goal to recover those still trapped on the Bloomenwald and return them to Melizine for recovery and integration within the society. The Recuperacion was met with significant fervor and success in the first years leading to the sending of many more ships far and wide to search for aid but after seven years Melizine had begun to lose more people it sent to recover than it recovered and Grape Lotus had a few incidents of appearing within Melizine proper. The Recuperacion was tightened, restricting operations related to the Recuperacion to the south of the Bloomenwald and no further north and after a few expeditions sent down into the Vestlig Sea failed to return further expeditions to the south were restricted as well.

    In the year 480 the Melzin patrol only the small stretch of water around the Storm Stones, Greta Stone, and Pacondo's Landing in search of escaped Bloomenwald survivors.


    Resources
    Spoiler
    Show

    Ships [Good] – Large stands of strong and weak tree make for excellent ship building.

    Dyes[Good]– Bounteous flowers provide the means to create dyes of blues and yellows and ground shells of freshwater clams provide dyes in reds and purples.

    Puerto Melizine lacks greatly in Draft Animals which keeps transportation along the carved streets of Melizine slow and inefficient.


    Religion
    Spoiler
    Show

    The Melzin revere the sea and the sky as powerful and omniscient powers worshiping a sky goddess and a sea god who are believed to have been two of the giants that built Puerto Melizine as a retreat for their love, explaining the many storms that berate the peninsula and the Storm Stones.



    Promise (96)


    Terrain
    Spoiler
    Show
    Promise can be divided into three distinct regions which are known by the following names:

    Needlemarch - Furthest north, this vast expanse of pinewoods and hardy grasses is inhabited by humans not dissimilar to the Pavonians and by a variety of vicious wildlife, such as dire wolves, cave bears, wild boars, etc. The majority of the population makes its home here as it is the least dangerous and deadly area of the region.

    Frostmud – South of Needlemarch lies the a weird semi-frozen swamp that separates the Needlemarch from the Chillwaste of the far south. The swamp is never completely frozen nor ever completely thawed, though in the winter it is mostly frozen and can be marched on with a little care, and in the summer it often melts and can be navigated by boat. This property makes traversing the swamp by land perilous.

    Chillwaste – Lying farthest to the south of the region this area is cold and icy, inhabited principally by caribou and wooly mammoths. It is also the home of the ice dragons, massive creatures with a deadly freezing breath, claws, scales, and teeth. These dragons stage frequent food raids north into the Needlemarch.


    People
    Spoiler
    Show
    The inhabitants of Promise, who refer to themselves as the Promised, are principally humans, of similar phenotype to their cousins to the north of the Skywall in Pavonia. Their technology is somewhat behind that of the Pavonians, falling roughly into an early iron age. They dwell in numerous small wooden towns and villages scattered all through the Needlemarch, hunting and practicing rudimentary agriculture.


    Resources
    Spoiler
    Show
    Though Promise contains sufficient resources to generally support its inhabitants, it has only one resource of great interest to outsiders.

    Giant Frozen Eggs – These are the eggs laid by the ice dragons in the Chillwaste and occassionaly found in the Frostmud. These massive eggs, in addition to food value, have a variety of interesting alchemical properties. It should be noted that it is extremely difficult to retrieve fertilized eggs, as the dragons guard these jealously. In addition, even when fertilized eggs can be retrieved, attempts to hatch the eggs always seem to result in stillborn hatchlings, though the corpses of such abortions have value of their own, of course.

    Ice Dragons – Brought to heel by the tamers and adventurers of the Grand Duchy of Pavonia these massive creatures have come to be tamed and controlled by the people of Promise, through the gathering and hatching of fertilized eggs and subsequent training of the hatchlings. Though as of yet their utility has not been fully realized it helps to keep them tamed and has led to a significant decrease in raids to the north by the still wild dragons of the Chillwaste.

    Though wood is abundant, Promise lacks suitable Stone for architectural purposes.


    Religion
    Spoiler
    Show
    While a few of the villages and towns of Promise practice various forms of animism or paganism (most commonly worshipping the ice dragons), the majority follow a surprisingly organized faith known as the Path. The basic teaching of the Path is that Telluris is the creation of a single god, known by a number of names, though most commonly called the Singer. He brought the world and all its inhabitants into being in a state of perfection, but the world’s inhabitants rebelled against him and brought all forms of sin and imperfection into the world. Nevertheless, the Singer has not abandoned the world he created, and is bringing about an unknown plan to restore it to perfection.

    Caercian missionaries have made it a goal to undermine the faith of the Path within the region and through the presence of the dragons in the region re institute worship and reverence for the mighty beasts through the lens of Panshen.

  9. - Top - End - #69
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
    Mar 2015
    Location
    West Siiiiide!
    Gender
    Female

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Kingdom of the Isles
    Regions 120 - 123, p16
    Greater Vassal of the Empire of Sobrida
    Warden of the Dappled Sea

    Queen Mellado Roimoata and King Meryn Fitzjarrow
    Roimoata family tree: http://www.familyecho.com/?p=START&c...48253148996105


    Spoiler: Technologies
    Show
    Berunda-Riding
    Fluid Dynamics
    Magnets
    Mithril-Forging
    Ocean-Faring Ships
    Plate Armour
    Printing Press
    Sewage Systems
    Efficient building tech
    Blackpowder
    Clockwork
    Horse-riding (Advanced)
    Loaders
    Medicine
    Prosthetics
    Refrigeration
    Shintouite Crafting
    Carvel-Building
    Dragon Riding
    Wurm-riding
    Adamantine-forging
    Aerial Harness
    Aerial Naval Carriers
    Griffon-riding
    Inspired Militia
    Kralax-riding
    Lenses
    Oracles
    Pitch
    Raaneki Diplomacy
    Zeppelins
    Agriculture
    Automata
    Beast Masters
    Calculus
    Hovercrafts
    Shrieking Crossbows
    Steam Power
    Tzaltec Fire
    Ultralight
    Abyssium
    Physics
    Imperial Bureaucracy
    Salterri High Cuisine
    Lifeskin
    Psycology
    Cannons
    Corrosion
    Central Banking






    The Broken Enclave
    Region 122

    Queen Mellado and King Meryn


    Roimoata Family Banner
    "Heart of the Isles, Will of the Sea."

    Population: 1,342,000 Spriggans
    Standing Army: 2,000 Spearmen, 1,000 Archers, 3,000 Sailors

    Spoiler: Panshen Holy Order
    Show


    Spoiler: Terrain
    Show

    From a distance, the Broken Enclave looks less like an archipelago and more like a bayou, or even a forest towards the center. A collection of landmasses lay haphazardly in the ocean, with the shores and water shadowed by towering tangles of mangroves, thick enough in places that a determined man could run, jump, and climb from one island to another without getting his feet wet. The water surrounding the enclave is clear, growing dark and murky under and around the mangrove trees. Despite its murky appearance, the water surrounding the roots of the trees is mysteriously fresh, and supports an impressive array of aquatic flora and fauna.

    Within the region, there are three features of note:

    • The Great Knot, easily the largest tree in all of the Broken Enclave, is an ivory titan exceeding 150 meters in height, and boasting a trunk and canopy more than large enough to shelter the capital city of Marama on the platforms built on and around its roots. Legend says that the Great Knot's roots hold the islands of the Broken Enclave together, and were it to be removed, they would drift apart and the nation would be lost.
    • The Sky Beneath is one of the great mysteries of the archipelago, an object of fear and reverence to the Spriggans. It fills the depths of the water between the islands, hinted at by the field of pinpricks of light emitted by parasitic pods that attach to the roots of the mangroves far beneath the surface. The brave divers who collect the pods have seen glimpses of horrifying monsters in the deep crevasses, and there is even a hazy recollection or two of ruins glimpsed peeking from the seafloor.
    • Mount Kolko, a dormant volcano, is the only mountain of note in the Broken Enclave, which as a whole is otherwise dangerously close to sea level. A jungle grows in the rich soil around its base, and numerous hot springs dot its island. It is a popular place of refuge and relaxation, and many a Spriggan has confessed their undying love to their chosen from atop its vista.



    Spoiler: People
    Show

    The Spriggans of the Broken Enclave are a laid-back and patient people. They favor thought before action, and wilt in the face of wild, possibly destructive behavior. Despite this, each understands their role and works for the prosperity of family, community, and nation. Friendliness and generosity are two words commonly used to describe Spriggans, but give one enough reason to mistrust or hate (a herculean task), and they will forever be a underfoot thorn to their enemies.

    Spriggans bear enough resemblance to humans that it is a question whether they were once human themselves, or if they were created as a tribute by some god. They are bipedal, typically between five and seven feet high, and possess many of the same organs as other humanoid races, but there are differences enough to make a case against either theory. They are lithe and springy, their flesh is fibrous, and their blood is a translucent sap-like substance. A Spriggan's skin is smooth, waxy, and cool as a plant, and is usually some shade of green. Atop their head is a bright arrangement of leaves and blossoms in a facsimile of hair, and their faces are fair-featured. Smooth orbs of dappled color form their eyes, possessing no iris or pupil. Spriggans photosynthesize and barely breathe, but they still must eat, albeit a reduced amount from a human of the same size. In addition, their bodies react poorly to dry climates and cold temperatures, and they must consume large amounts of water through their mouths or skin.


    A Spriggan of the Broken Enclave's attire reflects the materials available in the unique climate. Large swatches of woven silk are wrapped and tied around their body, and bound with rope and decorated with patterns both sewn in and inked on. In their native environment, a Spriggan is more often than not found dripping water, as swimming, as well as climbing, is an unavoidable part of daily life and transport, given that a majority of their structures reside floating on the water or lashed to the roots of the mangrove trees. Fortunately, Spriggans are well-adapted to the task. With a limber body, reduced air needs, and waterproof eyes, Spriggans can comfortably remain underwater for extended periods of time, allowing for some impressive dives.


    Spoiler: Resources
    Show

    The bounty of the Broken Enclave is found in its water and in its trees, with the grand assortment of plants and animals. Large silkworms hang from trees, and they've been captured and cultivated by the Spriggans for the creation of the Silk so prevalent in everyday crafts. Nets are woven from the silk and are stretched between the roots of the mangrove trees to catch great bounties of Fish, which is the primary nutrient and caloric intake for the Spriggans aside from photosynthesis. For those brave enough to weather the depths of the Sky Beneath, pods of Star Nectar can be cut free and brought to the surface, though the stuff currently has little purpose outside of ceremonial use and as a light source in a place where fires are difficult and dangerous. There are few places in the Broken Enclave to mine Stone, and one of the most obvious sources, Mount Kolko, has been deemed sacred by the people, and therefore not elegible, therefore stone for heavy industry and sturdy land structures must be imported. Metals are found and refined from underwater deposits in the sand.

    Summary:
    Resources: Silk [Good], Fish [Good], and Star Nectar [Good]
    Imports: Stone


    Spoiler: Religion
    Show

    The Spriggans of the Broken Enclave are not a devout people, though their culture is intertwined with their ancient beliefs of Druidism, the veneration of all living things.
    Spoiler: Beliefs
    Show
    All things are created from the Source, including the gods. We are but sparks from it’s flame. We are all connected in the wheel of life. Souls are immortal and the dead will be reincarnated.

    Air Moves Us, Fire Transforms Us · Water Shapes Us, Soil Heals Us
    And The Balance Of The Wheel Goes Round And Round
    And The Balance Of The Wheel Goes Round

    Spoiler: Moral Code
    Show
    They believe in the virtues of Honor, Loyalty, Hospitality, Honesty, Justice and Courage:
    Briefly stated the virtue of Honor requires one to adhere to their oaths and do the right thing, even if it will ultimately hurt others or oneself in the process. A Spriggan is obligated to remain true to friends, family and leaders thus exhibiting the virtue of Loyalty. Hospitality demands that a Spriggan be a good host when guests are under one's roof. Honesty insists that one tell the truth the whole truth and nothing but the truth to yourself, your gods and your people. Justice desires the Spriggan understands everyone has an inherent worth and that an assault to that worth demands recompense in one form or another. Courage for the Spriggan does not always wear a public face; it is standing-strong-in-the-face-of-adversity, alone or with companions. Sometimes Courage is getting up and going about a daily routine when pain has worn one down without complaint or demur.

    Spoiler: Holidays and Practices
    Show
    Druidism celebrates the two annual solstices and equinoxes, the full moon and the new moon. There are also special celebrations to mark a birth, death and weddings.
    Death chant:
    Back To The River, Back To The Sea
    Back To The Ocean, One With Thee
    Back To My Blood, And Back Through My Veins
    Back To My Heartbeat, One And The Same
    Back To The Forest, Back To The Fields
    Back To The Mountains, My Body Revealed
    Back To My Bones, Back To My Skin
    Back To My Spirit, The Fire Within





    Spoiler: Government
    Show

    The Royal Family of the Broken Enclave, the Roimoata family, is one believed to be chosen by nature itself as a higher and more powerful folk. The family is the only bloodline both capable and compelled to subsist on the consumption of Star Nectar, and it affects them from an early age. Their skin and foliage is silvery, their eyes are luminescent orbs, and their stature is always tall and impressive. When they speak, they speak with power, and the population follows their commands unquestioningly.

    Their castle, The Jade House is one of the few landbound structures of the Spriggans, a sturdy building of basalt and jade sitting on a larger island near the Great Knot. It is humbler than many other castles, standing at a mere 3 stories tall and not possessed of much in the way of adornment, though the craftsmanship is exquisite. However, it possesses one of the most beautiful courtyards in the world, a carefully cultivated paradise of the finest plants and animals in the Broken Enclave.




    Sanglea
    Land of Height and Depth
    Region 121

    Prince Crother Starridge, Regent of Sanglea



    Population: 1,134,000 Spriggans
    Standing Army: 2,000 naval units, 1,000 land units


    Spoiler: Summary
    Show
    Birds [Good], Skywhales [Good], Fallen stars [Good]
    Resource Requirement: Metal


    Spoiler: Government
    Show
    In Sanglea tradition, Kingship is passed down to any individual capable of reaching a height on the Pillar higher than the last King. Due to this, there have been periods in Sanglean history where rule was temporarily assigned to the current High-Priest. Recently, the ruling Regent has been decided in this way, who rule under the guidance of the King and Queen of the Isles as agreed upon during the South Seas Conference.

    Customarily, for the first hundred meters above society, the challenger would navigate a complicated trialed puzzle-staircase, particularly well-suited for members of the Risen aristocracy. From there, the challenger would make the climb using small, naturally found outcroppings from the Pillar until they reached a height they deemed was high enough or were too exhausted to continue.

    Spoiler: Sanglean Bill of Rights
    Show
    Sanglean Bill of Rights

    It is the purpose of this document to recognize all citizens of Sanglea as equals, particularly in regards to the individual groups known as the “Risen” and the “Grounded” and to divest Sanglea of any prejudices against the populace of either group. Rights of these particular parties shall be reconciled in such a way that:

    1. The citizens of the great pillar cities Siranol, Coliear, or any other pillar cities that should arise, or in the event that the ruined city Galilor is rebuilt, will not be subject to discrimination based upon height nor predilection for Ground based activities.
    2. The practice colloquially known as “Grounding” shall be immediately and permanently halted, as it will be seen as to be in direct violation of statute number 1. “Grounding” will be defined as, but not limited to: The eviction of Sanglean citizens from the pillar cities on the sole grounds of cultural or religious bias.
    3. The citizens of Sanglea shall be free to practice the religion of their choosing provided it is not in violation of the charter of our sworn Liege, the Kingdom of the Carmine Sea. The religions, Ascension, and Jaaku Na are explicitly forbidden.
    4. In regards to foreign imports, goods and raw materials shall be divided amongst the population based upon census information to be updated every 5 years. For example, Dumpardo currently represents 24% of the Population of Sanglea, therefore they shall be entitled to 24% of all imported goods and materials to be used as they see fit for the betterment of their community. The same will be calculated for all Sanglean cities, updated every fifth calendar year.
    5. Sanglean officials will be subject to without notice, inspections by Agents of the Crown. Officials, including the acting Regent, found to be in violation of this charter shall be removed from office, and may face punitive action.
    6. Regents will continue to be chosen by the Contest of Pillars in respect to local custom. An Agent of the Crown must be present to officialize the proceedings.



    This document is signed and enacted in the year 535 by:

    Areta Roimoata, Queen of the Kingdom of the Isles
    Alushen Sira, Acting Regent of Sanglea




    Spoiler: Terrain
    Show
    Ironically enough, as it’s so thoroughly neglected, Sanglea's terrain is pleasant and fertile. Most of the land is made up of rolling green hills, with frequent crisscrossing brooks. The notably less attractive aspect of the region is it’s infestation of wolves, which seem to exist everywhere without a proper ecosystem to sustain them.

    The grounded population lives on stilted cities, about 10 meters off the ground, and is composed mostly of tightly bound wood. Rot is frequent in some of the rainier areas, which a former risen high-priest has described as “their godlessness manifest through the blight they spread.”

    The risen live on metal structures nailed into the stone of one of the Pillars. There are two cities standing today, each starting about 500ft above ground level, and spiraling upwards another approximate 500ft of developed area, before the structure becomes unfinished and unlivable. The frontier of the city is always under construction, and buildings higher up are of higher value for religious and prestige reasons, making construction a highly lucrative industry.

    Spoiler: Pillars
    Show


    Likely the most notable features of Sanglea’s terrain, and definitely the most regarded feature to its inhabitants, are the Three Pillars. Reaching an as of yet determined height, the Pillars are ancient and a source of endless curiosity for Sangleans, so much, in fact, that the residents have built settlements sprouting off of the spires. Each Pillar became a city focusing on one aspect of their nation; Coliear, the scientific center of Sanglea, Siranol, the chief religious site, and Galilor, the militaristic capital.

    Or rather, Galilor was the capital until the Pillar was struck by lightning, or smote, as Siranites would say. In their sensitive position, the fire collapsed key supports, killing every inhabitant of the capitol. The burning of the city was visible from both of the other pillars, and caused two major changes: the immediate reconstruction of the standing cities primarily with metal and other non-flammable materials, and the title of capitol bestowed to Siranol. Galilor, the Pillar, now stands as a blackened memento of past glory and tragedy.

    Considered an unholy site, the Pit is a huge and seemingly bottomless sinkhole found deep within one of the larger forests. The pit is nearly a mile across, and several rivers empty into it, cascading into mist which gradually obscures view. Given the population's religious obsession with altitude, the pit has never been explored. As the pillars are viewed as a symbol of good and strength, the pit is seen as an evil thing, to be avoided and studied from a great distance.

    A curious phenomenon effects the Sanglea islands every summer. While normal tidal patterns on neighbouring islands and the coastline do not change, Sanglea's water level changes dramatically. It's unclear whether the islands sink, or if the water only rises in a limited area, and either possibility invites further study. The deep water provides a secondary reason for the stilt obsession, and possibly sparked the trend's beginnings. During the few weeks of flooding, the population adds whatever fish they can catch on top of the food they have stockpiled, and the season is usually seen as a celebratory time, rather than a nuissance.


    Spoiler: People
    Show
    Refusing to live on the ground, the people of Sanglea live on villages supported entirely by stilts, or in the case of aristocrats and holy-men, on artificial attachments stemming from the Pillars. They are a varied folk; those who live in the spires shadow are often more diminutive compared to their aristocratic cousins, but resemble each other with their dark hair, gray eyes, and soft features. This difference in stature is a result of a height-oriented caste system, a topic of resentful conversation among the Grounded citizens, and a god given right in the eyes of the Risen. Risen generally stand between 6-7ft tall, with the occasional 8ft giants being revered, and 5ft disappointments grounded. The Grounded have more average heights, at 5-6ft.

    Many of the Risen are an intelligent, but headstrong bunch, becoming disinterested in topics and individuals when events do not go their way. Conversely, the Grounded are open-minded and tend to break the mold from societal rules imposed by those above, such as communication with land-dwelling foreigners or occasionally even blasphemous land-based, stiltless travel.

    In combat, stilted Sangleans aren't entirely worthless. Special spiked stilts dig deep into the ground, while the walker spears down at his opposition. This keeps the Sanglean safe at first, but it's usually not long before the stilts are uprooted or cut through. Each Sanglean soldier is approximately as effective as a foreign, unstilted soldier.


    Spoiler: Resources
    Show
    All of Sangleas resources come from the sky, since drawing from the earth is frowned upon at best. Birds are generally caught with hooked crossbow bolts that can be reeled back to the firer, and can be large enough to feed four for a meal. Above cloud level fly Skywhales, which are caught in a similar method and deliver much of the food supply, but are too lean to yield much usable oil. Lastly, falling stars which burn throughout the atmosphere occasionally survive the distance to the highest catching nets, though burned down to a fraction of their normal size. These stars are used for heat and light, and provide a religious focus.
    Spoiler: Skywhales
    Show


    Neglecting the earth however, leaves Sanglea completely deprived of metal. Metal is a material of extreme importance for their progress, since all construction uses metal at least as a foundation, to avoid another fire catastrophe.


    Spoiler: Religion
    Show
    Spoiler: Rism has been banned in Sanglea beginning 540
    Show
    To be above is to be godly. This is the root of Sanglean religion, or Rism, stemming from the three unknowingly tall Pillars, which are scattered across the Sanglean mainland. Due to the frequent flooding, Sangleans regarded these ancient Pillars as a safe haven, and adapted to life above ground.

    The practice of Rism is an attempt to understand the will of those who made the Pillars. When Rism is practiced seriously, generally by the Pilran Sect, an isolated portion of the aristocratic Risen, intense study and research is conducted on reason for the floods, ancient scripture, and the Pillars themselves.

    As a result of this mania for answers, setting foot on the ground is seen as blasphemous, and is viewed as disinterest for guidance from a higher being for the sake of selfish needs. Contrariwise, to be higher is regarded to be more dedicated, and is rewarded with higher status and wealth. It is an uncommon, yet recognized, punishment for a Risen to be cast down from the Pillar to the ranks of the Grounded, or in extreme cases, to be banished to walk the earth.




    The Isles of Tepti
    Region 120
    His Holiness, Regent and High Chamberlain Toberon Lyssandi, the Submerged One.



    Population 1,059,000 Spriggans
    Standing Army: 2,000 naval units, 1,000 land units


    Spoiler: Terrain
    Show

    The Isles of Tepti, or Tepetl, are three vast islands of whitish stone rising out of the ocean. The cliffs tower over a thousand feet above the waterline. Numerous rockfalls scar their surface, tumbling stone into the sea. Between the island lie treacherous shoals and rockpiles, making sailing extremely difficult. The two smaller islands, Eyrie and Ontaryo, are largely unexplored and known only as skywhale nesting grounds. The largest island, Suprema, holds the population.

    The interior of the islands are a wilderness of rocky, blocky hills, vast peat bogs of unknown depth, and forests of cedar and willow. The area receives large amounts of rain, but surprisingly few thunderstorms. Everything atop the islands is wet virtually year round. Navigation is difficult as everything is either slick or muddy. There is little native animals with three exceptions. First are the bog gnats, which feed on the peat bogs and breed in sky-darkening quantities. They provide food for the skywhales. Which swoop through the clouds and feed upon them. The gnats also feed a species of chameleon which dart around in large numbers.

    Suprema also holds the two most recognizable features:
    Suprema has a vast bite out of its north-eastern corner. At the apex of the bite lies the only natural harbor in the Isles. Feeding the harbor is a massive waterfall, several miles across at its base. Water from the tops of the islands filter through the rocks and seep out into pools. These pools cascade down into others, gradually gathering more and more water. Hundreds of stepped cascades later, the water falls into the bay. Locals believe these to be stairs cut into the towering cliffs by the gods themselves and call them the Stairs of the Gods. Regardless of their origin, climbing over and through the pools and cascades is the only way to the interior of Suprema.

    High up in the sheer cliffs of Suprema, facing south, are a series of cave openings, to the Caverns of Lamentation. From a distance, they seem almost supernaturally aligned and spaced. From them emanates a eerie, steady deep moan. The priests have studied it from above, and claim that there is a cycle to the intensity and pitch, growing in both over many months, then dropping off as slowly. No one has explored their depths as the force of the wind coming out of them is strong enough to knock a man over.


    Spoiler: People
    Show
    The natives here are Spriggans, similar in appearance and temperament to the ones from the islands farther to the south in the Broken Enclave. They live in strict Patriarchal Theocracy, which dictates all aspects of their lives - where they live, what they plant and eat, what they build, everything. The highest ranking females of Tepti are the Divine Consort and the Oracle. The Oracle chooses her successor when the time of her death is near. The little girl chosen is taken from her family and groomed to become The Oracle when it is her time. Much respect is given to the family of the Oracle and is considered a great honor for your daughter to be chosen.

    Most Spriggans of Tepti live in small villages of cut-peat houses, and tend the plants and the bogs in the area. The largest concentration of them live along the Stairs of the Gods, tending and collecting the mussels and snails that grow on the rocks, which make up the bulk of their diet.

    They tend to be more reserved than their counterparts in the Broken Enclave, and less open to meeting other cultures. Part of this might be ascribed to their culture. It is known that they have turned away explorers from other lands, sending them to the continent or to the more fertile islands to the south.


    Spoiler: Resources
    Show

    The Isles of Tepti have two unique resources. The first Breathing Peat. Large swaths of the interior are covered in peat bogs of unknown depth. This species of moss that grows atop it prefers the acidic waters of the bogs. It is strongly water absorbing, making it an excellent medium to grow seeds. But when it is mixed 3 parts moss to 1 part soap, it slowly breaks down, giving off lots of oxygen. What use an overabundant oxygen generating plant could be remains unknown.

    The second is the Mithril willow. At first sight, these appear to be thin, scraggly willow plants growing around edges of bogs or on promontories within them. Their roots go deep into bog and into bedrock below. The plants seem to draw up mithril through their roots to strengthen their trunks and limbs. The Spriggans collect them and burn them, releasing mithril inside for use in tooling. Mithril is the hardest metal in an otherwise metal poor region. The Spriggans desire metals harder than mithril, to make forging easier.
    Spoiler: Summary
    Show
    Resource: Breathing Peat (good), Mithril-willow (good)
    Import necessity: Iron or other hard metal



    Spoiler: Religion
    Show

    Spoiler: Creation Myth
    Show
    The Spriggans believe they are the Caretakers of the City of the Gods. The city itself is the islands, with its vast and over sized scale buried under the peat bogs, waiting patiently for the Gods return. They believe they were chosen for this role and the Theocratic Hierarchy insist that it is their sole purpose in being.


    Spoiler: Ascension
    Show
    New Priests are selected by the Entrance Trials. This occurs once a year, on the day of the New Moons after the Summer Solstice. Male Spriggans of a select age gather at the base of the Entrance bog, the largest bog on Suprema. They go out into the bog and submerge themselves into its tangling darkness. They are subjected to the possibility of becoming entangled and dying, and the pressure and vapors of the decaying bog brings about frightening hallucinations. Those that stay submerged the longest are granted entrance into the priesthood and become highly respected members of society.


    Spoiler: Beliefs
    Show
    Deep within the bog is an entrance to what is believed to be Tepenal, the City of the Gods, built to a scale twice, if not three times the size of Spriggans. Deep under the bog, within this entrance lies the Door of the Stars, a mithril lattice door built of pure blue diamonds. They believe that these diamonds are the crystallized spirits of the gods themselves. To emerge from the bog with a blue-diamond marks that Spriggan as Blessed. Blessed Spriggans become Chamberlains, meditating upon their stone for guidance and sitting on the Grand Council of Advisers to the High Chamberlain.


    Spoiler: Hierarchy
    Show
    When the High Chamberlain dies, he is returned to the Entrance Bog to sink into the depths. A select honored few chosen from the Priesthood descend with the body. The last one to resurface is made High Chamberlain.


    Spoiler: Theocracy
    Show
    Ruler: His Holiness, Regent and High Chamberlain Toberon Lyssandi, the Submerged One.
    2nd in Command: Archpriest Pionnae Dierst
    Grand Council: 3 Councilors
    Priests
    The Oracle: Geldawynne Ashafree
    the Oracle's Handmaidens: 3 Handmaidens
    The Divine Consort: the High Chancellor's Wife: Lady Meritasse Lyssandi





    The Coldwell
    Region 123
    Regent Cregi



    Population: 1,072,000 Blood Drinkers
    1,000 naval units, 1,000 land units

    Spoiler: Summary
    Show
    People: Blood Drinkers
    Population: 95,000
    Resource: Rustwind (good), Giant Bear-Dogs (good)
    Import necessity: Beverages


    Spoiler: Terrain
    Show

    The Coldwell is a coastal region dominated by the trailing edge of a massive glacier to the south and west, and a single, massive island in the middle. This island is called Phoenix Isle for its shape. A sprinkling of smaller islands dot the remainder of the sea. Two important geologic features control the climate and vegetation in the region. To the north lies the Broken Enclave. A rich upwelling of warm water pushes massive amounts of plant matter southward. It collides with a bitterly cold current welling up out of the deeps south of Phoenix Isle. These competing currents drive the ecology of the entire region. There are three notable regions in the Coldwell.

    Guardian Glacier: This massive glacier towers along the southern coast of the Coldwell. It is sheer and unclimbable in most places. It continually births large icebergs, which float north on the cold-water current. This makes travel by ship hazardous. But the icebergs are home to large colonies of seals and sea-lions. To the east, the deep waters are well stocked with white sharks which feed on the seals. To the west, ocean-bears hunt similar prey.

    The Cauldron The stretch of sea between the western coast of Phoenix Isle and the promontory of region 125 is known as the cauldron. Here, the warm and cold currents mix the strongest, creating a counter-clockwise rotation around a central point. The undertow in the center is sufficient to pull ships down. Vast schools of baitfish live within the currents. Both shores are populated with diving birds and penguins which feed on them. In turn they are preyed upon by raptors from above and smaller sharks from below.

    Phoenix Isle: Phoenix Isle is an active volcano at its center surrounded by outcroppings of rock that form the shape of a bird. The volcano does not pour forth lava. Instead, it is a massive dome from which hot mud pours forth on regular intervals.

    The Weeping Mountain

    As the mud cools, it forms into beautiful, fragile white crystals highly reminiscent of snow. Around the edges of these flows grow the rustwind plants. The rustwinds, in turn, provide nutrients for all the other plants on the island. Most of these are thick skinned, cactus like plants. Instead of hoarding water, however, they collect a form of nitric acid to hoard the nitrogen they need to grow. This can prove a deadly surprise to any human attempting to drink from them for water. There is not a single fresh water spring on the entire island.


    Spoiler: People
    Show

    This region is entirely devoid of human life. The glaciers are too steep and fracture into too many icebergs for permanent settlement. Some Liusti elves have been known to venture east to this region, but have not established permanent homes. Phoenix Isle has no fresh water. In addition, persistant exposure to the rustwind plant will result in iron-deficient blood within a year. Fatigue and lack of oxygen will kill within five years.

    One group of natives do manage to live on the edges of Phoenix Isle. They call themselves simply, ‘the people’, but the Luisti Elf name for them translates as ‘Blood Drinkers.” They stand between eight and nine feet tall and are covered in thick white, shaggy fur. They are bipedal, but not human looking. They have large black eyes with third eyelids, long pointed teeth, and large claws on both hands. A single long horn protrudes from their forehead. They live primarily off of the blood and marrow of animals, particularly seals, penguins and the giant bears, which they hunt. They are also known to hunt large fish like tuna from the icebergs. They require the iron-rich animal blood to counteract the effects of the rustwind plants. Their fur renders them immune to the effects of the cold water and has a natural resistance to acids.

    They might, at first, appear primitive. They hunt on all fours, springing forth from ambush to grab prey. But they have a keen sense of tactics and working in small groups. Their horns are sensitive electrochemical receptors, allowing them to sense their prey, and each other, even when they cannot be seen. They live in small community groups in caves dug out of the hillsides on Phoenix Isle. They seldom use wood, as they have little need for heat, and use few, if any, tools. They are not primitive, though. Metals are nearly impossible to maintain on Phoenix Isle, and their diet requires living creatures from the sea, or that feed exclusively upon creatures from the sea. This leads them to barter knowledge and assistance rather than money or trade goods. They are keen observers and have an exceptional ability to understand what a being needs, and what they are willing to pay for it.


    Spoiler: Resources
    Show

    Resource Requirement: Beverages
    Resources Available: Rustwind plants, Giant Bear-Dogs
    The Blood Drinkers require very little. Their physique limits their needs. The only thing they consistently desire is fresh water, or other beverages. They harvest icebergs whenever they can, but the currents can be inconsistent, and the warm water from the north often melts the icebergs quickly.

    One resource they have in abundance are the rustwind plants. Rustwind plants are ground vines that live along the edges of the mud pools. These pools are full of metallic compounds bonded to nitrogen. The rustwinds produce pollen that causes these metallic compounds to release nitrogen and bind to the oxygenated pollen instead. This frees up nitrogen for the plants to consume. The plants have a 6 week life cycle and so are continually pollinating. The pollen can corrode a coin sized piece of metal to rust in just a few weeks. If the flowers are collected before bursting open, they can be ground and used as fertilizer. They bind to metals in the soil and release nitrogen.
    Spoiler: rustwind flower
    Show


    Another resource native to the region is Giant Bear-Dogs, a very large predator which competes with the Blood Drinkers for prey and is hunted by them. The giant bear-dogs resemble bears, but are rather larger, weighing up to a ton, and are generally quadripedal, bearing some similarities to dogs in appearance. They are hunted by the population for sport and when they stray into populated areas, but some have been tamed, though not fully domesticated, and are kept as dangerous but impressive pets. Some have speculated they and the Blood Drinkers might even be related, though this seems unlikely.
    Spoiler: Giant Bear Dogs
    Show



    Spoiler: Religion
    Show
    The natives believe that two spirits control the universe. One is the spirit of fire, the other of cold. The constant interplay between these two motivate all life. It is largely unorganized.


    Hivern
    Region p16
    Regent Sar Banis


    population: 450,000 Humans

    Spoiler: Summary
    Show
    People: Humans
    Population: 450,000
    Resource: Platinum (great)
    Import necessity: food crops


    Spoiler: Terrain
    Show
    A stark and unforgiving landscape, Hivern is shrouded in eternal winter. Vast white, snow swept plains dominate the region, dotted occasionally by small stands of Glacia trees. These trees sport unusual foliage that appears to be made of glowing, unmelting ice crystals. Settlements are often built around these stands, as they provide a natural light for the region that is in darkness much of the year. The largest of these settlements is known by the locals as Ekallim.
    Spoiler: Glacia Trees
    Show

    On the western border, between Hivern and the frozen wastes, is a seemingly unpassable mountain range known as Mashu Kur by the locals, though it is also called Mashu Peaks by Spriggan warriors that claimed the land in the name of KOI. The land west of the mountain range is Ikkibu to the locals, or forbidden. By danger or superstition is unknown. There is a year long mining settlement at the base of these mountains called Amelu.
    Spoiler: Mashu Peaks
    Show


    Spoiler: People
    Show
    The humans of Hivern are very pale complected, as expected in a cold climate, with light blue eyes and hair ranging from white to various shades of blonde. It is speculated that interbreeding with the area Luisti Elves granted the Hivern's cold resistance, but any signs of elf lineage has since been bred down and diluted. There are no longer any known population of Luisti Elves in the area, having been driven away or killed by the Kells into extinction.
    The population is split among various family clans, the largest being the Banis Clan, who rules over Ekallim. There are occasional clan wars over scarce commodities such as food and wood, an issue KOI hopes to resolve by sending resources and aid to the region. Overall the Hivern are a hardy, reclusive people, mistrustful of strangers given their poor treatment by the outsiders who have ruled over them for generations.


    Spoiler: Resource
    Show
    The only resource to come out of Hivern is platinum, mined year round from those that live in Amelu. The non-stop mining operations ensure a plentiful supply for their own use as well as trade. Platinum is a malleable silver-white metal, mainly suitable for ornamental use in jewelry and coins, requiring an alloy to be made into armour and weapons.


    Spoiler: Religion
    Show
    The natives of Hivern hold to unorganized superstitions largely involving nature spirits, and worship of the sun and moon. They make an annual pilgrimage to their southern borders to witness the Aurora they call Dirga Anu.
    Spoiler: The Aurora
    Show
    Last edited by PepperP.; 2015-08-12 at 01:00 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  10. - Top - End - #70
    Troll in the Playground
     
    QuintonBeck's Avatar

    Join Date
    Apr 2013
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Voreal Kingdom
    Regions: P4, P5, 80, 81, 117

    Issedonia
    Region 81

    Population: 1,032,000


    Spoiler: Terrain
    Show
    The region is one of the warmest in the Iero Dominion, though that would be scant comfort for most travellers since much of Issedonia is still frozen tundra. The region is divided by a mountain range running from east to west, which separates the vast northern plateau from the southern lowlands.

    Compared to the north, the lowlands are temperate, with an abundance of vegetation, although still cold by global standards. The most notable feature is the Zethea river, which forms much of the region's eastern and some of its southern border. It is an unforgiving and icy torrent for much of its length, but a vital source of life for the Voreal and their livestock alike.

    Among the Voreal, Mount Kione is widely renowned: a tall mountain which stands above the capital at Abarsis. It is not particularly remarked for its height, however, but what is carved into it, for its size bears the image of the kingdom's divine patron, Yphine, and the legendary founder of the tribe, Vor. Each figure is believed to stand over two hundred feet high, and was carved in time immemorial, some say by Yphine Herself to stand perpetual watch over the city and Her people. The figures are now believed inaccessible: each year a new pilgrimage sets out attempting to reach them, but none are known to have succeeded and many disappear without trace.

    The most notable feature of the region, however, is undoubtedly the Great Ice Wall which forms the western border with Estglaz. For years, this was seen by the population as a protection erected by Yphine to shield the people from western incursion, while also dissuading them from travelling out of the region where they were safe, but since the rise of Marmora and the destruction of part of the wall, this attitude is being reconsidered.


    Spoiler: People
    Show
    The vast majority of the population is of a tribe calling themselves the Voreal. They are Frosten Berapi, and, like the nearby Glazfelli, their skins come in shades from the palest white to teal to a moderate blue, and pale, slightly glowing streaks of white show upon their bodies where veins and arteries come close to the surface. Their flesh is cold to the touch, thicker than that of most other humanoids, and hairless excepting the tops of their heads.

    At any rate, their unique traits grant them an unparallelled ability to survive the harsh northern winters. Even compared to other Frosten, the Voreal are a hardy people at home in the cold.

    Its status as the capital of the Voreal Kingdom, and, by extension, the Iero Dominion, means that there is also a population from other peoples within the empire, though they remain a minority.

    Society is highly stratified, and largely controlled at upper levels by the aristocracy and the church. A substantial bureaucracy exists to support the monarchy, and, although the church operates a near monopoly upon it, this still provides one of the best means for advancement for a Voreal of low station, for successful bureaucrats are often ennobled.

    The other principal means of social mobility is through the army. Although aristocrats tend to dominate the officer ranks, a sufficiently skilled soldier can nevertheless rise high, and successful commanders are usually rewarded with titles. A fortune can be made in gold mining, but a man who rises from rags to riches will always be viewed as something of a parvenu unless accorded a title by the king.

    The population is roughly evenly-distributed around the region, confounding expectations that the warmer south might be more heavily settled. In fact most of the cities in the region are in the northern reaches: golden Anacharsis, fair Melamis, and the forbidding towers of Phalaris.

    The largest city, however, is Abarsis, located in roughly the centre of the region, guarding the main pass from the lowlands towards the tundra in the north. It has long since sprawled beyond its walls, and periodically kings are forced to clear dwellings that threaten to block the mountain pass. No matter how many edicts are passed, or how many times people are expelled from the city, more come flooding in.

    There are two reasons for Abarsis's attraction for migrants. As the capital and largest city, it is inevitably viewed as a place of opportunity, where the streets are paved with gold.

    The other reason is because the streets are paved with gold.

    Abarsis was established on top of one of the most lucrative gold mines in the region, and its location as a trading hub quickly caused it to grow, until it swallowed a number of smaller ones. The vast wealth accumulated by the town led to its pre-eminence among cities in the area, and the nobles of the city (many of whom are descended from early miners) are not shy about flaunting their wealth.

    Despite the lofty claims of Abarsis's people, only the central streets within the old city walls are paved at all, and the royal guard and inhabitants both protect the entrances with great jealousy. This has led to two distinct communities developing: Upper Abarsis, within the walls, and Lower Abarsis, spread out across the surrounding slopes. This has led to a curious social relationship between the people in the area, for even the meanest inhabitant of the Upper City will consider himself better off than an otherwise privileged nobleman obliged to live outside the walls.

    Most of the people in Lower Abarsis are doomed to live their lives within sight of its magnificent riches while grubbing out an existence in the surrounding slums and suburbs, but for many that promise is enough. It is said a denizen of Lower Abarsis is more likely to visit [region 80] than Upper Abarsis in his lifetime, although this is not quite true. Once every two years are the people of the lower city allowed in for a festival, the most important day of the social calendar and one on which the population of the city is reported to double. The Autokratos may also declare extraordinary occasions when the gates are opened, whether seeking to increase their popularity, prestige, coffers, or out of a genuine sympathy for those usually trapped outside the walls.


    Spoiler: Resources
    Show
    The most widespread and popular form of livestock in Issedonia is the trusty yak. They thrive best on the northern plateau, but some breeds have been brought down to the lowlands where they have also prospered.

    Quarries in the mountains mean the region has a good supply of stone.

    Also mostly in the mountains are the gold mines, for which the region is well renowned and from which it derives its wealth.

    The warmer lowland areas are less comfortable for the Voreal people, and they desire True Ice to preserve a cooler temperature. The substance also has great spiritual importance and large quantities must be imported to meet demand from the church.


    Spoiler: Religion
    Show
    The sole religion in Issedonia is that of Our Frozen Lady.


    Despotate of Anavia
    Regions: 109, 119

    Anavia
    109

    Population: 1,020,000

    Spoiler: Terrain
    Show
    The majority of Anavia is dominated by high mountains perpetually covered in snow and ice. Called the Jagged Peaks, these mountains have long separated the people of Anavia from those to their West as no pass remains snow free for much of the year. However, despite their desolate name, these mountains provide the majority of the freshwater for the people of Anavia, both Frosten and human alike. Melt water collects in streams and then rivers that cut steep valleys into the rock which provide a bountiful home for the Frosten Anavians. High above one of these fertile valleys stands the shining fortress city of Anav. The vegetation here consists primarily of conifer forests and mountain meadows, both of which are home to numerous varieties of wild flowers.
    Anav is one of the true jewels of the West (or East). A metropolis and a citadel in one, it clings to a ledge atop a sheer cliff and is surrounded by walls sheathed in extremely rare blue marble. It is an ancient city and narrow twisting streets, quiet squares and covered bazaars lie at the foot of soaring temples and palaces, each ornamented richly with turquoise, lapis lazuli, blue marble and true ice, built by a long succession of rulers both foreign and local.
    The Aradin Steppe compromises the strip of land along Anavia's Eastern border where the cool of the mountains meets with the heat of the Great Desert. The vegetation of this region is predominantly open grassland with a few stands of hardy trees and due to the higher temperature is not home to many Frosten at all and is instead roamed by semi-nomadic human horse herders.


    Spoiler: People
    Show
    The people of Anavia, are divided into two main groups, the Frosten Anavians of the mountains and the human Anavians, or Aradites, of the Steppe. These two groups, despite their differences or perhaps because of them, coexist surprisingly well. Both are loyal to the Despot and his father and are strict adherents to the Doctrine of Frost. The Frosten of the mountains are a good half inch taller than average for Frosten. The humans of the Steppe are roughly 176 centimetres in height on average with predominantly dark hair, though blonde and even white occasionally show up due to Frosten ancestry.
    When it comes to attire, the Anavese universally prefer blue for all formal occasions with the humans of the steppe preferring more flowing garments than their mountain brethren. However, due to the costs of imported dyes, regular attire tends to the more practical colours of brown or white.


    Spoiler: Resources
    Show
    The herders of the Aradin Steppe are master horse breeders and their Horses (great) are in demand across the entirety of the Voreal Kingdom. With recent discoveries of more distant lands there are those who are interested in perhaps incorporating foreign bloodlines into the mix though most are confident in strength of the local herds.
    On the very edge of the desert lie great "dunes" of Sulphur (good). More correctly, these dunes consist of piles of sulphur crystals washed downstream during a catastrophic flood in the past. When the source of the crystals is found Anavians scholars predict that it will be the greatest source in all of Telluris, but in the meantime, their miners are content with picking it up off the ground.
    In the city of Anav stands the Azure Academy. One of the oldest centres of learning in the far West (or East) and perhaps the entire world, it has graduated many of the most famous theologians, natural philosophers and jurists of the Voreal Kingdom. However, more famously perhaps is those few among its student body who master the secrets necessary to become Azure Magistrates (good). First and foremost teachers and priests, Azure Magistrates are famed for their ability to "extend" their sight. This is accomplished through the fashioning of an ice lens through Frosten Magic which they then wear over one eye. Through this lens, deception and concealment are revealed to them. But people are always hiding things so such an ability is useless without the skills to investigate. This is perhaps their more useful ability as even without their lens a Magistrate can usually be counted on to get to the bottom of things however mysterious they might be.

    Despite the mountainous terrain of Anavia, there is a lack of good building Stone. This is due to a number of factors. First is that most of the stone in the region tends to fracture and is unsuitable for construction works. Second is that all the good stone has long been built on by the Anavians and to quarry it would risk their cities and towns falling into the valleys below. Third is a desire for decorative stone. Anavian architecture is highly ornamented and the local stone that remains is dull in colour.


    Spoiler: Religion
    Show
    The people of Anavia follow the Doctrine of Frost, adhering to the Holy States rather than the upstart "priestess" in Sycia. The most important priests in Anavia itself however is the Metropolitan of Anav and his or her second the Archpriest of the Aradites. This division of authority works well for them as the lifestyles of the Frosten and humans of the region are quite different and while the Frosten are served well by priests who work in temples the human herdsmen need the services of priests who ride alongside them.


    Arresia
    Region 119

    Population 689,000


    Spoiler: Terrain
    Show

    Arresia is a region of contrasts, stretching from snow-topped mountains into the fringes of the Great Desert.

    Diarein Pass in the west is the principal route through the Jagged Peaks. Even in summer it is considered treacherous, for landslides and avalanches are common, and in winter it is all but impassable, leaving the people largely cut off from the Iero Dominion.

    A large lake, called the Boyash Lake by the She'er, is situated at the north-eastern corner of the region, high in the mountains. Although the She'er cannot easily travel the lake, they visit it occasionally as the lake's fish provide a welcome change in their diet.

    The Aradin Steppe continues northwards along the region's eastern portion, and forms a barrier of sorts between the Peaks and the great expanse of the desert. The eastern border is ill-defined, for beyond the last areas where vegetation grows, what does it matter who controls the endless, lifeless sands? The most notable features of the steppes themselves are the mushroom forests. The mushrooms grow sporadically but in clusters, and can reach tens of feet in height.


    Spoiler: People
    Show

    The native population of the region are called She'er. They are curious creatures, superficially resembling lions. There are a number of differences, however, most notably that they have six legs, and their faces are more manlike than feline and their mouths unnaturally wide and full of teeth. They have colourful manes, usually some variety of red or gold.

    The She'er are largely nomadic, lacking any real facility with tools and, being carnivorous, having no need for grown crops. During the winter they tend to remain in the steppeland to the east, hardly venturing into the mountains.

    There is a smaller population of Frosten, who live in the mountains and form most of the region's government on behalf of the Despot. They inhabit the only settlement of any size in the region, Akorosh, set on the shores of the Boyash Lake.


    Spoiler: Resources
    Show

    In the absence of vegetation more significant than grasses and small shrubs, the colossal fungi provide one of the main sources of food from the region. The She'er do not usually eat the fungi themselves (although can and will if pressed) but they harvest them for shipment to the Frosten in the mountains and to other regions. The tallest of the fungi are said to be thirty feet or more in height, although the largest specimens are almost inedible without substantial preparation and those supplied for the table tend not to be larger than a couple of feet.

    The main form of livestock – and food for the population - are their llamas. Most She'er are llama herders, driving their herds around the steppes and into the mountains. The llamas are useful and versatile creatures, serving as pack animals and the principal form of transport of goods and as a source of meat for the She'er. Within Asseria the diet of a typical She'er is usually more than 80% llama. Still, the llamas are plentiful and enough are maintained for trade.

    The She'er do not mine and have little use for tools, but they like to wear jewellery when they can acquire it. As such precious metals are imported to satisfy the wishes of the population.


    Spoiler: Religion
    Show

    The people follow the Doctrine of Frost almost exclusively. At least, that is what the government records say. Who knows what strange ancient and pagan beliefs the She'er keep to themselves out on the steppes? It is said that some years ago a polytheistic cult sprang up and became quite widespread for a short period, but is now considered officially extinct in the region after a vigorous period of reconversion.



    Banished Kingdom of the Kell
    Regions: P9, P10, P16, 129

    Sovrassia
    Region P9

    Population: 340,000


    Spoiler: Terrain
    Show
    Sovrassia is, for the most part, a frozen wasteland.

    Few areas of the region are suitable for constant habitation, and the population is largely nomadic. Most of the people range around the north, in an area known as the Kataphin Dell. This is a broad area between two vast eskers, and the only part of the region that could in any way be described as hospitable. There are a few rivers, some shrubs and the occasional tree. It is also home to the overwhelming majority of the region's livestock: reindeer, moose, elk, muskox and a handful of even larger creatures. The Kell hunt these creatures, often in competition with bears and wolves, but the bulk of their sustenance comes from the rivers.

    The largest river in the Dell is known as the Ribar and it is along its stretch that the largest populations of Kell can usually be found. There are a handful of small semi-permanent settlements along the Ribar, and a couple along its smaller cousin, the Zadost, usually established in times of mild winters and long summers. In lean times, however, these villages are the first to starve.

    Further to the south is the area known as Blusdria. This is a harsh region of rocky hills, glaciers and permafrost. Most Kell would never come here, except that it is also the region's only source of ore and coal. Every year is a race against the sun to mine enough coal and ore to provide for the people throughout the winter, before the area becomes completely uninhabitable and the mining groups must retreat to the north for another cycle of the sun. Every year it becomes harder, as the miners must dig deeper, or seams are exhausted and new ones must be found.

    At the southern end of Blusdria is the Paraxena. This is a huge pillar of unusually dense blue ice, some thirty feet tall, behind which is a pass through an otherwise impenetrable glacier, believed to lead to the pole. The Paraxena has an almost magnetic attraction for the Kell, and the handful of folk brave, formidable or foolish enough to brave the Blusdria in winter report strange lights and even sounds proceeding from it, or from beyond it. Some say that at the pole there is a source of great power, or even a portal to another land. The Kell are fascinated and unnerved by it in equal measure, and for the same reason that they are drawn to it, most attempt to avoid it.

    Some have taken the pass beyond the Paraxena, whether seeking to prove themselves, to discover the truth of the odd phenomena, or simply attempting to reach the pole itself. None have returned.


    Spoiler: People
    Show
    The Kell are a tall, powerful and strong-limbed people, with facial features that most other human cultures would find attractive, at least in their youth before life takes its toll. Their skin tends naturally towards the dark olive or brown, although except when very young or otherwise unclad, it appears almost universally brown, tanned by exposure to the sun. Their hair, when allowed to grow, ranges from the dark brown to a reddish blond. Men of Kelldria do not wear beards, and in most cases cannot grow them, so that even after an extended period without shaving their chins will remain hairless.

    Kell men usually shave their heads, though during harsh winters when shaving becomes impossible they will attempt to tie it back when it reaches an inconvenient length. Women frequently wear their hair fairly short for practicality, and routinely tie it back, although the ability to maintain long hair is also a point of pride. A Kell woman with long, unbound hair in good condition is to be taken very seriously indeed.

    A hard land has bred a hard people. Traditionally, every Kell man is trained as a warrior, although the women are no less formidable. Tales are told of how raiding parties have evaded Kell warbands and attacked apparently defenceless settlements, only to be routed by a ferocious defence from the womenfolk. It is said that no Kell woman has ever been taken as a prize in war save that she wished to be.

    They are a proud and, by their standards, honourable people. Their culture prizes strength above all else, and little else is respected. The leader of each group or settlement is expected to be the strongest among them. If a man cannot provide for his family, it is common for them to leave him for someone who can and none will condemn them for doing so. Equally, a woman seen as weak can expect to lose her partner, and a woman who has lost her man is expected to provide for her family herself, with little sympathy for those who do not. The feckless and the lazy are not tolerated; those who contribute nothing are left to starve.

    In times of plenty, which are all too rare, exceptions are made for once-powerful warriors fallen on hard times through injury, or the elderly who were once mighty but have lost their strength due to age. They are respected for what they were and will be provided for so long as resources allow. Usually, however, when times are hard, such individuals will take their own lives when they are no longer fit to perform their duty rather than burden the group.

    Infants are, for obvious reasons, tolerated more than the elderly, although in times of extreme hardship it is not uncommon for babies to be exposed, with only those proven capable of surviving being kept.

    While parents will make an effort to encourage and support their own children as they approach adulthood, family attachments mean less than might be expected, and weak children are often effectively disowned, their parents preferring to adopt stronger orphans. As a consequence, while short dynasties among leaders do occasionally emerge, a leader being succeeded by his birth son is rare, and such happening for more than two generations in a row, vanishingly so.

    The Kell have an institution like marriage, and unions are recognised and celebrated. There is no expectation of permanence, however, and while leaving one's partner is considered a bold step, it is often regarded as a necessary one if they are proven incapable. Mourning periods after the loss of a partner are short, for similar reasons. Polygamy is uncommon except among the very powerful, but far from unheard of. Similarly uncommon are same-sex unions. Although such relationships are widely viewed as unnatural, the importance of raising children with a partner is recognised and accepted, no matter the sex of that partner. Uncharitable remarks about the nature of such a relationship are not made lightly, and will almost always result in a duel challenge.

    Questioning an individual's strength is considered an insult, and usually settled by single combat (or, in the cases of more general addresses, group combat). Although traditionally such fights are to the death, the Kell are not a suicidal people and it is not considered shameful to surrender in the face of a stronger opponent. Those who make a habit of casually insulting or questioning others and then refusing to back up their words in battle, however, are despised.

    Above all, no Kell will serve another, and they hold their freedom dear, for they will consent to follow only those whom they respect. This has long acted as an obstacle to assembling any sizeable army, for taking orders does not come naturally to them and while their warriors may be individually fearsome and even cooperate well in small groups, it has generally proven hard to organise them on a large scale.

    This attitude carries forward and informs their approach to foreigners. The weak are despised, fit only to be conquered and subjugated. This was the fate of the ancient inhabitants of the region, whose original name and culture is long since forgotten. Some of their descendants survive among the Kell, occupying the most menial stations within their society, little better than slaves, their labour cheap and their lives valued little more. The Kell call such people helots, without regard to their original tribe or land of origin. Weak and scrawny Kell children are sometimes passed off as the product of illicit unions between helot men and Kell women, although it is likely that most living Kell have some helot ancestry.

    Powerful foreigners, by contrast, are treated with wariness, hostility, and in some cases, outright hatred. Whether this is a product of history, or the assumption that all peoples are in some ways like the Kell, those capable of overcoming the Kell in battle are viewed as aspiring to conquer and rule them, a fate that many Kell would rather die than endure. Such foreign peoples are therefore viewed as presenting a deadly threat merely for existing.


    Spoiler: History
    Show
    The Kell maintain no written records of the past save those on their bodies, and those are of limited value for anyone seeking information about anything detailed. To describe them as illiterate would perhaps be ungenerous, for they have a form of symbolic runic communication used both for scarification and as a form of communication between groups, to mark territory, post warnings or even sometimes to pass on insults. This writing, such as it is, is however anything but florid and usually only temporary in nature. The Kell history is thus almost entirely oral, with all the unreliability that comes from that. The following is their history as they tell it.

    Long ago there was a grand Kell kingdom further to the north. This was a fertile and pleasant territory where their people flourished, and which came under attack from the Salterri, a nearby people jealous of the Kell's prosperity. The Kell sought allies to defend against the Salterri, but few answered. Most infamous among them was the Kingdom of Lyradis, a nation of cowards who chose to flee before them rather than stand and fight.

    The Salterri were powerful warriors of endless number, and they ultimately pushed the Kell people to the verge of extinction, driving them almost to the ends of the earth until they came upon Sovrassia. Millions of Kell were lost in the war, slain or enslaved, and hundreds of thousands more perished in the first months and years in the new land, killed by the cold, exhaustion and starvation.

    After the Great Betrayal, the Kell were reduced to a pitiful shadow of their former selves, their golden age ended, never to come again. Their best and bravest had been killed in the war, and the accumulated wisdom and history of their people perished with their elders on the long trek south. Those who survived were the best of the remnants, but remnants nevertheless.

    They dedicated their efforts to establishing themselves in the new land. The native people were quickly killed or subjugated. Mines were established in the hills, and fishing camps along the rivers. It was a long and painful process, but slowly, cut off from the world, they began to rebuild some of their strength, creating their banished kingdom of Kelldria. Still they never stopped dreaming of the land they had lost.

    After hundreds of years of exile a powerful warrior named Vapeema became Argulus, and assembled the largest army the Kell had mustered since the days of the old kingdom. Under his leadership they ventured northwards in search of their old lands. The scattered tribes they encountered in the south were no match for the ferocious Kell warriors, with those who tried to resist quickly cut down, and thousands of the wild folk were driven ahead of the advancing Kell army. When they reached the north, however, the Kell were confronted by an allied army of their ancient foes, the Salterri and Lyr. Hopelessly outnumbered, their bronze spears set against mithril, the Kell army was destroyed, Vapeema himself taken prisoner and those who had followed in hope retreated south in disarray.

    A new Argulus was chosen, named Evander. It was under him that the crisis was compounded, for he received an offer from the Salterri to allow the Kell passage to fertile lands to the west. Evander himself took the offer for an insult, but tens of thousands wished to accept. After months of debate which threatened to shatter the assembled tribes altogether, Evander agreed to allow those who wanted to accept to leave. From that day forward the Kell people would be sundered, with those who had turned their back on their people and their traditions to live subject to a foreign power henceforward known among the people of their birth as Kalkell. The Kalkell were given a distinguishing mark and sent on their way. Their desertion remains a sore point with many of Evander's people.

    Their contact with the world having proved nothing but disastrous, the grand army lost, and tens of thousands of Kalkell having gone into exile, Evander reinstated the long-held policy of isolation, refusing all but the sparsest contact with foreign kingdoms. And so it remained until such time as explorers from the north-east penetrated into Kell territory in the early sixth century.


    Much of the older Kell history is in the form of legends, usually centred around great heroes. Of course, like any such legendarium, some of the stories are almost certainly the amalgamation of the deeds of several individuals, or created to explain some phenomenon the true cause of which is otherwise forgotten, as suggested by their adoption in some cases of rather archetypal roles. Such heroes include:

    Kellan

    The founding father of the Kell people, usually described as a giant, and sometimes as the son of the gods. He conquered a hundred cities and took twenty brides from each; from his thousands of children the Kell people are descended, and from him they take their name.

    Argor

    The first king of the old kingdom of Kelldria, who, depending on the version in question, led the Kell people to the green lands, or united the Kell tribes into a single kingdom. It is from his name that the Kell leader is said to derive his title of Argulus.

    Heero

    The martyr. The last Argulus to die while still ruler of the grand kingdom. Valiantly defended his lands and people against everything the Salterri could muster, before being slain by treachery.

    Gilgara

    The saviour of the people. The Argulus who took charge of the migration following the Kell's final defeat by the Imperium, leading them to Sovrassia and conquering the useless natives. Led an expedition beyond the Paraxena, attempting to find solace for the sorry tribes, and will return in their hour of need. According to some versions, was a woman.

    Vapeema

    The heroic warrior. Argulus during the recent great migration, during which the Kell conquered much territory and came within sight of the lost lands before being defeated, in a struggle against impossible odds, in a ferocious battle where he took the head of the opposing commander. A true Kell to the end.


    Spoiler: Religion
    Show
    The Kell are a superstitious people, but with only a vague and disorganised corpus of belief. The spirits they recognise and the practices they follow may well vary from group to group. One thing common to all groups, however, is scarification rune culture.

    Soon after birth each Kell child is marked with a knife on the chest, which leaves a pattern of scars representing their name. In theory, each mark is unique, though among the tens of thousands of Kell there are likely duplicates. When a Kell reaches the age of majority, at fifteen, they undergo a ceremony which draws a further pattern around the first, signifying their new status. From there on, the story of a Kell's life is recorded on their body through scarification. In most cases, this will record marital unions, children born or adopted, particularly memorable or noteworthy feats of hunting, and, above all, combat. Defeats of warriors in single combat are recorded, along with the number of foes slain or captives taken in battle.

    As a Kell grows older, his list of accomplishments usually does too, spreading from the chest to the stomach, arms, hands and the back. During the warmer months, menfolk tend to go bare-chested and bare-armed so that their scarring pattern can be seen. The very proud even attempt this during the winter months, though more than one has frozen to death as a result.

    Women's scars tend to be more limited, since they more rarely participate in hunting or combat, and it is rare for their scars to be displayed so openly. Some women with scars to their wrists do go bare-armed as a silent statement of accomplishment, although relatively few attain such levels of renown.

    These scars are partly autobiographical, and partly decorative, forming one of the few identifiable forms of Kell art. They also have a spiritual significance, however. The name rune serves not just to mark the child as an individual, but to protect it from the spirits who might seek to steal its soul, possess it or otherwise do it harm. Further scars serve not just to inform other Kell of the wearer's accomplishments, but also as a notice to the spirits. The record of deeds on a Kell's body serves to attract friendly spirits to impart blessings upon them and their families, but also to ward off evil spirits.

    On union, a combined rune is carved on the flesh of both participants, which places each under the protection of the other. By distributing the rune across two bodies, it also confuses malign spirits, who will not know which individual is which. For the same reason, parents will mark themselves with the runes of their children. Such protection is diminished if a couple separates, although most retain the runes regardless. A Kell who has many partners is protected multiple times over; conversely, however, the longer a partnership lasts the stronger its protection, so a lifelong couple are ultimately considered one soul in two bodies.

    This rune culture is the most prominent manifestation of Kell spirituality. Usually each group will have at least one shaman, an expert in the runes, to advise on the most effective way to record them; as a consequence, they end up being the principal guardians of Kell culture. Some shamans advise other ways of communicating with the spirits, such as sacrifice and prayer, though this is uncommon (although exposure of infants is in some groups seen as an offer of sacrifice). Most Kell are too concerned with survival in the physical world to worry overmuch about the spirit realm. If they give offerings to any spirits it is usually to their ancestors and the heroes of their people, to watch over them and increase the strength of their arm.


    Spoiler: Resources
    Show
    Although the Kell hunt for much of their food, the only creatures present in enough abundance to consider exporting are fish, taken from the rivers in the Dell, and the Ribar in particular. When the Ribar freezes over completely during hard winters, the Kell die in their thousands.

    From the mines in Blusdria the people are able to extract enough minerals to smelt bronze, both for their own weapons and armour and even to ship to other regions.

    Although there is enough vegetation to support a reasonable variety of fauna, at least in some areas and for some of the time, there is little to no arable land. The Kell desperately require food crops for import in order to sustain their population.
    Last edited by QuintonBeck; 2015-04-06 at 10:25 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

  11. - Top - End - #71
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Sobrida

    Liege: Kingdom of the Carmine Sea
    Vassals: Kingdom of Mularuhm, Coalition of the Abyssian Sea, Kingdom of the Isles, Niemida Legacy, Kingdom of Aloren

    Elwyn, Qeyzer of Sobrida, Consul of the Eastern Imperium




    Spoiler: Government
    Show
    The Kingdom of the Carmine Sea is a Greater Vassal of the Salterri Imperium.

    The Qeyzer is Elwyn (b.463), son of Alfmyr.

    Mularuhm is ruled by the High King. The Isles are ruled by their Queen, and the Coalition of the Abyssian Sea by the One-Who-Leads-the People.


    Spoiler: Imperial Family
    Show

    The imperial family tree can be seen here

    The king is Elwyn (b.464), son of the Prince Alfmyr and adopted son of King Eldred. He is married to Princess Isesu of Tzalteclan. They have three sons and one daughter: Alfdynn (b.500), twins Eldys and Alfrett (b.511) and Ameryn (b.515).

    Alfdynn is married to his cousin Seirwynn and together they have children:

    There are three dowager queens. Kwau Ignafar of Nyroth was the wife of King Eldred, and had two sons: Alfwyr (461-502) and Alfmark (b.466) and one daughter, Carys (b.465). Kwau also holds the ceremonial title of Queen in Nyroth.
    - Alfwyr married his cousin Lyra and had three daughters: Adrynna (b.484), Ambryn (b.488) and Seirwynn (b.490). He died at sea in 502 along with his father.
    -- Adrynna is married to the crown prince of Ashenia, Hazael Toranath.
    -- Seirwynn married Prince Alfdynn, son of king Elwyn.
    - Carys is married to Li Eelis Hel and has two daughters: Celwyrr (b.488) and Kwyn (b.490).
    -- Celwyrr is married to a prince of the Thalmann Legacy.
    - Alfmark is married to Marjaana Su of the Salterri Heartlands and has one daughter, Ellyn (b.485).

    Mellyr of Clan Laredyn was the wife of King Malyn. They had one daughter, Adylla (b.483).
    - Adylla had twin sons out of wedlock with Brethar Divinorum: Combulyn and Simovyr (b.500).

    The eldest dowager queen is Melhib Benxia of the Eyrecradian Gem Elves. who had three sons by King Alfmark, Eldred (as above), and twins Alfwyn and Alfmyr (b.430). They had one daughter, Melhyn (b.422).
    - Melhyn is governor of Eyrecradia and is married to Durin Abalasa of Faedas. They have two daughters, Arwynn (b.446) and Varwynn (b.466) and two sons, Eldin (b.455) and Edhyr (b.458).
    - Alfwyn was killed in 463 in the same battle as his father. He married Cymoril Turienth of Eyrecradia, but they had no children.
    - Alfmyr married Ameryn Syraxia of Tuhiland and they had one son, Elwyn (b.464). Ameryn died in childbirth. Alfmyr disappeared in the 490s.

    King Malyn had six younger siblings: Alwyk (b.455), Tansyn (b.456), Martyn (b.459), Lyra (b.460), Aldin (b.464) and Tempest (b.465).
    -- Tansyn is married to the Grand Prince of Niskovia, Jehan Niskakovich
    -- Lyra is married to her cousin Alfwyr (as above)
    -- Tempest is married to the king of the Caercian Consortium, Hanyeo Caercia.
    -- Malyn's elder brother Athelwygg (b.450) was disinherited following his marriage to Queen Sucheta of Raaneka. He has a number of children, all ineligible to succeed under current law.
    -- His elder sister Adrynna (448 - 484) died in childbirth.
    -- His younger brother Martyn (b.459) is believed to have been killed by pirates in the late 480s.

    Malyn's grandfather was Atheldynn (b.393) son of Athelmere. He had one brother, King Elwyr (401-480) and two twin sisters, Ambryn and Eirwynn (b.397).
    - Atheldynn died in 459. He was married to Adrianna of Palas Caercia and they had one daughter, Emryn (b.418) and one son, Athelwyr (425-486).
    -- Athelwyr married Lyra Shaeldtae of Aloren and was father of Malyn and his siblings (as above).
    -- Emryn married Emperor Clovis Wulfendyne of Pavonia and they have triplet daughters: Maria, Astrid and Molly (b.441).
    - Ambryn married Qzare Li Tailong of the Salterri Imperium. They had eight children: triplet daughters Tianshi, Fengbao and Hanle (b.425), twin daughters Shuxian and Yinhuo (b.427), twin daughters Marishi and Yue (b.429) and one son, Gun Huang (b.435). They have many further descendants.
    - Eirwynn is married to Hazael Toranath, Prince of Ashenia. They have seven children: Athelmere (426), twins Ambryn and Hazael (427), Katerin (430), Kirana (432) and twins Zhela and Isariel (435).

    The king's adopted great-grandfather Athelmere had one younger brother, Edwyrd (b.367), who was married to Dacari Devdano of Raaneka. Both of them were killed in the events surrounding the Priory's rebellion in 419-20. They had three daughters, Dacaryn (b.399), Anguryn (b.405) and Seirwynn (b.411).
    - Dacaryn was married to King Khyne of Glazfell and had four children, Ghalle, Erac, Tevi and Faewen. Ghalle and her line became Kings of Glazfell.
    - Anguryn was sent to be fostered in Raaneka following the deaths of her parents and became the partner of Dame Amber Adite.
    - Seirwynn was abducted in 419 and recovered early in 429. She was unmarried, believed mad, and died in the late 5th century.

    Spoiler: Succession Law
    Show

    Until 516 the succession alternated between the eldest male descendant of each of the first two kings. By 516 a number of flaws in this system had been determined, not least that the male line of Athelmark was nearly extinct and the rightful heir was not apparent. As a result the law was changed:

    On the death or abdication of King Malyn the crown will pass to the atheling Elwyn in accordance with existing law.
    The heir to Elwyn and to each king thereafter shall be his oldest surviving brother or, if no brothers survive, his eldest son.
    If no male heirs survive, sisters and daughters shall succeed on the same basis as brothers and sons.

    A marriage shall be agreed between a daughter of Prince Alfwyr and a descendant of Prince Elwyn that the line of Athelmark may continue to sit the throne.
    In the event of the extinction of the line of Elwyn, the crown shall pass to Alfmark son of Eldred and his heirs as above.

    Succession shall in all cases be limited to those who have received the blessing of the Lord of Fire as a result of the martyrdom of King Elwyr, unless or until this blessing is universally withdrawn.

    The king shall be a follower of Panshén or convert upon succession. In the event that no eligible followers of Panshén remain alive, followers solely of the Lord of Fire shall be permitted to succeed.

    In the event of the complete extinction of the male line of Jarrow, the heads of the further houses from which descendants are eligible to succeed are listed in order of precedence:
    1. Carys Jarrow and Li Eelis Hel
    2. Eldin Jarrow and Aliina Hel
    3. Alfwyr and Lyra Jarrow
    4. Edhyr Jarrow and Ansa Maa Loistavaseppa
    5. Alwyk Jarrow and Li Shurao
    6. Arwynn Jarrow and Walei Vel'Xorrith
    7. Varwynn Jarrow and Arthur Grant-Tremblor Fitzrion
    8. Tansyn Jarrow and Jehan Nisakovich
    9. Tempest Jarrow and Hanyeo Caercia
    10. Maria Wulfendyne
    11. Li Shandian and Kajsa Nisakovich
    12. Li Gun Huang
    13. Hazael Jarrow-Toranath and Salline Korad
    14. Salline Jarrow-Toranath and Lucius Abn Tnyn
    15. Ghalle Daan and Cayal Senroth
    16. Yuli Jatten-Sunder
    17. Enyi Jatten-Sunder
    18. Myrida Serendel

    Candidates for the succession must meet the other criteria regarding religion and blessing and not otherwise have been disinherited.

    Spoiler: Old Succession Law
    Show

    The succession was confirmed by the Great Charter of 387 and follows the ancient practices of the Jarrow clan. The kingship alternated between the eldest male descendant of Athelmark and of Alfwyr. Male-line descendants are preferred. If the male line becomes extinct, males from the female line are eligible, then females from any line. If the lines of Athelmark or Alfwyr become extinct their claim passes to the descendants of their sister, and then to other members of the Jarrow clan and their relatives (most notably the Isling clan). The king must be a follower of the Lord of Fire or convert upon coronation. If the rightful heir is a foreigner, the Royal Council must approve their succession.

    Spoiler: Current line of succession
    Show


    Male succession - House of Athelmark
    1. Alwyk son of Athelwyr
    2. Athelmere Jarrow-Toranath
    3. Hazael Jarrow-Toranath (son of Eirwynn)
    4. Li Gun Huang son of Ambryn
    5. Hazael Jarrow-Toranath
    6. Li Svante Nisakovich
    7. Hazael Jarrow-Toranath (son of Athelmere)
    8. King Torre of Glazfell
    9. Raziel Nisakovich (son of Hazael)
    10. Emriel Talisath (son of Zhela Jarrow-Toranath)
    14->. Male descendants of Li Gun Huang
    c.30. Oriel Miardan (son of Kirana Jarrow-Toranath)

    Male succession - House of Alfwyr
    0. Elwyn son of Alfmyr and descendants
    1. Alfmark son of Eldred
    3. Eldin son of Melhyn
    4. Edhyr son of Melhyn
    5. Robert Serendel son of Girard
    6. Rayne Serendel son of Girard

    Male succession - cadet lines

    This succession takes the place of one of the houses if that line dies out altogether.

    1. Kasmi Jatten-Sunder
    2. Yuli Jatten-Sunder
    3. Wiltor Escowen
    4. Avksentiy Nisakovich
    5. Pybbig Isling
    6. Wyllig Fitzellyn (illegitimate)
    7. Peadred Fitzellyn (illegitimate)






    Kingdom of the Carmine Sea

    Regions 62A, 63A, 64A, 69A, 124, 125, 126 and 128, Aedilred

    Elwyn, High King of the Mere Carminë, King of the Jarrs, the Venns, the Sylphids, the Kuuli and the Elves, Duke of Kuulland, Windlord of Oros, Defier of the Dark



    Current Attributes
    Diplomacy: 10
    Military: 4
    Curiosity: 8
    Faith: 5
    Luck: 2


    Original Attributes
    Diplomacy: 5
    Military: 4
    Curiosity: 6
    Faith: 5
    Luck: -


    Spoiler: Government
    Show
    The king's cousin Yuli is Duke of Vennland and governs it directly on the king's behalf.

    The king was previously Prince of Farridon, with this institution being abolished in the 520s The king is now Duke of Kuulland, a region formed from the south of Farridon. Farax and Ker are also governed by dukes, while the harpies of Yerkir are governed by their Ataman.

    The sylphids of Tempestia were historically governed on a local level by the irearchoneia, or priest-queens, who reported to the crown. For ease of administration an Eparch was appointed for the region in 506: the king's niece Shuxian, the senior female-line descendant of Queen Tempest. The irearchoneia now report to the Eparch but retain their former station in other respects.

    Discordia is governed by an Eparch. Its administration remains largely unchanged since the time it was part of the Heartlands, save for the March of Mery which has been separated from the main eparchy and is governed by an Ataman.

    The Republic of Trinacria, formed from Trinacria and Tuhiland, is governed locally by the Lord Protector.

    The free cities of Tumeland are directly-held royal protectorates.

    The king is assisted in his duties by the Kohue, assemblies of lords, clergy and commons in three houses which propose legislation and counsel him upon it.


    Spoiler: Technologies
    Show
    The kingdom possesses the following technologies. The knowledge has been distributed to all regions:
    Technology Resources Required Source Usable?
    Aerial Infantry Harness Harpy Mercenaries Harpy Mercenaries (Farridon native) Yes
    Aerial Naval Carriers Timber Timber (Jarrland native) Yes
    Agriculture Native Grown Food Geese (Tempestia) [i]Varies by region
    Arbalests Iron Iron (Farridon native) Yes
    Automata Metal Iron (Farridon native), etc. Yes
    Beastmasters Monstrous Rats Monstrous Rats (from Sympolemou to Discordia) Yes
    Berunda-Riding Berundas/Pterids/Perytons/Huma Perytons (from Sterkelv to Vennland), Huma (Tempestia native) Yes
    Black Powder Sulphur, Nitrates, Coal/Charcoal Sulphur (from Mularuhm), Nitrates (from Galie-Noiret), Coal (Tuhiland native) Yes
    Cannon Iron, as Black Powder Iron (Farridon native), see Black Powder Yes
    Carvel-Building Shipwrights Shipwrights (Tuhiland native) Yes
    Clockwork Metal Iron (Farridon native), etc. Yes
    Efficient Building Stone Limestone (Jarrland native) Yes
    Fluid Dynamics - - Yes
    Griffon-Riding Griffons - No
    Horse-Riding Horses Horses (Requiem to Vennland) Yes
    Hovercrafts Leather - No
    Inspired Militia - - Yes
    Lenses Quartz or Glass Quartz (Farridon native) Yes
    Loaders Large Animals Monstrous Rats (from Symplemou to Discordia) etc.[td]Yes
    Magnets Magnetite Magnetite (from Guilder to Jarrland) Yes
    Medicine Shedding Trees Shedding Trees (from Ri Chugang to Tuhiland Yes
    Mithril-Forging Mithril Mithril (from Mularuhm to Jarrland) Yes
    Ocean-Faring Ships Timber Timber (Jarrland native) Yes
    Oracles Osuro or Shrieking Crystals - No
    Physics Learned People Scriveners (Jarrland native) Yes
    Pitch Tar, Oil Kelp-Olive Oil (from the Jewelled Cities to Vennland) No
    Plate Armour Metal Iron (Farridon native), etc. Yes
    Printing Press Paper/Papyrus/Books Papyrus (Vennland native) Yes
    Prosthetic Limbs Metal Iron (Farridon native), etc. Yes
    Raaneki Diplomacy Heartwine/Niskovian Vodka Vokda (from Karintiya) Yes
    Refrigeration True Ice/Tears of Yphine - No
    Sewage Systems Stone Limestone (Jarrland native) Yes
    Shintouite Crafting Shintouite Shintouite (from Hurosha) Yes
    Shrieking Crossbows Dragon Scales Dragon Scales (from Aloren to Vennland) Yes
    Steam Power Various - No
    Tzaltec Fire Goldfire and Oil Kelp-Olive Oil (from the Jewelled Cities to Vennland) No
    Ultralight Materials Cavorite - No
    Wurm Riding Wurms - No
    Zeppelins Lighter than air gas - No


    Spoiler: History
    Show

    Jarrland Pre-History

    Spoiler: King Athelmark the Unifier (370-393)
    Show

    Athelmark was the first king of the Jarrs, crowned by the priests of the Lord of Fire on the Atteltor. He made efforts to improve the international standing of Jarrland, reaching out to potential friends beyond Imperial borders. The first few years of his reign were overshadowed by the war with the north, in which Jarrland took no part, although he later attended the Grand Ball of 381 and helped negotiate the release of Qzare Xiu Wandao from captivity.

    A sponsor of exploration, he accompanied Columbo Fiassa to Domhan Abheile and oversaw the recovery of Giorno Fiassa's ship from neighbouring Vennland. In his later years he acquired technology to build ocean-faring ships through a trade arrangement with Qarimos, and pilots trained in the Jewelled Cities to crew them, although he left the development of the navy largely in the hands of his son and brother-in-law.

    He considered his crowning achievement to be the literacy programme, attempting to teach all his people to read, and this was believed to have been accomplished by the time of his death. He commissioned the acquisition of the printing press and distributed it widely in a philanthropic gesture. At the end of his reign he signed a new agreement with the Qzare that formalised Jarrland's relationship with the Imperium.

    He reportedly never recovered from the death of his daughter. In 393 he fell into a deep melancholy following the resumption of war against Bordeux and died peacefully in his sleep.
    Spoiler: Final Stats
    Show

    Diplomacy: 5
    Military: 5
    Curiosity: 7
    Faith: 2
    Luck: 4



    Original Stats
    Diplomacy: 2
    Military: 2
    Curiosity: 2
    Faith: 2
    Luck: 2



    Spoiler: King Alfwyr the Rash (393-397)
    Show

    Alfwyr was Athelmark's younger brother and assisted in the unification of the kingdom, fighting in the forefront of his brother's armies. As part of an early movement to unite the hill clans in the time of his father, Alfwyr was wed to Selywn of the Dunnem clan. He frequently governed the kingdom as regent when Athelmark was abroad, and succeeded him on the throne after Athelmark's death.

    He largely continued the policies established by his brother. One of his first actions as king was to attempt to claim neighbouring Vennland, but this failed and he resorted to colonising it via different means. He also oversaw the final completion of Athelmark's literacy programme. After his coronation and at the encouragement of the Royal Council, Alfwyr remarried in 395 to Adylla of Clan Cambra, and they had one son, Alfmark.

    In 396 and 397 Alfwyr became embroiled in various scandals involving the royal family, with troublemakers making accusations of infidelity against the wives of both his nephews, and his son Alfwigg reportedly secretly marrying Matriarch Militae of the Priory of Ascension and converting to her doctrine. Alfwyr struggled to cope and began to doubt his own fitness to rule and make decisions. In 397 the traitor Janwyn Sarrey, who had started rumours about the true parentage of Lady Tempest's son, was brought to trial and requested trial by combat. The king inexplicably chose to fight Sarrey himself and cut him down, albeit taking serious wounds in the process.

    He was carried from the field but was not expected to live for long. His first action on regaining consciousness was to abdicate in favour of his nephew Athelmere. In fact he survived another five years and Athelmere frequently sought his counsel.

    Spoiler: Final Stats
    Show

    Diplomacy: 6
    Military: 3
    Curiosity: 6
    Faith: 3
    Luck: 5



    Original Stats
    Diplomacy: 5
    Military: 3
    Curiosity: 5
    Faith: 3
    Luck: 3


    Spoiler: King Athelmere the Seafarer (397-435)
    Show

    Athelmere was the elder son of Athelmark, born during the wars of unification, though too young to fight in them. In 381 he and his sister Eirwynn accompanied Athelmark to the Second Grand Ball, where they witnessed the resurrection of the Blazing Avatar: an event which killed Eirwynn and would leave Athelmere with a long-standing distrust of priests. It was also at the Ball that he met Tempest Grant, with whom he quickly fell in love. Their relationship and later marriage formed the basis for an amicable relationship with AQUA and Raaneka.

    Only a few years into his reign, however, Tempest's family were murdered in the Jewelled Cities by Tupelo Cornus, and this would mar relations with AQUA for forty years. The king promised an earldom to the man who brought him Tupelo's head, a task ultimately performed by Dagr of Hrathan-Tuor, who was duly made Earl of Scowen. Some say it was this that caused the king to pursue a more ruthless foreign policy, conquering the realm of Farridon to the south (with negligible resistance) and later joining Hanyeo's attack on the Priory following their rebellion.

    Athelmere was a keen sponsor of exploration and the navy, and under his reign all the islands of the archipelago to the south were discovered, as well as the large Tempestian peninsula (named for the queen by the king's uncle, Villem). His daughter Ambryn, the elder of two twins, was a particularly enthusiastic sailor and was credited with the discovery of Niemidaland to the east, a territory Athelmere granted to the queen's cousin Martin to govern. The king rapidly accumulated titles of foreign provinces, and in 430 formally constituted the Kingdom of the Carmine Sea, based in Horbeach. Some years earlier in his reign, the Sea Palace had been built there to house the government officially.

    He pursued a policy of alliance with numerous realms across the globe: Ambryn married the Qzare, while her twin Eirwynn was betrothed to the Emperor Ignato before news of treachery caused that to be broken off, and she later married an Ashenite prince. His elder son Atheldynn married a Caercian princess and his cousin and heir Alfmark - who Athelmere later adopted as his own son - an elven lady of Eyrecradia. His younger son Elwyr, at one point believed to be the Blazing Avatar, took up residence in Calorum.

    His last fifteen years as king were to be overshadowed by the conflict with the Priory. He answered Hanyeo's call and fought in the Battle of the Mandate, where his brother Edwyrd was killed, and weathered an attempted coup by Ascension supporters that nevertheless resulted in the death of his sister-in-law and abduction of her daughter Seirwynn. Under Tailong, relations with the Priory began to thaw, but Tailong's disappearance in 434 resulted in more conflict, and Athelmere again led his troops north to fight for the Imperium. By this point the most experienced leader in the Imperium, he was given the command, but despite winning a victory on the plains of Salteire, succumbed to the rigours of campaign and died there at the age of 74.

    He had inherited a small kingdom of just over 50,000 people, which by his death had grown to include nearly half a million souls and become one of the most powerful realms in the south. He was greatly mourned, and succeeded by his cousin Alfmark, who had begun to assume some administrative duties in the king's last years.

    Spoiler: Final Attributes
    Show

    Diplomacy: 10
    Military: 8
    Curiosity: 5
    Faith: 4
    Luck: 7



    Original Attributes
    Diplomacy: 2
    Military: 5
    Curiosity: 2
    Faith: 4
    Luck: 5



    Spoiler: King Alfmark the Lion (435 - 463)
    Show


    Alfmark was the son of Alfwyr by his second marriage, and born as ultimate heir after his elder brother Alfwigg ruled himself out of the succession by converting to Ascension. Only a few months after his birth his father suffered grievous injuries in a trial by combat and he later died while Alfmark was still very young. Consequently he was raised alongside Athelmere's children and was later adopted as his son. From the 420s he began to assume a major role in government, setting the precedent that the atheling deals with much of the administrative work that would otherwise consume the king's time. The creation of the Kingdom of the Carmine Sea was credited to him almost as much as the king.

    He inherited his natural father's talent and learned swiftly from his adopted father. He was a shrewd but understated diplomat, a powerful and cunning warrior and general, and took a keen interest in cultural and philosophical development. He inherited the throne during the war with the Priory and immediately assumed command of the Imperial army, crushing the remaining resistance and capturing Anaphorica. He saw off an invasion by the Kell and expanded the kingdom's reach into Tuhiland and the Isles, receiving a pledge of vassalage from the king of Sanglea and queen of the Broken Enclave. He also brought the harpies of Farridon into the royal fold, establishing them as a part of the government and, later, army.

    Although a modest man, he was one of the kingdom's greatest rulers. In 463 the Kell invaded again and Alfmark rode to meet them. The Kell army was decisively and completely destroyed, though Alfmark himself fatally wounded during the battle.

    Spoiler: Final Attributes
    Show

    Diplomacy: 10
    Military: 10
    Curiosity: 10
    Faith: 5
    Luck: 4


    Original Attributes
    Diplomacy: 5
    Military: 3
    Curiosity: 5
    Faith: 5
    Luck: 4


    Spoiler: King Elwyr the Blessed (463 - 480)
    Show


    Elwyr was the younger son of Athelmere, and never expected to inherit. He was identified at the age of fourteen as a potential Blazing Avatar, and although this did not come to pass he visibly received the Lord of Fire's blessing. This later caused him to be recognised as Defier of the Dark by the people of Tuhiland (and, later, Trinacria), a prophesied leader. He was thrust into the position of atheling in the late 450s after the untimely death of his brother Atheldynn and later the kingship after Alfmark was slain by the Kell. His early reign was overshadowed by the death of Alfmark and the collapse of relations with Guilder following the Caercian Coronation, where his lover Neralla was killed.

    In his youth he travelled widely and was renowned as one of the kingdom's foremost scholars, as well as an authority on matters of faith, and had played a key role in re-establishing relations with AQUA, later the Seaborne Confederation. He had a pronounced cynical streak, although he attempted to suppress that once he became king. As king he focussed his attention on matters of faith, constructing a great cathedral to the Lord of Fire in Salcaster.

    By 480 he had become overcome with melancholy and wistfulness relating to the position of Avatar and the death of Nissa. At the Grand Ball in 480 he spontaneously combusted when Hushyarr announced his succession as Avatar, and passed on his blessing to those of his family present.


    Spoiler: King Eldred the Undefeated (480 - 502)
    Show


    The eldest son of King Alfmark, Eldred was a fine swordsman who was duelling champion of the Games in 457, a performance in which he defeated every opponent including the storied Griend of Gwristin. Soon he was recognised as the greatest warrior in the kingdom. In 463 at the Caercian Coronation he fought alongside Senusret against the MECKS of Guilder, the basis for a lasting friendship, although his hearing was damaged and in later life he would become almost completely deaf. He also fought against the Kell in Tuhiland later that year, and took command of the army after the wounding of his father and death of his brother Alfwyn.

    He succeeded suddenly in 480 after the martyrdom of Elwyr, his first act being to defuse the tension surrounding Elwyr's death and the proposed trial of Hushyarr. His reign was largely overshadowed by the Sunset War, which began in the sixth year of his reign. He devoted some attention to rebuilding the military after the wars of his father, with particular attention to the navy, which developed new ship designs during his reign. Along with his wife and heir he laid claim to the vacant crowns of Nyroth and Aloren at the start of the war and later reached an accommodation with the Radurjic Union which saw some ceremonial recognition of those titles. After some debate, he eventually joined the war on the side of the Concordat and fought alongside Senusret once more on the field of Frontier, winning a fabled victory against the fleet of the Empire of Dawn en route.

    Along with the other proconsuls of the Imperium he approved the founding of the Imperial religion of Panshén in 490, seeing it as a natural extension of his existing Lord of Fire beliefs. Although fond of his son Alfwyr, he believed him too irresponsible to wear the crown, and favoured his nephew Elwyn, a warrior in similar mould to himself. In the 480s he ordered the creation of new crown jewels including two twinned swords, one of which he bestowed upon Elwyn in a gesture widely seen as recognising him as heir. He was later to adopt Elwyn formally.

    In 502 he travelled to Kaspiyskiya for the Tellurian Games. On the return journey his ship, the venerable Queen Amber, was sunk in a storm, and Eldred presumed drowned along with Alfwyr. He was succeeded by his atheling, Malyn. In light of his formidable and victorious military record, and a long career in which he had never been defeated in combat either in battle or the arena, he was posthumously accorded the title "the Undefeated".

    Spoiler: Final attributes
    Show

    Diplomacy 6
    Military 9
    Curiosity 10
    Fatih 5


    Original Attributes
    Diplomacy: 4
    Military: 6
    Curiosity: 5
    Faith: 4
    Luck: -



    Spoiler: King Malyn the Good (502 - 519)
    Show


    Malyn was the second son of Prince Athelwyr and Lyra Shaeldtae, and as such a great-grandson of Athelmere. His elder brother Athelwygg was disinherited due to his marriage to Queen Sucheta of Raaneka. He was a scholarly young man, respected as one of the leading minds of the kingdom before his inheritance. Under his rule the doctrine of Panshén was developed and formalised and spread throughout the kingdom, and he made a number of legal refinements to the government. He also oversaw the occupation of Tumeland and its incorporation into the kingdom.

    As the son of Lyra Shaedltae, he claimed the title of King in Aloren, and attended the King Day celebrations there each year. He was assassinated on his way to attend such a celebration in 519. His death sparked a civil war, as King Eldred's surviving son disputed the succession of Malyn's recognised heir, Prince Elwyn.

    Spoiler: Attributes
    Show

    Diplomacy: 3
    Military: 2
    Curiosity: 5
    Faith: 10
    Luck: 10
    [/center]


    Original Attributes
    Diplomacy: 3
    Military: 2
    Curiosity: 4
    Faith: 4
    Luck: -



    before 350 - The Salterri Imperium claims the land south of Discordia and stations troops there.
    c.350 - Priests of the Lord of Fire venture south of the Discordian mountains and begin attempts to convert the highland Jarrow clan.
    356 - Athelmark son of Eldin becomes chieftain of the Jarrow clan.
    356-360 - The Jarrow conquer the highlands and form alliances with the major clans of the coast and the forests.
    370 - Athelmark is crowned King of the Jarrs, ruler over the region now known as Jarrland. Jarrland becomes a formal protectorate of the Salterri Imperium.
    370-375 - Work begins on a road between the two major settlements of the region; Athelmark announces his programme of teaching everyone in the kingdom to read, starting with those born in his reign. The first national soldiery is assembled under the royal banner.
    375-380 - The road between Jarburg and Horbeach is completed. The Jarrs begin to make contact with the outside world and are invited to the Grand Ball in Aloren.
    381 - Athelmark visits the Ball with his two elder children and helps negotiate the release of Qzare Xiu Wandao from Triumvirate captivity. Diplomatic ties with several nations are established. Athelmark's daughter Eirwynn is burned to death by the resurrection of the Blazing Avatar, along with dozens of others. Jarrland signs a treaty of eternal friendship with the Dwarves of Mularuhm.
    382 - Athelmark travels to Domhan Abheile in the company of the Guilder explorer Columbo. On his return he introduces a system of formal noble titles in Jarrland. The king's champion, Marrik Sunder, is dispatched on the Sulvan expedition.
    387 - Athelmark attends the 50th Anniversary Party in the Jewelled Cities. His son Athelmere is married (by mutually agreed standards, at least) to Tempest, daughter of the Cities' queen. As a dowry, the Jewelled Cities begin construction of a world-class port at Horbeach. A deal with Qarimos is struck, with Qarimos providing ships and shipwrights to Jarrland to build and teach the construction of true ocean-going vessels. The Great Charter is signed.
    388 - Marrik Sunder returns to Jarrland, bringing back with him copies sufficient to start building printing presses.
    390 - The first printing presses are built in Jarrland and found to be successful.
    391 - The first ocean-going vessels are launched, with the intention of exploring the southern ocean.
    392 - The king, his sons and his nephew attend the Moonshroud Festival in Xianzhi Urbe. A treaty confirming vassalage of the Salterri Imperium is signed. Later in the year, a Jarrland delegation travels to the Fourth Raaneki Games for the first time, and succeeds in capturing a Qarimosi ship in the mock naval battle. Edwyrd Jarrow is married to Dacari Devdano of Raaneka.
    393 - King Athelmark dies in the spring, at the age of just 64, and is succeeded by his brother Alfwyr. Later in the summer, a boy, Atheldynn, is born to Athelmere and Tempest Grant.
    394 - King Alfwyr attempts to lay claim to neighbouring Vennland but is rebuffed.
    395 - The literacy programme is declared completed. Jarrland is able to begin exporting literate persons overseas. King Alfwyr remarries at the urging of the Royal Council, to a Cambra bride, finally uniting all the Great Clans in marriage with the Jarrow.
    396 - Colonists are sent into Vennland. A son is born to King Alfwyr by his new bride. The king's son Alfwigg is discovered to have secretly converted to Ascension and marries Matriarch Militae of that church.
    397 - King Alfwyr intervenes in a trial by combat for treason and is badly wounded. Upon initial recovery he abdicates and retires to Jarburg, succeeded by Athelmere. Twin girls, Ambryn and Eirwynn, are born to Athelmere and Tempest.
    398 - The port at Horbeach is completed, by now the de facto capital. Construction begins on a new Sea Palace as a seat of government.
    400 - In the Jewelled Cities, Amber Regina and many of her family members are assassinated in a coup. King Athelmere suspends diplomatic relations with the Cities and sends out missives to other rulers imploring them to do the same. A bounty is offered on Tupelo Cornus's head.
    401 - Prince Edwyrd travels to the Centennial celebrations in Lyradis with Princesses Dacari and Ambryn. The fourth child of King Athelmere and Queen Tempest, Elwyr, is born with a golden circle on his forehead.
    402 - Tupelo Cornus is killed by a party of assassins including Duke Marrik, who disappears on the venture. Dagr of Hrathan-Tuor returns Tupelo's head to Jarrland. King Alfwyr finally dies at the age of seventy.
    404 - An expedition led by the Lord Admiral, the Earl of Horbeach, discovers land to the south. He names it Tempestia in honour of the Queen.
    406 - Radber, Lord Sunder marries Talli Jatten, the de jure governess of Vennland. The couple are created Duke and Duchess of Vennland by King Athelmere, bringing Vennland formally within the realm of the Jarrow kings. Dagr of Hrathan-Tuor is created Earl of Scowen.
    407 - Colonisation of Tempestia begins. King Athelmere leads Jarrland troops into Farridon, the first time the Jarrow army has fought under the king's banner since unification.
    411 - An expedition under the Lord Admiral and Princess Ambryn discovers land far to the east, later named Niemidaland.
    415 - The Jarrow Weddings are held, between Alfmark and Melhib Benxia of Eyrecradia, and Atheldynn and Adrianna of Palas Caercia. Many dignitaries from across the world are invited and attend. Prince Xiu Tailong objects to the wedding but is defeated in single combat by Princess Ambryn. A rapprochement of sorts is reached with AQUA. The king publicly launches the Mia Isabella II as an ambassador ship to Ashenia. Princess Eirwynn is betrothed to Zhuang Ignato son of Wandao and Syana. First Brother Paco of the Blazing Temple examines Prince Elwyr and announces a surprising conclusion.
    416 - The king introduces the new Merian Calendar as a standard across all regions. Prince Atheldynn and Princess Adrianna attend the Pavonian Unification Feast.
    417 - Prince Tailong of the Imperium challenges Princess Ambryn to a race to Fiassa's Fast. The princess wins and Tailong serves as one of her crew on the passage to Celero. The royal family attend the Frost Moon Festival in Bordeux. Princess Eirwynn takes part in the beauty pageant. The treachery of Zhuang is discovered, leading to the end of his betrothal to Princess Eirwynn.
    418 - Prince Edwyrd, Princess Dacari and Earl Alfwigg attend the Silver Summit called by the Priory to discuss the deposition of Qzare Xiu Hanyeo. They are unable to agree terms, with the Jarrow remaining loyal to Hanyeo. The Imperium calls for aid in suppressing the Priory. Emryn, a girl, is born to Prince Atheldynn and Princess Adrianna.
    419 - King Athelmere marches north to the Qzare's assistance at the head of eight thousand men, his army augmented by Pavonian mercenaries. In a close-fought battle, the Qzare is defeated and killed, along with the king's brother Edwyrd. In Jarrland, Princess Dacari and Alfmyr FitzJarrow are murdered by unknown assailants. Dacari's daughter Seirwynn is discovered to be missing, feared abducted.
    420 - Colonisation of Niemidaland is completed.
    421 - Martin Grant-Tremblor is appointed as governor of Niemidaland.
    422 - The royal family attends the Raaneki Games. Princess Ambryn competes in the caragita and duels before marrying Qzare Tailong. Prince Atheldynn competes in the mounted race.
    425 - King Athelmere and some of his family attend the International Council at Propinlonge. Princess Eirwynn marries Prince Hazael of Ashenia.
    426 - The half-islander privateer Jogay Morris starts to build a reputation south of Fiassa's Fast.
    427 - Earl Alfwigg and Militae return to Jarrland after several years in Salteire. Land is discovered south of Tempestia.
    428 - Martin Grant-Tremblor discovers the suspected location of Princess Seirwynn through underworld contacts after several years of searching.
    429 - Martin rescues Seirwynn from captivity at the hands of Lord Carran. The Earl of Isling is implicated in the plot, and executed. Lord Carran is imprisoned. Earl Dagr hunts down Sweet, the renegade Tuorkey assassin who coordinated the kidnapping, and kills her in Discordia. King Athelmere and his family attend the coronation of Wayve Earthguard in Kasumor.
    430 - The Kingdom of the Carmine Sea is created from the holdings of the Crown of Jarrow. Captain Jogay Morris travels to the Jewelled Cities regatta and handily defeats the AQUA racer at their own event. A fortune-teller in Farridon makes a mysterious prophecy. Earl Alfwigg dies at the age of 72.
    431 - The king hosts the Third Grand Ball in Horbeach.
    434 - Following the disappearance of Qzare Li Tailong in Salteire, the king joins General Jia'ao's expedition against the Priory. Cut off from the king by the actions of Lyradis, the navy raids Maos in retribution for the involvement of Guilder in the Salteire campaign under the command of Jogay Morris.
    435 - The king dies on campaign in Salteire, to be succeeded by his cousin and adopted son, Alfmark.
    436 - Siggi Jatten-Sunder attends the Second International Council in Propinlonge and is killed there, along with Tailong.
    437 - Wildlings invade Farridon and Tempestia but are defeated by the kingdom's allies from Glazfell and Pavonia. King Alfmark defeats the Priory armies in battle and retakes Salteire for the Imperium. Friendly contact is made with the Arpied people in Farridon.
    438 - The Carmine army begins to establish a new frontier in Tuhiland to protect against further incursion from the south.
    441 - An accommodation is reached with AQUA following the death of Opus Petrichor.
    442 - The survivors of the wildling army are permitted to settle peacefully in Farridon.
    445 - Mercenaries from the Arpied are seen in the service of the crown for the first time.
    446 - Work begins on renovation and expansion of the capital at Horbeach.
    448 - The new legislative Kohue are established by order of the king.
    450 - Work begins on the Soikeia Stadia in Farridon.
    452 - The Second Tellurian Games are hosted in Farridon.
    453 - The king's twin sons, Alfwyn and Alfmyr, disappear on a diplomatic mission to Eyrecradia.
    454 - The twins are found in Raaneka, and sent to Tuhiland in disgrace for six months.
    455 - A Kell army attacks Tuhiland, and is driven off. Tuhiland is incorporated as part of the kingdom.
    456 - King Alfmark is recognised as sovereign over Eyrecradia, taking the title King of the Elves. The Arpied of Farridon become full subjects of the crown.
    457 - The united Kingdom of the Isles joins the Kingdom of the Carmine Sea as a vassal. An expedition into the lands southeast of Tuhiland encounters a ranging Kell army.
    459 - Prince Atheldynn attends the Dragon's Eye Festival in Tzalteclan. He is accidentally killed there during a drunken brawl with his nephew Li Gun Huang.
    463 - The Caercian Coronation claims the life of many of the kingdom's dignitaries, including Prince Elwyr's reputed lover Neralla. Trade is suspended with Guilder as a result. The Kells attack Tuhiland in force and are wiped out. King Alfmark is mortally wounded and dies soon afterwards. Prince Elwyr succeeds to the throne.
    464 - Princess Melhyn is appointed governor of Eyrecradia. Administrative control of the distant subterranean region passes to the Faedas Freehold.
    465 - King Elwyr attends the Crima-Celero Peace Summit.


    Spoiler: International Agreements
    Show

    Former greater vassal of the Salterri Imperium (here)
    Agreement of mutual support and everlasting friendship with Mularuhm and the Nix'darum (here)
    Agreement of friendship with Sycia
    Signatory to the Propinlonge Convention of 425.

    Marriage between Athelmere Jarrow and Tempest Grant of the Jewelled Cities (387)
    Marriage between Celwyr Jarrow and Errick of Lyradis (381)
    Marriage between Edwyrd Jarrow and Dacari Devdano of Raaneka (392)
    Marriage between Alfmark Jarrow and Melhib Benxia of Eyrecradia (415)
    Marriage between Atheldynn Jarrow and Adrianna Caercia of Palas Caercia (415)
    Marriage between Dacaryn Jarrow and Khyne of Glazfell (c.420)
    Marriage between Ambryn Jarrow and Qzare Li Tailong (422)
    Marriage between Eirwynn Jarrow and Hazael Toranath of Ashenia (425)
    Marriage between Eldred Isling and Marana Earthguard of Hurosha (431)
    Marriage between Sellyn Jatten-Sunder and Myokla Nisakovich (431)
    Marriage between Siggi Jatten-Sunder and Valéria Nisakovich (431)
    Marriage between Emryn Jarrow and Clovis Wulfendyne of Pavonia (aft. 431)
    Marriage between Melhyn Jarrow and Durin Abalasa of Faedas (aft. 440)
    Marriage between Eldred Jarrow and Kwau Ignafar of Nyroth (441)
    Marriage between Athelwyr Jarrow and Lyra Shaeldtae of Aloren (441)
    Marriage between Alwyk Jarrow and Li Shurao (c.475)
    Marriage between Carys Jarrow and Li Eelis Hel of the Salterri Heartlands (c.475)
    Marriage between Alfmark Jarrow the younger and Li Marjaana Su of the Salterri Heartlands (c.475)
    Marriage between Tansyn Jarrow and Jehan Nisakovich of Niskovia (c.475)
    Marriage between Athelwygg Jarrow and Sucheta Ambere of Raaneka (480)
    Marriage between Tempest Jarrow and Hanyeo Caercia
    Marriage between Elwyn Jarrow and Isesu of Tzalteclan (486)
    Marriage between Adrynna Jarrow and Hazael of Ashenia (502)
    Betrothal between Princess Celwyrr and a prince of the Thalmann Legacy (502)


    Spoiler: Projects and Great Projects
    Show

    Road between Jarburg and Horbeach - completed Round 10 (2/2)
    Universal Literacy in Jarrland - completed Round 13 (5/5)
    New Port at Horbeach - completed Round 14 by AQUA (2/2)
    Sea Palace at Horbeach - completed Round 15 (2/2)
    Berunda tech conversion (Perytons) - completed Round 21 with Palas Caercia (2/2)
    Berunda tech conversion (Huma) - completed Round 22 with Palas Caercia (2/2)
    Raaneki Diplomacy conversion (Niskovian Vodka) - completed Round 24 (2/2)
    Soikeia Stadia in Farridon - completed Round 25 with the Triumvirate and Faedas (5/5)
    Renovation of Horbeach - completed Round 28 with Mularuhm (5/5)
    Lord of Fire temple in Salteire - completed Round 30 (5/5)
    University of Lamadyr in Trinacria - completed Round 39 (5/5)
    Last edited by Aedilred; 2015-07-22 at 02:49 PM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
    League Wiki

    Spoiler: Previous Avatars
    Show
    (by Strawberries)
    (by Rain Dragon)

  12. - Top - End - #72
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Military of the Kingdom of the Carmine Sea


    Naval Ensign of the Kingdom of the Carmine Sea

    Spoiler: Army Organisation
    Show
    Infantry

    The basic military unit is the Tagma, equivalent to a Salterri Legion (one thousand men). The normal organisation of a tagma is:
    Four hundred and eighty infantry (thingmen)
    Four hundred and eighty archers
    Forty cavalry

    The tagmata infantry are theoretically equipped with spear or billhook and plate armour. Every man also carries a sword, although a handful of chyfta still encourage their men to fight with axes. Full plate armour is uncommon, and many men still wear lighter armour and carry a shield.

    Cambra chyftans were historically wont to dispense with shield and spear and encourage their men to fight with longswords or axes only. After the arrival of plate armour in the Jarrland military, there was debate among even the more cautious chyftans about whether a shield was strictly necessary, with shields largely abandoned by the later fifth century among sufficientl armoured infantry.

    Archers are equipped with bow, sheaves of arrows, breastplates and helmets. Most archers also carry a sword or axe. In recent years, some have come to carry fire-lances and crossbows instead of traditional longbows.

    The infantry and archers are further subdivided into smaller units of 120 men each (a chyfta) commanded by a chyftan. Each chyfta is usually drawn from a single clan, except where a clan is too small to provide enough men.

    Archers are drawn primarily from the Sunder and Isling clans. Infantry – often referred to as highland infantry for this reason – are drawn mostly from the Jarrow, Dunnem and Cambra clans. Some infantry are recruited from Clan Horwik, but most of them aspire to join the navy.

    The cavalry are armed with spears and bows and will usually dismount to fight. They function largely as scouts and mobile archers, although can be deployed in combat in a necessity. The terrain of Jarrland does not generally lend itself to mass deployment of heavy cavalry.

    Infantry raised outside Jarrland have generally followed the same structure except where the units are pre-existing. Legions stationed in Discordia are numbered as tagmata but retain their previous organisation as Imperial legions. The Eyrecradian tagmata followed the Razdissi pattern, while the Burning Legion regiments stationed in the kingdom are organised according to Calorum tradition.

    No tagmata have yet been raised from Vennland, although a number of Venn settlers serve in the Tempestian tagmata, the sylphids having proven unsuited to the rigours of infantry organisation.

    Cavalry

    Vennland has now started to produce cavalry, making use of saddle technology and training from Palas Caercia and horses from Requiem. In contrast to the auxiliary scouting cavalry attached to the Jarrland tagmata, the Venn cavalry is trained in discrete units and can in theory be deployed without infantry support.

    The basic unit is the turma, which nominally amounts to one thousand men. In terms of command structure it is considered equivalent to a tagma. The tagma comprises:
    60 heavy cavalry (cataphracts)
    180 horse archers
    180 medium cavalry (myntata)
    580 squires and men-at-arms

    The cataphracts are equipped with full plate armour and their horses are also fully armoured, usually in lamellar. They are considered almost invulnerable while they remain mobile: their weaknesses lie in their small numbers and relative lack of manoeuvrability.

    In support of the cataphracts are the horse archers, which aim to combine the traditions of Jarrland archery with the new equestrian mode in Vennland. While they shoot from the saddle, they are not yet as proficient as the steppe archers of the far north-west, and they tend to use their horses to adopt advantageous positions and shoot from a stationary position.

    The third component are the myntars, who are equipped with plate armour, though often not to quite the same extent as the cataphracts. Their horses are largely unarmoured, making them more manoeuvrable. Their role is to guard the flanks of the cataphracts and pursue and harry retreating opponents.

    In support of the fighting cavalry are a large number of servants and retainers, who outnumber the cavalry themselves. Their roles are varied, but care for the horses of their masters forms a large part of their duties. In theory, all squires and retainers are expected to be either trained in or receiving training in combat, but proficiency varies with age and experience, and perhaps half the total number are capable of making a useful contribution in battle.

    Aerial Corps

    Harpies fighting for the crown are considered and numbered as infantry tagmata, although they are organised differently, with no archery component. Four harpies in every hundred are reconnaissance specialists.

    Huma and peryton riders are considered and numbered as another cavalry turma. The peryton corps is considered more professional, with huma riders more analagous to knights, although nominally they follow the same structure. Each aerial turma comprises up to three hundred riders and mounts and their attendant staff, although for practical purposes operational full strength is lower and these regiments are rarely at nominal full numbers.


    Spoiler: Army Regiments
    Show

    The name of the commander given is of the ceremonial commander and in practice the regiment is usually commanded by an appointed officer.

    Regiments not currently under control of the crown (either through transfer to a foreign power or in abeyance due to casualties) are marked in italics.

    No. Stationed In Nickname Commander Notes
    Infantry Tagmata
    I Jarrland The King's Swords King Established before unification of the kingdom.
    II Jarrland The Loyal Second Duke of Sunder Established before unification of the kingdom.
    III Jarrland The King's Men Earl of Dunholm Was commanded by the Earl of Isling upon foundation. After men of this unit participated in an attempted coup in 420 the Earl was convicted of treason and command passed to the Earl of Dunholm. The tagma has since been known as "King's Men" for their exaggerated shows of loyalty towards the crown.
    IV Jarrland The Fancy Freebooters Earl of Horbeach Recruited almost exclusively from Horbeach citizens.
    V Jarrland The Last Men Legate Burning Legion regiment. Gained their name after being wiped out during the fighting retreat from Trinacria against the Kells, allowing the rest of the army to escape.
    VI Jarrland The Angel-Slayers Legate Burning Legion regiment. The first unit to break the lines of the Priory during the battle of Anaphorica.
    VII Jarrland Legate Burning Legion regiment.
    VIII Jarrland Legate Burning Legion regiment.
    IX Farridon Krave Luskar
    X Tempestia The Guardians of Virtue Lady Grant Formerly the personal regiment of Queen Tempest
    XI Jarrland The Howling Highlanders Earl of Camberton
    XII Tuhiland Earl of Suxia
    XIII Eyrecradia Princess Melhyn Not currently under control of the crown.
    XIIII Eyrecradia Princess Moda Not currently under control of the crown.
    XV Eyrecradia Lord Ravitar Not currently under control of the crown.
    XVI Eyrecradia Lord Kaivaar Not currently under control of the crown.
    XVII Farridon The Saucy Seventeenth Earl of Jaharad
    XVIII Trinacria Earl of Liustia
    XIX Tuhiland The Dancers Lord Teshyn
    XX Discordia Lord Xe Follows Imperial legion organisational pattern. Formerly the Imperial garrison legion in Jarrland. Destroyed during the civil war in 419.
    XXI Discordia Lord Eris Follows Imperial legion organisational pattern. Formerly the Imperial garrison legion in Vennland. Destroyed during the civil war in 419.
    XXII Discordia Lord Yang Follows Imperial legion organisational pattern. Destroyed during the civil war in 419.
    XXIII Farridon Ataman Gazaryan Aerial tagma comprised of harpies.
    Cavalry Turmai
    I Vennland The Iron Horsemen Earl of Jatham Suffered near-total casualties during the Moonshroud War but were returned to action by application of prosthetics, hence their nickname.
    II Tempestia The Summer Ladies Ireiarchon Teinopore Comprised almost entirely of women and commanded by a summer archon.
    III Vennland Duke of Vennland
    IIII Vennland Lord Hesting
    V Tempestia Ireiarchon Varasugis
    VI Discordia Lord Sempronis
    VII Discordia The Rat Boys Lord Gao Includes a sizeable contingent of monstrous rats imported from Sympolemou. Destroyed during the civil war in 419.


    Spoiler: Navy
    Show

    The navy is the true pride of the Jarrland military. The first ships were built to Qarimosi specifications, but they have been nearly continually modified ever since, influenced by ships from Guilder, AQUA and native ingenuity. New experimental features have been added so that by the 410s, while they still resembled their Qarimosi ancestors, they had a distinctive design. In particular, the Jarr warships have a large “castle” at the stern, which supposedly helps to repel boarders and allow archers to shoot down onto the decks of enemy ships at close range.

    King Athelmere was a keen sponsor of the navy, and both his uncle and the queen held positions of authority at the admiralty. These were not sinecure positions and both of them took their roles seriously, having a major influence over naval strategy, building and exploration programmes.

    The King Aesa, named for a legendary ancestor of the royal family, was the first flagship, although it was soon superseded by the Queen Amber, the personal ship of the Lord Admiral. The Queen Amber was recognisable by her size and extensive modifications: in particular she carried a high aftcastle and, early in her seagoing career prior to a refit, a particularly heavy ram.

    It was rumoured the Qzare Xiu Wandao, while under construction, would be even larger than the Queen Amber. It was certainly the most expensive ship to have been ordered (albeit the precise cost of the Queen Amber is hard to determine given the number of modifications) but this may be due to a high level of decoration rather than tonnage. On launch the Qzare Xiu Wandao was found to be comparable in size to the modified Queen Amber. These remained the largest ships in the navy until the 490s, and though others matched them for size none exceeded them.

    In the late fifth century the principal naval construction facility was moved to Alyba in Tuhiland, where design development was also taking place. There a breakthrough in shipbuilding techniques was reached, allowing the construction of larger and more seaworthy vessels. The first of these, the Triumph, Sunspear and Pride of Alyba, were launched in 499 and their necessity was soon shown as the venerable flagship, the Queen Amber, was sunk in a storm in 502. The people of Tuhiland now sincerely believe that they produce the best ships in the world.

    Since the acquisition of knowledge relating to cannon foundry, cannon are fitted to ships as a matter of course.


    Spoiler: Ships
    Show

    The following ships have been in service of the crown. Most of the ships from early in the kingdom's history have since been retired, but the names have usually been reissued, as indicated below. The port of issue shows the port of the first ship to bear the name, though subsequent such ships may have been built in and launched from other ports.
    Name Port of Origin Year First Launched Notes
    Queen Amber Jarrland (Horbeach) 393 Royal flagship. Sunk in 502, replacement commissioned
    King Aesa Jarrland (Horbeach) 393 Original flagship. Reissued.
    Lady Ascended Jarrland (Horbeach) 393 Decommissioned and broken up in 440, not reissued
    Lord Eldin Jarrland (Horbeach) 394 Reissued
    Royal Mark Jarrland (Horbeach) 394 Reissued
    Blazing Duke Jarrland (Horbeach) 394 Reissued
    King Ujval Jarrland (Horbeach) 394 Reissued
    Lady Eirwynn Jarrland (Horbeach) 394 Reissued
    Painted Princess Jarrland (Horbeach) 394 Reissued
    Surprise Jarrland (Lyndham) 394 Reissued
    Vengeance Jarrland (Horbeach) 397 Reissued
    Atheling Jarrland (Horbeach) 397 Reissued
    Pride of Wykham Jarrland (Wykham) 397 Reissued
    Bravado Jarrland (Lyndham) 398 Reissued
    Jonas Rex Jarrland (Horbeach) 400 Decommissioned and broken up in 452, not reissued
    Spite Jarrland (Horbeach) 401 Reissued
    Furious Tempest Jarrland (Horbeach) 404 Ship of Princess Ambryn. Reissued.
    Martyr Anguri Jarrland (Wykham) 405 Reissued
    Courageous Jarrland (Horbeach) 408 Reissued
    Empress Ignato Jarrland (Horbeach) 409 Decommissioned and broken up in 451, not reissued
    Rock of Vestrin Jarrland (Lyndham) 411 Reissued
    Discovery Jarrland (Horbeach) 412 Reissued
    Qzare Xiu Wandao Jarrland (Horbeach) 415 Reissued
    Great Mormaer Vennland (Radburg) 416 Reissued
    Qzare Xiu Hanyeo Vennland (Radburg) 420 Sister ship of the Wandao. Reissued
    Pride of Hesting Vennland (Radburg) 420 Reissued
    Lady Obsidian Vennland (Radburg) 420 Reissued
    Breathless Earl Vennland (Dagrham) 421 Sunk in 491. Reissued.
    Revenge Vennland (Radburg) 421 Reissued
    Pince Edwyrd Vennland (Radburg) 421 Reissued
    Unforgiven Jarrland (Horbeach) 422 Reissued
    Grantham Vennland (Radburg) 423 Sunk in 491. Reissued.
    Wave Dancer Vennland (Dagrham) 426 Reissued
    Summers' End Vennland (Dagrham) 427 Ship of Admiral Jogay. Reissued.
    Lady Carmine Jarrland (Horbeach) 430 Reissued
    Our Fallen Lord Vennland (Radburg) 437 Sunk in 491. Reissued.
    Burning Stag Vennland (Radburg) 440 Sunk in 491. Reissued.
    Royal Mark II Vennland (Dagrham) 465 Sunk in 491. Reissued.
    Triumph Tuhiland (Alyba) 499 Original ship still in service
    Sunspear Tuhiland (Alyba) 499 Original ship still in service
    Pride of Alyba Tuhiland (Alyba) 499 Original ship still in service
    Fire of Heaven Tuhiland (Alyba) 500 Original ship still in service
    Silver Sword Tuhiland (Alyba) 500 Original ship still in service
    Glory Tuhiland (Alyba) 500 Original ship still in service
    Conquest Tuhiland (Alyba) 500 Original ship still in service
    Victory Tuhiland (Alyba) 500 Original ship still in service
    Amethyst Tuhiland (Alyba) 501 Original ship still in service
    Royal Mere Tuhiland (Alyba) 502 Original ship still in service
    New Spring Tuhiland (Alyba) 503 Original ship still in service


    Spoiler: Holy Orders
    Show

    Name Region Founded Faith
    Knights of Discord Jarrland 461 Lord of Fire
    Knights of Bright Silver Trincaria 514 Panshén





    People of the Kingdom

    Spoiler: Noble Families of the mainland kingdom
    Show

    Name Tribe Title Notes
    Abatei Salaparani Marsarim of Iskarana
    Aebolo Akuul
    Anacta Venns Earl of Anacton
    Ansilli Salaparani Marsarim of Essera
    Areis Sylphids Almost always represented among the ireiarchoneia
    Arrist Venns Earl of Arristham
    Badan Akuul Krave Bertalo
    Bamber Venns
    Bel-Annia Liusti
    Bel-Etu Salaparani Marsarim of Sallamar
    Bel-Kirijita Kriiti Earl of Krietia
    Bel-Leume Liusti Earl of Liustia
    Bel-Magan Salaparani Marsarim of Abanya
    Bel-Tarke Salaparani
    Bel-Vani Liusti Marsarim of Ultuallar
    Cambra Jarrs Earl of Camberton
    Caradoc Kornandon Aotrou a Kriesteiz
    Carran Jarrs
    Chen Salterri
    Cippan Venns
    Dellyr Venns
    Derrey Jarrs
    Diomeris Sylphids Almost always represented among the ireiarchoneia
    Dunnem Jarrs
    Ellynd Jarrs
    Erin Arpied Ataman
    Eris Soraani Stewards of Erisium
    Erlyng Jarrs
    Escowen Venns Earl of Scowen
    Estan Auringi
    Fabius Soraani
    Feruma Akuul
    Gao Salterri
    Grant Tangarothi
    Harjuma Akuul
    Hesting Venns
    Hodan Akuul Krave Luskar
    Horwik Jarrs Earl of Horbeach
    Hybat Auringi
    Isling Jarrs Earl of Isling
    Jaharad Akuul Earl of Jaharad
    Jarrow Jarrs Earl of Jarburg
    Jatten Venns Cadet line of Jatten-Sunder
    Jatten-Sunder Venns Duke of Vennland, Earl of Jatham Royal blood
    Kellen Venns
    Kymman Auringi
    Lanemar Akuul
    Laredyn Jarrs
    Lindanar Akuul
    Lynd Jarrs
    Menwyr Jarrs
    Mucius Soraani
    Mustaihoina Susi
    Narva Akuul
    Ninurti Salaparani Marsarim of Lagassa
    Ol-gallou Kornandon Aotrou a Reter
    Ol-judoc Kornandon Aotrou a Kornog
    Pahane Salaparani Marsarim of Ersetellatara
    Pessey Jarrs Earl of Grantham
    Qorax Akuul Krave Bura
    Revala Akuul
    Rigged Jarrs
    Roimata Spriggi Queen of the Isles
    Sakalo Akuul
    Salavine Salaparani Believed to be a minor branch of the Salvane, or vice versa
    Salvane Salaparani Currently High Mistress of the Harragildi
    Sarrey Jarrs
    Sempronis Soraani
    Sharym Auringi
    Sunder Jarrs Duke of Sunder
    Sursugune Susi
    Syraxia Susi Earl of Suxia
    Tarry Auringi
    Teshyn Auringi
    Timanpaholaine Liusti
    Valkoine Kriiti
    Vu Shinan
    Vu (Vu Morris) Tangarothi
    Wilten Venns
    Xe Salterri Stewards of Xuanlu Oppe Stewards of Xuanlu Oppe
    Yang Salterri
    Ygarit Auringi


    Spoiler: Population by tribe of the mainland kingdom, as of c.520
    Show

    Tribe Population Proportion of total
    Jarrs 969,390 10.8%
    Soraani 1,090,400 12.5
    Salterri 204,450 2.3%
    Auringi 1,156,550 12.9%
    Kornandon 467,250 5.2%
    Arpied 255,050 2.8%
    Sylphids 1,454,400 16.2%
    Venns 1,179,300 13.1%
    Liusti 440,700 4.9%
    Kriiti 96,750 1.1%
    Susi 216,000 2.4%
    Salaparani 63,000 0.7%
    Zheisi 126,000 1.4%
    Kuuli 1,214,850 13.5%
    Tangarothi 44,970 0.5%
    Spriggans 3,976 0.04%
    Mularuhm 4,970 0.1%
    Shinan 994 0.01%
    Aloresi Negligible -
    Ülemuri Negligible -
    Sambli Negligible -
    Helmi Negligible -
    Maagi Negligible -





    Jarrland
    Region 62A

    Dice Rolls

    Elwyn, King of the Jarrs



    Population: 967,000
    Standing Army: 8,000 infantry, 1,000 naval marines

    Spoiler: Summary
    Show
    Region name: Jarrland
    Region: 62A
    Ruler: King Elwyn
    Terrain: Hills, coastline, forests
    People: (Mostly) Human
    Resources: Timber, Limestone, Dyes (Great), Scriveners
    Imports: Cereals
    Religion: Panshén (majority), Lord of Fire Calorum Reformation (minority)


    Spoiler: Terrain
    Show
    The region has a diversity of terrain, although most of it is rugged. The hills in the north that form an effective frontier eventually give way to an expanse of temperate forest that covers most of the flat land in the region. Near the coast the trees eventually begin to thin out, and finally give way to beaches of sand and rock where the boat clans make their living.

    Although not the tallest hill, the most famous, and most distinctive, is the Atteltor, where the chieftains of the Jarrow were acclaimed and where the King of the Jarrs was finally crowned. From one side an unremarkable hill, on the other it gives way to a dramatic cliff with jutting rocks. The top is surmounted with a shrine to the gods of Jarrow and the royal stone.

    In the foothills further south is the Isling Tarn, a large, almost circular, black pool. No trees grow near to the tarn, and the rocks in the area are unusually dark and covered with mosses and lichens. While some clans hold the Tarn to be a holy place, most simply consider it haunted.

    In the forest, all trees are overshadowed by the Great Cedar, which stands nearly twice as tall as any other tree surrounding it, and acts as a useful point of reference for any hillmen trying to navigate the unfamiliar woodland. The Cedar is widely believed to date back to the time of the elves, and most of the forest clans consider that the forest spirits dwell there. The Cedar is covered with charms and fetishes left there by members of the forest clans attempting to appease the spirits, or even simply to draw their attention.



    The two largest towns in the region are Jarburg, the ancestral town of the Jarrow clan, and Horbeach, the home of the Horwik boat clan. Jarburg is an enclosed settlement atop a hill overlooking a sharp valley in the upper hills. While it has become the most important town of the region with the coronation of its ruler, it was chosen more as a defensive position than for administrative convenience and is rather difficult to access for most of the clans. Horbeach is a small port town on the river mouth, situated in a pleasant natural harbour, which serves as the main distribution point for the mollusc shells used for producing purple dye. Both Jarburg and Horbeach are largely built of wood, as the difficulty of transporting stone either up to the remote location of Jarburg or all the way to the coast has historically defeated clan leaders. One of the first actions taken by king Athelmark after unification was to build a road connecting the two towns and enabling easier transport of stone.

    Following the marriage of Athelmere son of Athelmark to Tempest Grant of the Jewelled Cities in 387, a substantial renovation of Horbeach began, with the intention of turning it into a world-class port capable of housing deepwater vessels. Much of the old wooden town is now being replaced by stone buildings. Horbeach is rapidly becoming the de facto capital and it can surely only be a matter of time before this is confirmed by royal decree.


    Spoiler: People
    Show
    The Jarrs (also known as the Jarrow) are a tall, slender and swarthy people, apparently equally at home in the mountains to the north, or plying their fishing boats along their stretch of coastline. They are on the whole cheerful barbarians, though the finery of their clothes belies their rustic mien.

    The Jarrs did not until recently consider themselves one people, but many, with the lumber clans of the forests considering themselves wholly different to the boat clans of the coast and the hill clans holding themselves superior to all of them. However, the Salterri Imperium, upon discovering the territory, noted that the similarities outweighed the differences, and named them all after the most powerful of the hill clans. In truth there is a distinction between the Jarrow and the Jarrs - the Jarrow are but one of the clans, and though foreigners may refer to the two synonymously, not all Jarrs are Jarrow, and some - especially non-Jarrow hill clansmen - will greet any such assumption frostily.

    The kingdom is still dominated by the clans, and the clans largely dominated by the families of their chieftains. Blood feuds between and even within clans are far from unknown, although the king is making a serious effort to curtail them. One feature present in all clans is the staunch belief in elven ancestry. Whether there is any truth to it is unclear, but it is believed that the land was once ruled by elves and all the ruling families descend from them. Individuals with perceived "elvish" features are thus well-regarded in Jarr society, no matter how low their birth.

    At the time of unification, literacy was almost unknown outside the households of the chieftains and even there it was often considered newfangled and dangerous. This rapidly changed, however, with the king seemingly bent on educating and enlightening his people with new ideas and programs of works, and by 395 literacy standards in Jarrland were exceptionally high.

    The Clans
    There are generally considered to be six "Great Clans" - that is, clans with more than about two thousand members. There are several more minor clans - at least twenty, some with fewer than a hundred members. The Great Clans are:
    Jarrow - the royal clan, the largest and most powerful of the highland clans. They consider themselves the legitimate descendants of the old elf kings and have a somewhat haughty reputation among the other clans.
    Sunder - a forest clan, possibly the largest of any clan by numbers.
    Horwik - the largest of the coastal boat clans. Mostly fishermen, they had a reputation for piracy until an apparently successful movement by the Salterri to put a stop to it.
    Dunnem - a powerful hill clan, allied to the Jarrow since the time of the king's father Lord Eldin.
    Cambra - a hill clan, although they have territories extending into the forests. Considered the most savage and barbarous of the clans, they live in small groups and are great hunters. They held out longest against unification, whether out of independent-mindedness or just wanting a good fight with their rivals.
    Isling - the smallest of the Great Clans, with only about 1500-2000 clan members. A forest clan, they were once very powerful and were particularly famous for their archery. Traditionally, they are considered second in prestige only to the Jarrow, and claim descent from a junior branch of the ancient royal family, although they have little effective power any longer.


    Spoiler: Resources
    Show
    The forests provide a healthy source of Timber, while Limestone quarries are prevalent in the hills. Most notable are the Dyes the Jarrs can create from the shellfish and insects of the region, particularly the rich purple and red dyes, the use of which lends a flamboyant and sumptuous appearance to the clothing of the region.

    Thanks to the high literacy rate produced by King Athelmark's programme, Jarrland is able to export scriveners to other regions.

    The topography of the region leaves little room for growing cereal crops, so in order to make bread (and, more importantly, beer) the Jarrs are obliged to import wheat and barley.


    Spoiler: Religion
    Show
    At the time of unification, although missionaries from the Lord of Fire were making some headway, especially with the royal family, the majority of the people remained stubbornly pagan.There were gods specific to each clan, and although there were often similarities between them most Jarrs would refuse to accept that their gods were actually those of their neighbour under a different name. Some of these clan gods were almost certainly ancestors and former heroes of the clan now accepted as gods.

    In addition to the clan gods there were the spirits of forest, of sky and of earth, which were more or less universal to all clans and accepted as such. The Jarrs believed that these spirits were the gods of their elven ancestors. They were certainly older than the (hopelessly inadequate) Jarr written history, and are known as the Old Gods.

    The royal family, some of the wider Jarrow clan, and a handful of leading nobles of the kingdom, have officially converted to the Lord of Fire. The first king of the Jarrs was crowned by a priest of the Lord of Fire, supposedly signalling the arrival of the Jarrs as a civilised people. It was rumoured however that most of them continue their worship of the Jarr gods anyway and The king has so far made no serious overtures to change the established religion of the kingdom.

    In the 370s and 380s, missionaries sent by the Priory of Ascension began to gain a foothold in Jarrland. In response, Calorum missionaries of the Lord of Fire stepped up their own efforts to convert the populace. By 391 the region had roughly equal numbers of Ascension and Lord of Fire worshippers, with the old paganism distinctly tertiary, although many people continued their habits of venerating the old gods in private. By 410 the Lord of Fire was the dominant faith in the region.


    Spoiler: Leadership
    Show


    It is not known what, if any, titles the Jarrs used before the arrival of the Salterri. The Salterri referred to each of the clan chieftains as "Lords" and this survived into the new kingdom. In 382, following observation of northern customs, King Athelmark introduced the titles of Duke and Earl to the kingdom for senior nobles. The lords of Great Clans are known as Earls, save for the Sunder chieftain, who is Duke of Sunder.

    In 387 a Royal Council constituted of senior nobles was established to advise the king. While the king has been careful to ensure no ambiguity remains over the rightful succession, the Council would also have a role in arbitrating disputes over the succession. The Council has the power to prevent the king raising the level of taxation, and its consent is required for a foreign ruler to be crowned in Jarrland or to take the country to war on behalf of his homeland.

    Spoiler: Notable Former Council Members
    Show

    - Earl Elster of Horbeach: He spent most of Athelmark's reign absent as ambassador to the Salterri Imperium. He was recalled in 391 for reasons of ill health and died a few years later. He was succeeded in his earldom by his son Villem, who already held a place in the Council as Lord Admiral.
    - Duke Wiltor of Sunder: The most celebrated warrior in Jarrland in his heyday, he fought in the unification wars alongside Athelmark and married the king's sister. He has two sons, the famous swordsman and archer Marrik Sunder, by his first wife, and by Seirwynn Jarrow, a second son, Radber. He led early exploration into Vennland and died in 402.
    - Duke Marrik of Sunder: Elder son of Duke Wiltor, he was King's Champion and represented Jarrland at the Fourth Raaneki Games. Renowned as a great swordsman and archer, he accompanied the expedition to Sulvan's Fury in 381 and was responsible for acquiring the printing press plans for Jarrland. In 402 he set out to bring Tupelo Cornus to justice in the Jewelled Cities and did not return. He is presumed dead.
    - King Alfwyr: the younger brother of King Athelmark, Alfwyr was the first Earl of Jarburg and succeeded his brother in 393. A few years into his reign he intervened in a trial by combat and was badly wounded. He was not expected to live, but abdicated the throne in favour of his nephew Athelmere and survived a few years to advise the new king before finally dying in 403.
    - Prince Edwyrd: the younger son of King Athelmark, Edwyrd was a loyal supporter of his brother and his most trusted diplomat, although he also had a reputation as a libertine, partly due to his marriage to a Raaneki woman, Dacari Devdano. Having failed to reach an accord with the Priory at the Silver Summit in 418 he accompanied the king's army to Salteire where he was killed in battle by Priory forces.
    - Earl Villem of Horbeach: the king's maternal uncle, Villem was an enthusiastic sailor and sponsor of ship-building as well as an admirer of the Grumby-Grant family of the Jewelled Cities. He discovered Tempestia and named it after the queen, and accompanied the expedition to recover Niemidaland. At an advanced age he left in an attempt to find the final resting-place of Jonas Grumby and did not return.
    - Earl Osmyr of Isling: A distant cousin of the king, Osmyr was a supporter of Ascension and argued for the retention of Alfwigg and his sons in the succession. In 429 he was implicated in the murder of Princess Dacaryn and the abduction of her daughter Seirwynn and executed for treason.
    - Earl Alfwigg: son of Alfwyr, he married a Matriarch of the Priory of Ascension and converted to that doctrine, thus becoming ineligible to succeed. Athelmere continued to trust his advice, although during the conflict with the Priory he ultimately chose to remain with his wife in Anaphorica. He resided in Priory lands for most of the 420s following the war in Salteire but returned shortly before his death in 430.
    - Prince Atheldynn: Elder son of King Athelmere, and atheling during most of the reign of Alfmark. Popular with the common folk and the nobility alike, he died in Tzalteclan in the late 450s.
    - Queen Tempest, First Lady of the Admiralty: Wife of Prince, later King, Athelmere, daughter of Amber Regina of AQUA, and one of the leading figures in government from their union in the late 380s until her disappearance in the late 450s.
    - King Elwyr: Younger son of King Athelmere. Although often resident elsewhere or travelling, he was a respected councillor during the reign of Alfmark, especially in matters of faith. Succeeded to the throne in 463.
    - Duke Radber of Vennland: A nephew of King Athelmark, he was a leading figure in the council in his youth. After he was given responsibility for Vennland he was present less often in the capital, but his advice was taken seriously when he was present.


    Spoiler: Map
    Show

    Last edited by Aedilred; 2015-04-08 at 07:06 PM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
    League Wiki

    Spoiler: Previous Avatars
    Show
    (by Strawberries)
    (by Rain Dragon)

  13. - Top - End - #73
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    City of Horbeach


    Horbeach, on the coast of Jarrland, is the capital of the Kingdom of the Carmine Sea. It is one of the largest cities, and almost certainly the largest port, south of Fiassa's Fast.

    Spoiler: Geography and Districts
    Show

    The city is located on the coast of the Elver Sound, an inlet from the Carmine Sea on the coast of Jarrland. The city was built at the northern end of the Sound, with the first port being little more than a beach where boats were laid on their sides: the beach from which the city took its name. As the city has grown it has started to spread down the western coast of the Sound, and some houses have started to be built on the eastern peninsula.

    The Old Docks

    Also known as the Islanders' Quarter, the Old Docks are the original port facilities constructed under AQUA sponsorship during the 380s and 390s. Although many of the boardwalks and buildings have since been replaced and shored up, it is regarded as “old” compared to the new docks which extend further out into the bay and have space for larger ships, and thus is regarded in some parts as a cheaper and more run-down area.

    The quarter has a particularly large population of people with islander blood, the families of the construction workers who built the docks, or the descendants of exiles who settled in Jarrland during the civil war and rule of Opus Petrichor. Although the islanders are generally good-natured, they are nevertheless pirates at heart, and this area has a flourishing black market and a cheerfully cut-throat atmosphere to match. The saying in Horbeach goes that if you can't buy it in the Old Docks, you probably can't buy it.

    The Mia Isabella

    The border between the Old and New Docks is unofficially held to be at the headquarters of the Company of Maritime Venturers, nominally within the shell of the Mia Isabella (although now with several offices in surrounding buildings). The Mia Isabella was the ship Giorno Fiassa used to explore the south and in which he discovered Fiassa's Fast. The ship has been preserved in Horbeach as a monument to his memory and his spirit of adventure.

    The New Docks

    The New Docks appear much more salubrious than the Old Docks, largely because they are built on a slightly bigger scale to accommodate larger ships, which also leaves room for more works of civic art such as statuary and shrines. It is also better-policed, and the city watch pay rather more attention to their duties in this area than in the neighbouring Old Docks. An unofficial truce between the watch and the enforcement wing of the Dockers' Guild, dominant in this area, helps to maintain at least the appearance of prosperity and peace in this part of the city.

    The Government Quarter

    To the south-west of the docks is the Sea Palace, the grandest building in the city, itself now surrounded by a cluster of smaller government buildings which have begun to encroach on its gardens and grounds.

    This quarter is also well-provisioned with statuary, especially in the central King's Square. Marbles and bronzes both of past kings of the region and of particularly remarkable foreign friends of the kingdom are honoured here. Foreign rulers represented include Qzare Xiu Wandao, Empress Syana Ignato, King Tansan of Ashenia, and King Khyne of Glazfell.

    The Purple Quarter

    Slightly inland from and to the north of the docks, the streets give way to a huge complex of piazzas and squares, many of them covered with awnings and all of them bustling with people and replete with colour. This is the Purple Quarter, the largest dye market in the world, where both native purple and carmine dyes, and additional colours from all over the world, are traded both wholesale and for home use.

    At the centre of this sprawling bazaar sits the headquarters of the Company of Dyers, the grandest of all the kingdom's guildhouses and the largest building in the city save for the Sea Palace itself. The masters of the Dyers company are some of the richest men in the kingdom, and are rumoured to run a criminal enterprise stretching across the city.


    Spoiler: Population
    Show

    The latest census records a population at 76,000 within the city walls based on number of households, although the real population is estimated at more than double that figure, once semi-permanent visitors, vagrants, population growth and inhabitants of the suburbs are factored in.

    Although most of the people are Jarrs (especially those recorded on the census) the city is the most cosmopolitan settlement in the kingdom. Merchants from almost all over the world can be found there, as well as from the far corners of the kingdom: plenty of elves from Trinacria, sylphids from Tempestia and spriggans from the Isles make their homes in the city.

    Since the city stands at the most convenient passage into the Carmine Sea and all the other mainland territories of the kingdom, it is common for trading ships to make a stop in Horbeach even if their ultimate destination is more distant. As such the city forms a natural gateway to the kingdom for travellers, and most visitors to the kingdom will pass through the city's docks. Many of them never leave the city and stay, whether to seek their fortune or simply unable to move on. A relatively high proportion of foreigners can be found among the beggars, petty criminals and unskilled underclass of the city.

    Certain groups of foreigners are worthy of particular mention:
    • Islanders of the Jewelled Cities were some of the first aliens to visit the city in the late fourth century and it is said that in many ways the old city is as much of Tangarotha as it is of Jarrland. More followed during the early part of the fifth century when the city became a centre for refugees and exiles from Tupelo's regime, and their descendants remain in the city today as one of its largest and most influential minorities. Although the gregarious islanders and their children have for the most part integrated well into Jarrland life, a quarter of Horbeach is still known as islander territory and is not coincidentally one of the most crime-ridden parts of the city.
    • During the early- and mid-fifth century it was common practice for ships from Jarrland to raid Tzaltec slave ships and free the cargo. The majority of such freed slaves ended up in Horbeach. Unfortunately, few of them prospered, as the mental conditioning they had been subjected to made them poorly-suited to cut-throat city life and many of them were pressed into demeaning service by the more ruthless criminal and commercial enterprises. Their descendants have proven more assertive and have started to kick back against oppression, styling themselves the Free Peoples.
    • Allied to but not strictly part of the Free Peoples are refugees from Kelldria and their descendants. Cast out by their people in the 460s for wishing a better life for themselves, thousands of Kell made their way northwards. The majority of them were later settled in Cas-Teire (now Cridan) but a number remained in the city, where they have built a reputation as a proud and formidable, if slightly insular, people. They have become popular recruits as soldiers and household guards.
    • Two full regiments of the Burning Legion are quartered in barracks immediately outside the city walls, and many of their families make their homes within it. Although relatively few pure-blood Calorumites remain after a hundred years of their presence, they retain a degree of Calorumite culture and maintain a number of their customs. In particular, the language of Calorum is still widely spoken among them.
    • People from elsewhere in the Imperium have a permanent presence in the city, especially dwarves from Mularuhm, who have been resident there since its effective establishment.


    Spoiler: Society
    Show

    The city was traditionally within the territory of the Horwik clan, who still occupy a fairly dominant position in city life. The Horwiks are however the most open and accepting of the Jarrland clans, which keeps tensions both between different clans and between Jarrlanders and foreigners at a relatively low level, and may have contributed to the city's becoming the political centre of the early kingdom in the 390s-400s.

    Although the king and royal family have their principal residence in the city, matters relating specifically to the city are the concern of the Earl of Horbeach, the chief of the Horwik clan. Due to the city's size he rules mostly with the cooperation of other powerful nobles and the guilds: balancing the interests of the two is one of the most challenging elements of his rule.

    The oldest twelve guilds have effectively existed in the city since before the existence of reliable written records. and by common consensus have no fixed order of precedence (although this does not prevent ambitious guildmasters from trying to create one). In matters where precedence would be relevant they pass the order between themselves on a rotating basis. They also tend to dominate the city's representatives to the Kohue, something which the Earl (with support from the king) goes to some lengths to try to bypass.

    These guilds are: the Company of Dyers, the Company of Waterers and Lightermen, the Company of Fishers, the Company of Mercers, the Company of Dockers, the Company of Drapers, the Company of Haberdashers, the Company of Merchant Taylors, the Company of Brewers, the Company of Hatters, the Company of Carpenters and the Company of Broderers.

    Other powerful guilds not among the twelve oldest are the Company of Maritime Venturers, the Company of Stonemasons and the Company of Watchmen.

    Among the most powerful nobles in the city, besides the Earl himself and members of the royal family, are the family of the Duke of Sunder, often resident in the city despite their clan territories lying elsewhere, and the Vu-Morris dynasty, descended from a union between the family of a rich merchant and an influential minor noble, now one of the foremost families in the city.

    Day-to-day the city is managed by the offices of the Lord Provost and the Provost-Marshal, each of whom are appointed by the Earl. The Provost-Marshal runs the City Watch; however, there is competition in many quarters from private watch groups governed by the Company of Watchmen (funded by wealthy private citizens). The city officially raises one tagma for the royal army (although citizens can be found in many other tagmata in Jarrland and Tempestia in particular) although they are not deployed on the streets of the city save in emergencies. The king also retains a private reserve of his own soldiers - a Jarrow tagma and two regiments of the Burning Legion, each quartered in the suburbs of the city.

    Although officially the same religious laws apply as anywhere else in the kingdom, gatherings of non-hostile religious groups are tolerated so long as priests do not attempt to spread their religion outside existing worshippers. Such proselytisation was and to an extent still is policed by the Knights of Discord, a holy order of the Lord of Fire.





    Vennland
    Region 64A

    Kasmi, Duke of Vennland



    Population: 1,129,000
    Standing Army: 3,000 cavalry, 1,000 peryton cavalry, 1,000 naval troops

    Spoiler: Summary
    Show

    Region name: Vennland
    Region: 64A
    Ruler: King Athelmere (via Duke Radber)
    Terrain: Mountains, hills, wetlands
    People: Humans, large humans
    Resources: Papyrus (great), Oysters (good)
    Imports: Wood
    Religion: Panshén (majority), Hailings of the Silver Sea (minority)


    Spoiler: Terrain
    Show

    Mof the northwest is mountainous, with the peaks of the Discord mountains continuing all the way along the border, and foothills cover most of the rest of the province. Towards the coast some of the terrain levels out, and the large Venn peninsula is largely flat save for a few hills along the northern edge. There are relatively few trees, with most of the terrain on the peninsula and to the south being marsh or wetland.

    The most distinguishing feature of the province is the Venn peninsula, which is bordered to the south by the large Lake Vestrin. On the northern edge of the peninsula is the Kell Bay, a huge natural harbour which eventually turns into smaller fjords. Both the lake and the bay are relatively tranquil compared to the open sea, although their size still makes them challenging for unwary sailors.

    In the drier northeast of the province, unusual rock formations known as the Fey Spires have developed, curiously shaped pillars of rock surmounted by a round cap, many of them tens of feet high.



    The largest town in the province is Jatham, on the Venn peninsula, and this is the effective capital where Duke Radber and Duchess Talli hold their court. The other town of a significant size is Anacton, which is not particularly large by population, but the Anacta inhabitants require sizeable buildings, and the roads and alleys are correspondingly larger, giving it the feel of a bigger town.


    Spoiler: People
    Show

    The majority of the population lives in the eastern part of the region, on the coasts of the lake or the bay, or on the peninsula itself. Like most southerners, they had not really considered themselves a singular people until outside pressure from the Salterri obliged them to do so, and even then, local community was far more important than any sense of nationhood. It is not clear how the name Vennland came to be attached to the region, and whether the people were named Venns after the peninsula, or whether the peninsula was named after the people.

    Most of the people are human, slightly shorter, stockier and fairer than is common for the region. The Jarrs like to claim that the Venns share their ancestry and therefore their elven heritage, although while it might be possible to detect something elfin in the sharp-featured Vennlanders it is difficult to draw any serious conclusions either way.

    The Jarrs who now control the province grouped the Venns along the lines of their own clan system, integrating the four Venn “great clans” and the minor clans – each representing their own community – into the Jarrland government and way of thinking. The Venn great clans are:

    Jatten – One of the largest peninsular communities, and the one from which the Salterri provincial governor was traditionally drawn.
    Scowen – A lowland clan from the mainland, known for the mines which criss-cross their lands.
    Arrist – A coastal clan, known as fishermen.
    Anacta – A small but important mountain clan, these are of apparently different stock to most Venns. They are heavier-set than their lowland neighbours and stand much taller, at around seven feet, some as high as eight. They are for the most part peaceful shepherds, although are apparently fearsome when antagonised.


    Spoiler: Resources
    Show

    The extensive wetlands around Lake Vestrin are perfect for growing papyrus and other reeds. The plentiful oyster beds also allow the dukedom to export oysters.

    The lack of afforestation however means that the region is obliged to import wood.


    Spoiler: Religion
    Show

    The vast majority of the population is pagan. Priests of the Hailings of the Silver Sea once made an effort to convert the Venns to the Salterri faith but largely gave up, while the cult of Ascension has not made serious inroads, and foreign religions have historically been excluded by the Salterri.


    Spoiler: Leadership
    Show

    Under Salterri rule in the latter part of the 4th century the province had been governed by a famously lazy and corrupt Venno-Salterri named Arrick Jatten, a nobleman of good family. After his death in 385 rule passed to his young daughter Talli, who struggled to impose any measure of control on the communities more distant from her centre of government on the peninsula.

    With permission from Qzare Xiu Wandao, King Alfwyr of neighbouring Jarrland began settling the region in the 390s, a process continued under his nephew Athelmere. Radber Sunder, another nephew of Alfwyr's, was put in charge of the colonisation and worked closely with Talli to re-establish central authority over the whole region. In 406 Radber married Talli and together they swore allegiance to King Athelmere and his crown, in return for the title of Duke of Vennland. Radber and Talli now rule in Vennland as prefects of the Imperium, reporting directly to the King of the Jarrs (now calling himself King of the Jarrs and the Venns).





    Discordia
    Region 63A



    Population: 1,343,000
    Standing Army: 5,000 infantry and cavalry

    Region Details

    Spoiler: Summary
    Show

    Region name: Discordia
    Region: 63A
    Ruler:
    Terrain: Mountains, valleys
    People: Humans
    Resources: Discordian Rock (Great)
    Imports: Mounts
    Religion: Panshén (majority), Hailings of the Silver Sea (minority), ancestor worship (minority)


    Spoiler: Terrain
    Show
    Discordia comprises a large plateau over a thousand miles in length from east to west, bounded by mountains on either side. The whole province is several thousand feet above sea level, and it is not uncommon for outsiders from lowland altitudes to have difficulty breathing in some parts of the region.

    The Discord Mountains are the primary feature of Discordia, from which the region derives its name, and stretch from the far north to the deep south and cover the entire eastern border.The rocks of the mountains have the particular feature that they give off a strange tune when struck. Although strictly the mountains along the northern and western border are not part of the Discord range, the name is colloquially applied to the whole plateau by outsiders.

    The Stranglewoods are a pair of large forests of carnivorous clonal trees. It is said that the spirits have strong presence within them.

    The Shang Benei are a group of valleys in the west of the region which are particularly large and fertile. High in the mountains are the sources of a number of major rivers, including the Fluvius He Liu and the Sayleen. As these rivers descend they have carved out these large valleys, where the largest number of people in the region live.

    Near the eastern border is Shan Xin, believed by locals to be the highest mountain in the world and certainly the highest in the mainland Imperium. Although known to the natives by a variety of names for millennia its official name records the family who sponsored its exploration and survey.


    Spoiler: People
    Show

    The people mostly live in the valleys, as it is hard to eke out a living on the mountains themselves. The valleys are linked by passes through the mountains, but weather often renders these impassable, especially in winter, and the villages have therefore developed largely in isolation from each other. As a result, Discordia is very culturally and linguistically diverse despite its low population density. Off the main trade routes, foreign merchants off the main trade routes can find themselves needing a different interpreter for each village. There are very few large towns for the same reason: most of the largest settlements are occupied by the military.

    Each of the valleys tends to be ruled over by a different lord, and competition between the various nobles and their families is fierce. In broad terms, there are two principal factions: the native aristocracy who have lived in the region for centuries, and the Salterri nobles who have acquired estates there since their occupation. In reality, centuries of intermarriage means the two groups are almost indistinguishable now except by name and, sometimes, manner of dress.

    Its inaccessibility and remoteness from Xianzhi Urbe means that Discordia was long regarded as one of the most backward regions in the Imperium. Most of the people are indeed farmers with few concerns beyond their crops and livestock. The main trade routes are rather more cosmopolitan, particularly in the west towards the Shang Benei, but in the rest of the province the old reputation largely persists, and banditry is believed to be common.

    The de facto capital is Xuanlu Oppe, which stands on the main road linking the eastern provinces with Aus-Teire. By the standards of the Imperium it is a small town, but it is a major cultural centre for the Discordians, with people prepared to travel several days to reach it.

    Most of the people are human. Discordians display a range of skin tones, from olive-brown in the east to much darker in the west, although it varies by village and by individual. Centuries ago, eastern Discordia was part of Old Lyradis, and some evidence of this relationship can still be seen in the features of the people of that area. Over the following centuries, however, interbreeding with peoples from the Imperium and neighbouring regions to the south has made its mark.

    There are rumours of a small population of what are believed to be harpies, known to the locals as a-pi, in the mountains near the southeastern border, although this might be superstition. Since the natives avoid the area, there is little evidence either way.


    Spoiler: Resources
    Show
    Discordia holds the Discord Mountains, which is where the Salterri Imperium gets its Great supply of Discordian Rock. With careful carving it is possible to produce some impressive harmonies with the rock, and it is widely used in the Imperium for artwork, musical instruments, and even monuments.

    Discordian inhabitants have a love for Mounts, and the rich and aristocratic both require anyone who is anyone to own several. Sometimes there are even trends, the current one being winged mammals.


    Spoiler: Religion
    Show
    The majority religion in Discordia is She-Of-Silver-Spear-And-Coin, the Lady that the Salterri worship known as the Hailings of the Silver Sea. There is a minority in unorganized ancestor worship that has been rooted in the region for hundreds of years, usually only on a personal or familial level.





    The king also retains his titles in respect of Eyrecradia, although it is now part of the Faedas Freehold for all administrative purposes. It is governed by King Eldred's sister and her successors in perpetuity as Princess of Eyrecradia.
    Spoiler: Heraldry
    Show

    Eyrecradia
    Region 5B

    Melhyn, Princess of Eyrecradia, on behalf of the King of the Elves
    Kyria, Queen of the Heartwaste



    Last edited by Aedilred; 2015-04-08 at 10:20 AM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
    League Wiki

    Spoiler: Previous Avatars
    Show
    (by Strawberries)
    (by Rain Dragon)

  14. - Top - End - #74
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Region Formerly Known as Farridon
    Region 69A

    Elwyn, King of the Kuuli



    Population: 1,856,000
    Standing army: 1,000 infantry, 1,000 harpies

    Spoiler: Summary
    Show
    Region name: Farridon (legacy use)
    Region: 69A
    Ruler: Divided
    Terrain: Volcanoes, Mountains, coastline
    People: Humans (Kuulland and Farax), goblins (Ker), harpies (Yerkir)
    Resources: Quartz, Toma Nuts, Iron
    Imports: Livestock
    Religion:Panshén (majority), Hailings of the Silver Sea (minority), Pagan (minority)
    Technologies: As the rest of the kingdom


    Spoiler: Terrain
    Show
    The region includes a strip of land extending down the coast and turning into a spur into the ocean at the southern end, and the southern extent of the Discord mountains in the west. The human population of the region tends to live by the coast, while the goblins inhabit the mountains.

    There are a number of volcanoes in the region, many of them active. The ash from the volcanoes means the region enjoys fertile soil, especially considering its latitude. The largest of these is known as Mogedïñ Hen by the goblins.

    In the foothills of the mountains to the north are the ruins of a city long-since abandoned. This is believed by the Jarrs to be the site of the old city of Farridon. No crops are grown in the vicinity, and the goblins refer to it as the Douar Fu.

    The south-west border of the region is formed by the nigh-impassable range of mountains known to the goblins as the Moger Uhel.


    Spoiler: Resources
    Show
    From the goblin mines, the land produces plenty of iron, and quartz from its quarries. In the lowlands, toma nuts are grown for export.

    The region has a requirement for livestock, since most native fauna species tend to be small.


    Spoiler: Government and Recent History
    Show
    The region is largely defined by what it is not, and as such by the fourth century did not have a central government. In the late fourth century, Jarrland explorers reported back the existence of the region. According to histories of Lyradis, read by the Jarrow kings, there was once a realm named Farridon in the general vicinity, so this soon became the accepted name used for the region by the Jarrs.

    In the early fifth century, Jarrland and the Imperium stationed troops in the region for strategic reasons. The people put up no resistance and quickly developed a fairly amicable relationship with the soldiers. In 416 it was formally constituted into the Salterri Imperium as the Principality of Farridon.

    In the mid-fifth century friendly contact was established with the Arpied, who later swore allegiance to the crown.

    The title of Prince of Farridon was held by the King of the Jarrs, although the province was governed day-to-day by local lords. The Akuul were answerable to their lords (including some earls later appointed by the Prince), the Kornandon to their Aotrous, and the Arpied to the Ataman.

    In 423, following the Carmine Civil War and the rebellion of some regiments from Farridon, the region was given some much-overdue attention by the king, and saw the most dramatic changes wrought in the Statue of Faraxham. The Princiaplity was abolished, and the government divided completely into four separate states, each with their own ruler.





    The Duchy of Kuulland

    Elwyn, Duke of Kuulland


    Spoiler: People
    Show
    Most of the people are human, and call themselves the Akuul. Given the region's geography, they have become something of a melange of characteristics of their neighbours on each side, and are generally brown of skin, of medium height, and of a build that ranges from stocky in the south to fairly slim in the north.


    Spoiler: Religion
    Show
    Most people on discvoery were pagan, with some of the Kornandon worshipping the volcanoes themselves. There was a small minority of adherents of Hailings of the Silver Sea among the Akuul in the north.





    The Duchy of Ker

    Perrig, Duke of Ker


    Spoiler: People
    Show
    In the mountains there is a sizeable population of goblins. Smaller than northern goblins, they are a diminutive, largely hairless people with large ears and eyes, and blue-ish skin. They call themselves the Kornandon.

    The Kornandon are just as sharp and quick-witted as the goblins of the north, but appear to value industry over invention.


    Spoiler: Religion
    Show
    Most people on discvoery were pagan, with some of the Kornandon worshipping the volcanoes themselves. There was a small minority of adherents of Hailings of the Silver Sea among the Akuul in the north.





    The Duchy of Farax

    Ashkyr, Duke of Faraxham



    Spoiler: People
    Show
    Most of the people are human, and call themselves the Akuul. Given the region's geography, they have become something of a melange of characteristics of their neighbours on each side, and are generally brown of skin, of medium height, and of a build that ranges from stocky in the south to fairly slim in the north.


    Spoiler: Religion
    Show
    Most people on discvoery were pagan, with some of the Kornandon worshipping the volcanoes themselves. There was a small minority of adherents of Hailings of the Silver Sea among the Akuul in the north.





    The March of Yerkir

    Gazaryan, Harav Ataman




    Spoiler: People
    Show
    The people of Yerkir are harpies, or as they are commonly known in the region, Arpied. They have wings and live high in the mountains.

    Akuul and Kornandon alike traditionally avoided the areas they inhabit, and tended to change the subject quickly when they were mentioned. In the mid-fifth century friendly contact was made, and they later swore allegiance to the crown, although the Akuul and Kornandon remain wary of them.

    The upper body, torso and head of the harpy resembles that of a human, but their lower legs are talons like those of an eagle, and their upper limbs are feathered wings. Their appearance is relatively diverse: some may have scales or feathers on their legs, while others appear entirely human until below the knee. Some have claws on the end of their wings, while a few even have tails. Their skin is pale and their hair and feathers usually brightly-coloured, although all hair colours have been seen.

    Harpies tend to be lean and wiry, with relatively little fat. Their legs and chests are very heavily muscled, with male harpies invariably having barrel chests and females having the appearance of a large bosom, though most of this is down to the chest muscles rather than mammary tissue. Their shoulders and hips are more articulated than those of other humanoids, allowing harpies to rest their wings in a vertical position, while the elbow joint is reversed and slightly more limited, as it needs to be locked in order to hold the harpy aloft.

    Since they have no hands, harpies are obliged to perform any tasks that require manipulation with their talons and jaws. Although they are surprisingly good at this, and are experts in cooperating to perform tasks they could not manage alone, many skills that the be-handed, as the harpies refer to them, take for granted are extremely difficult if not impossible for harpies. They can fashion rudimentary clothing from hide and leather but tend to wear only enough for purposes of warmth, hygiene and, occasionally, modesty. They are largely incapable of growing crops, and their diet is as a consequence almost entirely carnivorous, although they will eat fruit if the opportunity arises.

    For centuries the harpies of Farridon raided human and goblin villages for livestock and it was not uncommon for young goblins to be carried off and eaten too. Harpies maintained a more respectful distance from humans but would kill any who threatened their roosts in the mountains. This gave them a reputation as savage beasts, one which was exacerbated by their appearance, lack of clothing and inability to write recognisably, although they appear to have a system of cuneiform used occasionally and scratched into trees and rocks with their talons.

    In fact harpies are highly intelligent, and are believed to be rather moreso than humans. Despite their lack of written record, they have a highly-developed oral history even without a dedicated class of bards or priests to maintain it: each harpy is expected to learn the greater proportion of their peoples' history, poetry, songs and stories. Their language is thought to be a direct descendant of Old Fae, although to those unfamiliar with it it may sound like random screeching. An increasing number of harpies learn the trade tongue, though they speak in a thick accent and often in slightly archaic formations.

    It seems likely they are themselves some form of fae. Their predation of the goblins was - reportedly - based on a misunderstanding: the harpies did not recognise goblin speech as language and regarded them as dumb beasts sufficiently different from humans and fae as to be acceptable to eat. Study of the goblin language has broadly changed attitudes among the harpies, although the goblins remain wary of them and some older harpies have been heard to express regret that they may no longer eat the goblins, for they were delicious.

    The harpies have a long tradition of body art, and it is perhaps their most expressive visual medium. This may take the form of body paint or in some cases ritual scarring. Although tattooing is hard for the harpies to perform themselves, they have taken to it enthusiastically upon seeing it on humans, and many also make use of Jarrland dyes to colour their hair and feathers.

    Although the harpies are fierce fighters they had little in the way of weapons beyind rudimentary, though effective, stone tools, no real ability with metallurgy, and due to their nature relatively little experience in pitched battle with ground troops. Since their adoption into the Kingdom of the Carmine Sea, many harpies have received military training to enable them to coordinate effectively with regular troops. Their keen eyes and sharp minds have all but revolutionised military reconnaissance, and their ability to redeploy quickly is thought to be invaluable in battle. By 465 armourers had also perfected equipment for them: a form of plate armour with enough articulation to allow the wings and talons freedom of movement, light enough to fly while still providing protection (mithril is instrumental for this) and weapons of which they can make use, including larger metallic talons.


    Spoiler: Religion
    Show
    Most people on discvoery were pagan, with some of the Kornandon worshipping the volcanoes themselves. There was a small minority of adherents of Hailings of the Silver Sea among the Akuul in the north.
    Last edited by Aedilred; 2015-04-27 at 05:58 PM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
    League Wiki

    Spoiler: Previous Avatars
    Show
    (by Strawberries)
    (by Rain Dragon)

  15. - Top - End - #75
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Tempestia
    Region 124

    Li Shuxian, Eparch of Tempestia



    Population: 1,497,000
    Standing army: 1,000 infantry, 2,000 aerial cavalry

    Spoiler: Summary
    Show
    Region name: Tempestia
    Region: 124
    Ruler: Eparch Shuxian
    Terrain: Fields, mountains
    People: Sylphids (berapi)
    Resources: Huma birds, Geese
    Imports: Metal
    Religion: Pagan Huma worship (majority), Queen Tempest cult (minority), Panshén (minority)


    Spoiler: Terrain
    Show
    Tempestia is a large, roughly round peninsula, mountainous in the centre and descending into green verdant fields which eventually give way to long stretches of sandy beach.

    The Endless Pools are a series of small lakes and ponds in the northwest of the peninsula, so named because they appear unusually deep.

    The Seal Bay is on the southern end of the peninsula, between a spur from it and the mainland. It houses a large population of seals, which give it its name.

    The most important landmark in the peninsula is Mount Cambys, the highest mountain, where the huma birds are reported to nest. The peak is often hidden in clouds, and has a snow cap for all but the hottest few weeks in summer.


    Spoiler: People
    Show
    The people call themselves sylphids. Fairly short and slim in stature, they have very pale, mottled skin, and can give an insubstantial impression. They bear a similarity to the storm berapi of Pontensulae, save that they are even slighter of build – although anyone comparing the two would probably conclude that the sylphids are, if not actually storm berapi, at least very closely related. The population of Tempestia is almost overwhelmingly female, with three or perhaps even four women to every man.

    The sylphids are, by and large, gentle and generous, but fickle, flighty and easily bored. Anybody asking for help in Tempestia will be overwhelmed with offers and assistance, only to find all the helping hands drift away long before the task is completed. Polygamy is not so much an institution as a fact of life, since any one individual struggles to maintain interest in another for long, and the disparity in numbers by sex means otherwise most women would never find a partner.

    Violence is frowned upon outside a few ritualised forms of unarmed wrestling used to settle disputes. The sylphids have little patience for long disputes and grudges, so where justice or revenge is sought it tends to be settled quickly. Despite the sylphids' distaste for violence, punishment for capital crimes is swift and severe.

    One of the few things to hold the attention of the sylphids for long is the huma bird, soaring on the air currents around the mountains in the north. The birds have great cultural significance in sylphid culture and almost all sylphid art depicts them in some way or other. Killing the huma birds is strictly taboo and anyone who harms one is treated to the harshest punishments.


    Spoiler: Resources
    Show
    The great huma birds of the mountains are the pride of the sylphid people. Rulers are selected based on those the birds appear to show favour, and great import is read into the whims and directions of the birds. Most of the people believe the birds never alight on the ground, though those few sylphids dedicated enough to trek into the mountains report that they do land and nest. According to legend, large huma can be ridden, and most great sylphid mythic heroes have acquired a huma to ride at some point, even if the original story did not include one.

    Given the sylphids' casual attitude towards any form of work or agriculture, it is fortunate that the peninsula has an abundant population of geese, which were domesticated long ago. Sylphids are fond of their geese and seem to treat them almost like pets, albeit pets they are not averse to killing and eating when they become hungry, or bored.

    Inevitably, there is no meaningful industry of any kind on the peninsula, and the sylphids are obliged to import metal for tools.


    Spoiler: Religion
    Show
    The sylphids are pagan. It is not clear whether their reverence of the huma birds is really religious, but it is the closest thing to an organised religion they have as a whole. Those who can interpret the movements of the birds and have an affinity for them are treated with the reverence usually due to priests. There is also a low-level veneration of wind spirits who control the air currents on which the huma soar.

    Thanks to a misunderstanding over her name, there is a small, quasi-religious group devoted to Queen Tempest. Upon being informed, the king reportedly laughed and replied, “Well, I can see their point.”


    Spoiler: Technologies
    Show

    The sylphids never got round to developing any technologies of their own, but the Jarrs brought with them the knowledge to make ocean-faring ships, plate armour and the printing press.


    Spoiler: Government
    Show
    What authority previous existed in Tempestia was vested almost entirely in those skilled in interpreting the huma, who occupied a position generally referred to by the Jarrs as “priest-queens”, or ireiarchoneia. The positions were not technically hereditary, as any who could interpret the huma well enough are elevated to the priesthood, but since the priests tended to pay most attention to educating their own children, most of the positions over time had become vested in a few families.

    After the Jarrs made contact with the sylphids in about 404, Earl Villem was able to predict the movement of some of the huma, using knowledge of the wind gathered from a lifetime of sailing. This impressed the priest-queens and suggested that the Jarrs might be people worth listening to. Over subsequent years, more people from the mainland kingdom have settled on the peninsula and eventually the priest-queens agreed to recognise King Athelmere as their overlord.

    Some of the Jarr and Venn settlers on the peninsula have remarked that this submission was in fact probably a ploy by the priest-queens so that the settlers do all the work while the sylphids get on with whatever they feel like doing at any given moment. There may be some truth in this.

    In 506, in light of the difficulty encountered in administration and maintaining consistent government across the whole region, King Malyn appointed Li Shuxian as Eparch to oversee the region. The ireiarchoneia retain their former role now answerable to her.





    The Free Cities of Tumeland
    Region 128

    Elwyn, King of the Elves
    Eären Salvane, High Mistress of the Harragildi




    Population 630,000

    Spoiler: Summary
    Show

    Region name: Tumeland
    Population: 630,000
    Terrain: Ice fields, glaciers, lakes
    People: Elves
    Religion: Unorganised pagan (various)
    Resources: Rouge Rogues [Good], Childerberries [Good]
    Required resources: Skilled Labour (Required), Food (Desired)


    Spoiler: Terrain
    Show

    As in the neighbouring regions, the landscape is cold and stark, miles of ice and barren tundra interrupted only by the occasional dark, freezing lake or inland sea. The sky remains dark for half the year, and even in the height of summer there are still expanses of permafrost, especially in the south.

    The Black Fields are one of the few areas of fertile land, towards the north of the region, and it is here that the cultivation of childerberries is most widespread and advanced. The fields are so named for the dark colour of the childerberries, although from a distance the fields themselves appear green-brown.

    In the east of the region is the Surnua Sea, although in size really more of a large lake and completely landlocked. The sea is to all appearances completely lifeless and eerily still. Alone of all the lakes in that part of the region it never seems to freeze, although the ice extends to its very shoreline. According to legend, the sea will kill any who enter its waters or drink from it, and there are no stories of anyone having survived an attempt to defy it. Opinion is divided over whether this lethal property extends to sailing upon the lake, although the vast majority of the population would never consider it.

    Hurasham, the Golden Crag, is a rocky hill in the north of the region, although there is some debate over whether it is truly a mountain. By the standards of the great mountains further north it is relatively small, but the nature of the surrounding terrain makes it visible for many miles. Its height and latitude are such that it does not have a permanent snow cap, although it is always covered in snow during winter, but in summer its yellow stone is a familiar landmark. It is here that the city of Iskarana is built, both on top of and into the side of the hill.


    Spoiler: Government
    Show
    In principle, there has historically been no central government in the region: each of the several cities in the region is its own state with its own ruler. These rulers are generally each known as a Marsarim (or “prince” to foreigners) although the precise nature of government may vary, with some cities maintaining an hereditary succession, others an elective one, and in at least one case a governing council rather than a singular ruler.

    In practice, however, the government is entirely controlled by a single organisation. The Harragildi – which translates roughly to “Gentleman's Guild”, also colloquially known as the “Red Guild” - maintains an iron grip over the high politics of almost every city. The Guild maintains a chapter in each city, each of which retains a high degree of autonomy, though all ultimately report to the High Master in Sarraka. Even the strongest of the Marsari rarely dares oppose the will of the Guild, and in most cities the Marsarim is little more than a puppet.

    Following the region's accidental discovery by explorers from the Kingdom of the Carmine Sea in the late fifth century, emissaries were sent to several of the cities to establish contact with a view to further colonisation. The region became known as Tumeland for its long nights lasting nearly half the year. After a number of the Carmine diplomats did not return, apparently due to tragic accidents, unseasonal weather or navigation on a par with that which led to the region's discovery in the first place leading them to become lost and freeze or starve in the ice fields, the king determined to impress the locals with a greater display of strength.

    Further diplomats arrived accompanied by substantial armed escorts, and troops were deployed ostensibly to secure the borders against Pavonian or Kell incursion from north or south. An emergency meeting of the Harragildi was called to decide whether to oppose the Carmine military, and ultimately it seems they decided against it. One by one the Marsari were persuaded one way or another to swear fealty to the king, and eventually the High Mistress herself pledged allegiance to the crown.

    Opinion in the kingdom remains divided on whether this was a ploy. Opinion is further divided on whether, if it is a ploy, it is one in the interests of the kingdom or solely in that of the Guild.

    The High Mistress in 510 is Eären Salvane, notable for being the youngest on record.


    Spoiler: Settlements
    Show
    The region is dotted with cities, especially in the south where they are carved from the very ice. Aside from the population of a villages and towns in and around the Black Fields in the north, almost the entirety of the people live in these cities. They tend towards self-sufficiency, with carefully-tended gardens and vast caverns carved out beneath them where food is grown and livestock reared. To the visitor, however, they are more notable for their magnificent and elegant architecture. The cities include:

    Lagassa, the queen of cities, is the largest and grandest in the region, with its soaring towers reported to induce tears in any who lay eyes upon it for the first time. It is the leading cultural centre and the home of the largest chapter of the Harragildi.

    Sarraka is a relatively small city in the south-west but a disproportionately important one, for it is here that the High Master of the Harragildi makes his home. Some of the High Masters take the title of Marsarim openly, though all know that the Master truly runs the city whether he is the declared ruler or not. It is here that representatives from chapters of the Harragildi across the region meet and policy is determined, making Sarraka effectively the closest thing the region has to a political capital.

    Essera, set upon the shores of the Surnua Sea, is spoken of in hushed tones, if at all. The people here are fiercely isolationist and rarely leave their city, nor do they welcome visitors, and few have set foot inside its walls. It is also rumoured that Essera is the city where the Salaparani themselves originated, and to be a centre of sorcery, with some claiming the rulers there have made a pact with some dark spirit. Alone among the peoples of Tumeland, the Salaparani of Essera sail upon the waters of the Surnua, which lends weight to such stories.

    Abanya, the Jewel of the West, is a particularly beautiful city set in the mountains above the Sometime Sea. It is the port through which most of the trade from the west enters the region and is consequently the richest of the cities next to Lagassa. Some say it used to be even more attractive, prior to a war in which it was reduced as punishment for its pride and boastfulness.

    Ultuallar is believed to be the oldest city in the region, and though it is now less prestigious than once it was, it is still regarded with respect by those with any appreciation for history and their peoples' cultural heritage. It is said that its relatively remote position helped it survive the Long Winter when most of the other cities were destroyed, and thus became the centre of the civilisation in the years that followed. This same position however counted against it as the land became more pacified, and it was soon outstripped by its daughter cities in size and influence. Politics in the city is sharply divided between traditionalist and reformist factions, and internal squabbles between the two have stalled its development in recent years. As a result of the strong traditionalist movement it is the only major city to retain a Marsarim who is not of the Salaparani.

    Ersetellatara is the southernmost city in the region, in the remote ice fields of the glacier. Its proximity to the pole gives it a mystical reputation, with the influence of priests particularly strong here. The city is believed to be a gateway to the spirit world and a number of the more devout people of the region make pilgrimages to it, though few speak of what they find there, if anything.

    Iskarana is one of the northernmost cities, set on Hurasham, a rocky knoll amongst the Black Fields, and is the only major city to be built of stone rather than ice, since ice would likely melt during the summer months. Its location makes it a key trading point for lands to the north, but it is better known as the leading producer of wine, due to the extensive holdings among the surrounding Childerberry fields.

    Sallamar is situated towards the southern end of the Black Fields and, like Iskarana, has an economy built around the Childerberries. Unlike its northern neighbour, though, the Sallamari focus their attention on producing pigment from the berries and are renowned for the resulting dyes. Although Sallamar and Iskarana are often lumped together as the “berry cities” by outsiders, there is a purportedly fierce rivalry between the two, and wars have been fought in the past over control of some of the berry fields. Nevertheless some claim that the two actually work in concert to maintain a duopoly over the lucrative harvests, and that the conflict between them is staged to maintain the illusion of competition.


    Spoiler: People
    Show
    The people of the region are elves, with the usual features common to their race: a slender build, pointed ears and delicate, pointed features. Most of the population are similar to the tribes immediately to the north, with people identifiable as Susi, Liusti and Zheisi present in each of the main settlements.

    The ruling class however is comprised of a different elven tribe, the Salaparani, distinctive by their thick white hair and their nocturnalism. Their origin is uncertain, but all agree they have arrived recently, most likely within the last two hundred years. Some of the older citizens claim to remember a time before the Salaparani, although on investigation their accounts have proven to be confused and contradictory. Few written records remain, and it is widely believed the Salaparani have destroyed any evidence relating to their origins.

    What is clear is that the Salaparani are believed to have a a degree of unnatural, or supernatural, power. Their affinity for the darkness seems to extend beyond preference and into actual control, over shadows if not true darkness. Even by elven standards they are quick of reflex, and it is these characteristics that allow them such facility as thieves and assassins.

    Almost all important positions in society are occupied by Salaparani, with only a few aristocrats from the Liusti remaining and generally being treated as second-class even in that respect. In particular, the Salaparani have an almost total grip on the Harragildi. Elves of other tribes are not prohibited from entry, but struggle to compete with the advantages possessed by the Salaparani and few meet the Guild's criteria for entry, let alone rise to high office within it.

    The divide between Salaparani and the other tribes (known as Vahemi by the Salaparani, though this is considered a borderline derogatory term and is not in use outside Salaparani circles) appears to run right the way through society. Each group tends to maintain its own dress, its own religion, and even to an extent its own language, although both are clearly closely related.

    Sumptuary laws are widespread, with Guild members being permitted better clothes than non-members, and aristocrats accorded similar privileges. Guild members are the only citizens permitted to wear red. Although the richest colours and finest fabrics are reserved for the Guild and the nobility, a further prestige attaches itself to warmth of clothing: the Salaparani and Liusti alike largely disdain the cold and tend towards lighter and looser clothes, while the Susi and Zheisi feel the need to wear additional layers and even furs during winter. This is a subject of derision by the Salaparani and even some particularly status-conscious Liusti.


    Spoiler: History
    Show
    Scholars from Jarrland and Trinacria are mostly in agreement (with a few violent dissenters) that Tumeland was once a part of the ancient elven civilisation in the south, if not Zhaira itself then of one of its successors. Unlike its northern neighbours it seems to have weathered the disasters that destroyed the rest of the kingdom at least to an extent, with some of the cities (most notably Ultuallar) believed to have survived almost in their entirety throughout the Long Winter. Unfortunately for those scholars, this continuity seems to extend mostly to the physical and not to the intellectual, with many records apparently destroyed or lost relatively recently and thus leaving a gap in the record which contact with Tumeland might otherwise have filled.

    From what scholars have been able to determine, the earlier settlers were of the same elven tribes as in neighbouring regions, with the Liusti unsurprisingly the most significant in number and most likely power, using their facility with ice to construct the great cities.

    At some point, however, most likely since 300, the appearance of a new tribe of elves, the Salaparani threw the existing situation into disarray. They quickly spread throughout the region, establishing chapters of the Harragildi in each of the cities and systematically using their supernatural powers to infiltrate and bring down each of the governments in turn, ultimately taking control of each city for themselves and establishing a Guild-run political order throughout the region.

    Precisely where or how the Salaparani originated is a mystery, and one on which they are not keen to elaborate. It is believed they are responsible for the loss of older records, as they destroyed or sequestered them following their rise to power. Opinions among the rest of the populace as to their origins vary, but two principal theories have emerged. One holds that the Salaparani were once of one of the formerly known tribes but were changed, whether through their own dark magic, or by outside influence under the strange eye of the pole, into something fundamentally different. The second holds that they are complete aliens, travellers from distant lands or even a distant world, with the more extreme theorists suggesting they are in fact not elves at all but spirits taking elven form.


    Spoiler: Religion
    Show
    As with so many things in the region, religion is largely divided along tribal, and therefore class, lines. The Salaparani maintain their own, secretive spirits whose nature appears to be tied up in the Guild itself, and details are not revealed lightly to outsiders. Acceptance of these spirits is a prerequisite for entrance into the Guild and provides another barrier to entry for elves of lower station who are not familiar with them. What can be ascertained about the Salaparani spirits suggests that they are associated with darkness, knowledge and quickness of mind and body.

    The remainder of the elves generally tend towards animism. While sun worship is almost universal to an extent, each tribe retains a degree of its own religious tendencies, the Liusti recognising spirits of the ice and snow, while “our Precious Lady” is a common subject of worship among the Zheisi.


    Spoiler: Resources
    Show

    Although it forms the effective government of the region, the Harragildi is nevertheless a guild and it takes itself seriously, with rigorous requirements for aspiring entrants. Due to the power and status accorded to the Guild, membership is highly-prized and flaunted openly, with members being the only persons in the region entitled to wear the colour red. The extent to which members take advantage of this vary, with displays of status ranging from the subtle display of red-tinted handkerchiefs, ribbons or buttons, through cockades and sashes to garish scarlet outfits using no other colour but red. For this reason the Guild is colloquially known as the Red Guild, and its members as Red Rogues, or, in pseudo-intellectual circles, Rouge Rogues.

    Although each rogue tends to have a specialism, the range of activities undertaken by the Guild includes burglary, assassination, intimidation, espionage and provocation. Although the Guild serves as a guarantor of professional quality, most of its members are nominally amateurs and receive no Guild salary, instead taking a commission for successful undertakings, or supplementing their income with private burglary.

    In the north of the region the elves cultivate Childerberries in the Black Fields. These berries, a blue so dark they appear black (thus giving their name to the Fields) are highly versatile and form a cornerstone of the culture and economy of the region. While they are almost inedible raw, they can be fermented to create excellent wine and if stewed make a tasty, if expensive, sauce or flavouring for food. The strong colour of their juice makes them hazardous to work with for the untutored, for they will stain fabric very easily. This property however means that with minimal processing they produce a strong dye in deep blue-black shades, which fades to a bruised purplish colour favoured by the more understated Guild members. Childerberry-dyed fabric is worn widely across the region, but is unsurprisingly particularly popular among members of the Guild who wish to remain unseen.

    The Salaparani are always in need of stewards, valets, scribes and other educated and skilled personnel to assist them with both Guild management and maintaining their aristocratic lifestyles. They thus import skilled labour. Even in summer, the land is not well-suited to farming, and food imports are also welcome.
    Last edited by Aedilred; 2015-04-08 at 10:19 AM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
    League Wiki

    Spoiler: Previous Avatars
    Show
    (by Strawberries)
    (by Rain Dragon)

  16. - Top - End - #76
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Republic of Trinacria
    Regions 125 and 126, subject to the Kingdom of the Carmine Sea

    Belanym, Lord Protector of Trinacria


    Spoiler: Constitution of the Republic of Trinacria (Incomplete)
    Show


    Preamble

    The Republic of Trinacria is hereby revived, subject to the King of the Jarrs &c. and his heirs in perpetuity in order to ensure justice, peace and defence of its constitutent territories and to promote the welfare of its people.

    1. Sovereignty
      1. We affirm that sovereignty of the Republic shall be vested in the people, who shall exercise it through their representatives.
      2. No section of the people nor any individual may arrogate to itself or to himself the exercise thereof. Suffrage for the purposes of selection of representatives shall be universal to all persons of majority without regard to class, race or sex.

    2. The King
      1. With respect and dignities due to his station and accomplishments and his wisdom and generosity in empowering our government, we affirm Elwyn king of the Jarrs &c. as suzerain and liege over the Republic and king over all its peoples and further affirm that all his rightful heirs shall herafter in perpetuity be taken as affirmed upon succession with like dignity without need for further statute, statutory instrument or like passage of recognition by any body of the Republic.
      2. The person of the king is sacred and secure from everything. Doing nothing of himself, he shall be answerable for nothing to the Republic. He shall not be autocrat but father and chief to the Republic, and as such this law and constitution deems and declares him to be. The incomes as they shall be provided for in the pacta conventa, and the prerogatives proper to the throne as stipulated by this Constitution to the future Elect, shall not be touched.
      3. Save as laid out within this Constitution or otherwise by statute of the Republic or by specific agreements between the Lord Protector on behalf of the Republic and the King, the King shall in no way interfere in the rights liberties or practices of the Republic or his subjects who are citizens thereof.
        We likewise affirm that the Republic shall never prevent the king or his duly appointed representatives from lawful entry into the territory of the Republic or make any claim to the king's property or exercise of rights within the Republic.

    3. The Nobility
      1. Reverencing the memory of our ancestors as the founders of free government in ancient times, we most solemnly assure to the noble estate all liberties, freedoms, prerogatives and precedence in public and private live and more particularly we confirm and recognise as inviolable the rights statutes and privileges justly and lawfully granted to that estate by Alfmark the Lion, Elwyr, Eldred, Malyn the Good and our present lord and king the great Elwyn, and those unremarked sovereigns and leaders in time immemorial.
      2. We acknowledge the dignity of the noble estate in the Republic as equal to any degree of nobility used anywhere.
      3. We recognise all the nobility to be equal among themselves in the seeking of republican office, the discharge of services to the Republic that bring honour, fame or profit, but also in the equal enjoyment of the privileges and prerogatives to which their condition is entitled.
      4. Above all we desire to and do preserve the rights to personal security and liberty and to property, landed and movable, and affirm that the Republic and its governments shall lay no claims to any citizen's property in part or in whole under pretext of sovereign rights or any other pretext whatsoever.
      5. We recognise the nobility as the foremost defenders of liberty, of this constitution and of the Republic, and we charge unto the cirtue, citizenship and honour of every nobleman the reverence of this constitution's sanctity and the safeguarding of its durability, as the principal bulwark of the Republic and of its liberties.

    4. The Common People
      1. From justice and duty we accept under the protection of the Republic and its laws the common folk, from under whose hands flow the most copious sources of the Republic's wealth and who constitute the most numerous populace in the Republic and hence its greatest strength.
      2. We determine that henceforth wahtever liberties, assignments or agreements landowners authentically agree to with people of their estates, whether with groups or with individual inhabitants, shall constitute a mutual obligation, in accordance with the usual laws, subject to the protection of the Republic.
      3. Such agreements and the obligations proceeding therefrom, freely accepted by a landowner shall so bind not only him but also his successors or purchasers of the right, and shall not be arbitrarily or unilaterally altered.
      4. Likewise common folk of whatever estate shall not withdraw from such agreements freely entered into or from assignments accepted, or from duties therewith connected, except in such manner and with such conditions as stipulated in the provisions of those agreements, which shall be binding upon all parties.
      5. The above notwithstanding we hereby declare all peoples of the Republic without any exceptions whatsoever save those later stipulated in this constitution to be free, and except in such cases complete freedom is granted unto all persons living within the Republic, to those already resident within it and to those newly arriving within it or those who previously having removed from its lands and now wish to return.
      6. As soon as any such person sets foot within the Republic he is completely free to use his industry as and where he will, is free to make agreements or settlements for wages or rent and to such time as he agree, is free to settle in city or country, and is free to take up citizenship of the Republic or to return to whichever country he wish, having previously acquitted such obligations as he had freely taken up.

    5. Foreign Policy and the Republican Army

      1. Foreign policy of the Republic shall be directed by the executive authorities and the Lord Protector.
      2. The Republic hereby undertakes that it shall not pursue a foreign policy in known opposition to or contradiction of the foreign policy of the King and should such occur by accident shall desist with immediate effect from pursuit of such policy.
      3. The King undertakes that he shall protect the Republic from foreign invasion and shall not deploy troops subject to his authority within the borders of the Republic save at the request of the Lord Protector or otherwise in times of threat of imminent invasion or emergency.
      4. The defence of the Republic by sea is maintained by the Royal Navy of the Kingdom of the Carmine Sea and the Republic hereby undertakes to provide ships and crews for the Royal Navy.
      5. The Republic bears a duty to its own defence from attack and the safeguarding of its integrity. Therefore all citizens are defenders of the republican integrity and liberties. The Army of the Republic is a defensive force drawn and ordered from the general force of the people of the Republic.
      6. It is the duty of the Army to protect the Republic's borders and general peace. That the Army fulfil this charge unfailingly, they shall remain always in obedience to the Lord Protector as prescribed by law, and shall execute an oath of fidelity to the Republic and to the King and to the defence of the Constitution.

    6. Legislative Authority
      1. Nature of authority (tbc)
      2. Selection of authority (tbc)
      3. Membership of authority (tbc)
      4. Preventing on one hand abrupt and frequent changes of the constitution of the Republic, and on the other recognizing the need to perfect it after experiencing its effects upon the public weal, we fix a season and time for revision and amendment of the constitution every twenty-five years. We desire that such a constitutional parliament be extraordinary in accordance with the provisions of a separate law

    7. The Lord Protector
      1. Having reserved unto the free people of the Republic to make laws for themselves and the power to keep watch upon all executive authority, as well as to elect officials to magistracies, we confer the authority of supreme execution of the laws to the Lord Protector in his council.
      2. The Lord Protector of the Republic shall ensure due respect for the constitution. He shall ensure by his arbitration the proper functioning of the public authorities and the continuity of the Republic. He shall serve as a guarantor of territorial integrity and due respect for treaties.
      3. Selection of Lord Protector (tbc)
      4. The Lord Protector shall serve for life except in an instance where he is deprived of his title either wilfully through abdication or by decree of one of the bodies with that authority under the requisite terms.
      5. The Lord Protector is strictly bound to observe the laws and to carry them out. It shall act of itself where the laws permit, and where they need supervision, execution or even forceful aid. Obedience is owed to it always by all magistracies; we leave in his hand the power to press magistracies that be disobedient or remiss in their duties.
      6. The Lord Protector shall not enact or interpret laws, impose taxes or levies by any name, contract public debts, alter the distribution of treasury revenues established by the legislature, wage war or ratify peace or other treaties or other diplomatic act.

    8. Judicial Authority
      1. The judicial authority shall not be carried out either by the legislative authority or by the Lord Protector, but by magistracies instituted and elected to that end. And it shall be so bound to places, that every man find justice close by, that the criminal see everywhere over him the formidable hand of the Republic.
      2. Constitution of courts (tbc)
      3. Location of courts (tbc)
      4. Operation of courts (tbc)
      5. The Lord Protector is vested with the power to grant individual pardons.


    9. The Religious Authority
      1. The religion of the republic is Panshén, the Silver Flame, with all its laws.
      2. Inasmuch as that same holy faith bids us have mind to our place on this world, we owe to all persons of whatever persuasion, peace in their faith and the protection of the government, and therefore we guarantee freedom to all rites and religions in the lands of the Republic, in accordance with the laws of the land, save for the following specifically exempted below:
        1. With mind to the implicit threat of the Children of Kina to plunge the Republic back into the night from which it has so recently emerged and its long history of animosity to the family who serve as fathers to our people, the faith so named shall not be allowed to spread within the Republic and any missionaries who undertake so to do shall be deported.
        2. In light of its long and infamous history as a bastion of high treason and heresy the faith known as Ascension and formerly promulgated by the Priory thereof is prohibited within the bounds of the Republic.
        3. As an affront to all right-thinking persons and in view of the challenge and threat it poses to all legitimate authority the faith known as Jaaku Na and any religions derived from it are prohibited from practice, promulgation and any activity whatsoever within the Republic under pain of death for all found to have participated in its activities.
      3. The Republic reserves reverence for the King as Defier of the Dark.

    10. Charter of Rights
      1. All citizens of the Republic have a right to their own life and to take whatever steps are necessary to preserve their life as adjudged in a court of law. The Republic has a duty to refrain from unlawful killing and affirms that in instances where there is suspicion that a death has been caused by foul play or otherwise unnaturally shall investigate and prosecute any parties discovered so guilty, to the extent of its satisfaction and in the interests of justice and the good of the Republic.
      2. Mindful of the fact that the freedom of a citizen is precious to him in terms secondary only to his life we hereby affirm that all citizens of the Republic are now and hereafter in perpetuity to be free and that slavery shall never be tolerated within the borders of the Republic whether the enslaved persons be citizens of the Republic or foreigners. Similarly anathema are servitude alike to slavery or enforced labour within a condition of servitude, save that such labour is performed as part of the conditions of imprisonment for criminal conduct, is required during a state of emergency or in the course of a citizen's normal civic obligations.
      3. We affirm that all citizens of the Republic accused of criminal activity without regard to severity or unconscionableness shall be granted a fair trial within a reasonable time, save that they are specifically and individually the subject of an act of Attainder lawfully passed by the legislative authority.
      4. These rights do not extend to aliens or foreigners residing or visiting within the Republic save where mentioned.

    11. Signed and Affirmed By:
      Elwyn, King of the Jarrs, the Venns, the Sylphids, the Kuuli and the Elves, King in Aloren, Duke of Kuulland, Windlord of Oros, Defier of the Dark, Proconsul Carmine, Warden of the East and sovereign of all the peoples of the Mere Carminë; Alfdynn atheling of the Kingdom of the Carmine Sea;, Lord Chancellor Elwygg; Patriarch Simovyr Jarrow Divinorum; the Earls of Liustia, Suxia and Krietia, Lord Sharym, Lord Teshyn, Lord Estan, Lord Hybat, Lord Tarry, Lord Kymman, Lord Ygarit


    Spoiler: Settlements
    Show

    Alyba

    Alyba is a town on the northern Tuhiland coast, and serves as the principal shipyard and naval base for the Kingdom of the Carmine Sea as a whole.

    Lamadyr

    Lamadyr is a university town in Trinacria, built around the Shard of Winter.

    Urusilim

    Urusilim is a small town but with a sense of permanence about it, situated on the island of Malagia in what is commonly known as the "Neutral Sea", a large lake which separates Trinacria from Kelldria. The buildings are of stone and there is a low wall, although given that it is otherwise surrounded by a lake the wall must surely be largely cosmetic.

    There are two gates, on each of the western and eastern sides of the settlement, each with a short road leading to a dock. The western gate is carved with the royal crest of Jarrow, and the flag of Trinacria flies above it. The eastern gate as yet bears no insignia, but space has been left for both a carving in the stone and a flagpole above. The town hall stands in what seems to be the exact centre of the island.

    There are only a few houses within the walls, with much of the space given over to large trade halls and open plazas; most of the residential buildings are guesthouses with only a few permanent inhabitants. There is however still plenty of room for the town to grow as more people move to it and establish homes there on a permanent basis.





    Tuhiland
    (West Trinacria)
    Region 126



    Population: 660,000
    Standing troops: 2,000 army, 2,000 naval marines

    Spoiler: Summary
    Show

    Region name: Tuhiland
    Region: 126
    Ruler: King Malyn
    Terrain: Ice fields, Chalk cliffs
    People: Humans, elves
    Resources: Sparkfellow Icicles, Coal
    Imports: Wood
    Religion: Lord of Fire, Panshén, Paganism


    Spoiler: Terrain
    Show

    Tuhiland is a rather vague area between the eastern ocean and the Black Sea, comprising a variety of islands, peninsulae and causeways surrounding fjords and freshwater lakes. Much of the land and water to the south is frozen for most of the year, and much of the land is covered in glaciers. Towards the north, near the border with Farridon and Tempestia, the land is more temperate, and this area provides all the region's arable land.

    The Field of Stars is an ice field, nearly completely flat, resembles a frozen body of water. During the long nights it is a particularly favourable spot for stargazing.

    The Glowing Cavern lies at the centre of the largest glacier in the south. It is full of the Sparkfellow icicles so prized by the humans, and particularly intrepid ones have been known to venture there as a form of pilgrimage, though such adventures are largely the stuff of legend. It also lies at the heart of the domain of the Liusti elves, although the cavern itself is not inhabited. It is said that on midwinter's eve the light from the cavern is visible even from outside the glacier.

    The Black Lakes are a series of large lakes which collectively make up much of the south of the region. They are dark, apparently deep, and many of them bereft of any perceptible life. In winter some of them freeze over, which allows easier passage from the south – it is believed this is how the wildlings entered the region – although even before this they were regarded as ill-omened by the human population, and few would venture out onto them.


    Spoiler: People
    Show

    The majority of the people are humans, previously divided into a number of loosely-organised tribes which all but disintegrated prior to the occupation by Carmine troops. The remainder are elves.

    Most of the humans now live in small communities based around family units. They are generally small and dark of skin; some groups bear slight evidence of fae blood, probably due to interbreeding with the local elven clans.

    There was limited contact between the elves and humans prior to the arrival of the wildlings and then the Carmine army. The humans refused to venture into the elven caverns, but traded with them for coal and icicles as sources of light and heat. Some of the humans recount legends of elven ancestry, although no humans seem to have ventured to live among the elves, and they have remained relatively pure faeblood strains, albeit altered by centuries of isolation.

    There is a small minority of fae folk, in three separate communities. The first, known as the Kriïti, live in caves in the chalk cliffs in the north. Colloquially called the Chalk Elves, they are very fair of skin with hair that ranges from green through brown to red. Further south, on one of the islands, live the Liusti, or Glacier Elves. Like the Kriïti they are cave dwellers, living in often elaborate caverns carved from the ice. Their skin is alabaster with a bluish tinge, and their hair tends to be white or blue.

    The third group are the Susi, or Coal Elves, who live near the seams that give them their name. Their skin is ebony, with hair ranging from brown to the same deep black as their skin Combined, the elves number no more than a few ten thousand, although their secluded locations meant they were relatively unaffected by the wildling invasion.


    Spoiler: Resources
    Show

    On the ice fields to the south, a curious form of icicles grow, called Sparkfellows. Although they visually appear indistinguishable from normal icicles, they are unusually hard and heat-resistant, and when struck with a flint they are known to produce sparks. When struck together they not only spark but produce a blue-white glow which lasts until the icicle melts away, a process which can take several days or even weeks depending on the ambient temperature and the size of the icicle. The icicles are highly valued by the humans of the region, especially during the long months of winter when the sun never rises.

    The Coal Elves, as their name suggests, specialise in the mining and distribution of coal, with which the region is generously provisioned in the south.

    The region is obliged to import wood, as most of the region is frozen and unsuitable for all but the hardiest plant life.


    Spoiler: Religion
    Show

    The elves are largely pagan animists. The human population historically followed a cult devoted to light and the sun. There was no central organisation of the cult and there were some differences in practice between communities, but all shared a deeply rooted fear of the dark: both the caves in which the elves reside, and the dark of night, which at this latitude can last for many months at a time during the winter. Also common to all followers was the belief that a chosen one will appear to deliver the people in their hour of need, known as the Defier of the Dark.

    The majority religion among the human population is now that of the Lord of Fire.


    Spoiler: Government
    Show

    The region had not previously had any known government for centuries. Most of the native leadership structures among the human population broke down during wildling incursions in the 430s. It is believed that the humans were previously governed on a tribal level, but that their leaders were lost, or that the people turned away from them after they proved unable to deal with the wildlings. After the defeat of the wildlings in the north by King Khyne and Duke Clovis, the Carmine army advanced into the region to establish a buffer against further incursions. Meeting with no resistance from the natives, the army established a frontier in the south and west and sent out scouts to find and deal with the local population.

    Some of the humans put their faith in their religion, and specifically in a person who came to be known as the Defier of the Dark, who would appear in their hour of need to end their suffering. When word of this reached King Alfmark, joining his troops in securing the frontier in the region, he summoned his cousin Elwyr, who, thanks to the glowing circle on his forehead, was widely recognised as the prophesied individual. The humans eventually agreed to follow Elwyr, who in turn owes allegiance to the king. Following Elwyr's death and the transference of his blessing to other members of his family, the king was acclaimed as Defier of the Dark, and this title will be passed to his heirs.

    The king privately met with the leaders of the elven clans and convinced them to accept his protection as part of a reunited old elven kingdom, with the assistance of copious quantities of vodka and large numbers of troops. A singular leader was nominated by each clan to take up the earldom, with Alfmark recognised as king of all the clans. The region then became a fully incorporated part of the Kingdom of the Carmine Sea.


    Spoiler: Technologies
    Show

    The region now has access to all the technologies available to the Kingdom of the Carmine Sea.






    Trinacria
    (East Trinacria)
    Region 125




    Population: 790,000
    Standing army: 1,000 infantry

    Spoiler: Summary
    Show

    Name: Trinacria
    Population: 790,000
    People: Humans, elves
    Resources: Whale Ivory, Vallotake (both Good)
    Requires: Wood
    Religion: Panshén, Lord of Fire, Paganism (sun worship, animism)


    Spoiler: Terrain
    Show

    Trinacria is dominated by a massive freshwater lake. To the east lies a massive glacier. To the south is the high mountains. In the north lies a rocky promontory called simply the Hammer.

    The Hammer
    is a tall promontory of pine-covered marble stretching east and west across the northern end of the province. Its northern slope tumbles into the sea. It is where most of the human population live in wooden lodges inside wooden fortified towns. The rocky mount separates the fresh water lake from the sea. Small mines provide stone and poor quality metal sufficient for the needs of the population.

    The Sky Below
    is a the massive freshwater lake that occupies the middle of the province. The water is so clear that it reflects the sky almost perfectly. The lake teems with fish, some large enough to prey on humans foolish enough to swim in the frigid water. Small fishing communities line the shores. A species of long-necked freshwater whale also occupies the lake, and is known to attack fishing boats. The lake can be treacherous, as icebergs appear and disappear frequently. Along the shore prowl large numbers of white bears who feast on the fish, and a handful of larger bear-dogs, though they have been hunted almost to extinction on this section of the coast. Foxes and other scavengers are in abundance as well.

    The Shield Wall is a stretch of land that divides the fresh water lake from a higher, glacial lake. It is narrow with a large cliff face along its southern side. Large sections of the wall tower with crystal clear ice, showing off the glacial lake above.

    Much of the region is covered with ruins of older stone settlements, long since destroyed and abandoned. Particularly notable is the Shard of Winter, the remnant of a tower which is probably still the tallest building in the region, although completely uninhabited. The stonework is excellent, with scarcely a gap between blocks, accounting for its survival, at least in part, where so many other buildings have collapsed. Marks in the stone suggest that it was once clad in another material, with fragments of whalebone found nearby. According to the elves, this was once a place of great scholarship, long since ruined.


    Spoiler: People
    Show

    The population of Trinacria are mostly human hunter-gatherers and fishermen, small, hardy and brown-skinned. Some cave elves live in the western and southern highlands, mostly of the Liusti tribe (known as Glacier Elves by humans). Tensions run high with the Blood Drinkers of the neighbouring Coldwell when the land along the eastern shores of the Hammer becomes accessible during the summer, for they are not beyond eating humans for their iron rich blood.

    There is no provincial organization, with each community looking after themselves. Bear hunting with spears is a popular past time. Often, the hunter who brings back the largest trophy is chosen to lead the village for a time.


    Spoiler: History
    Show
    The humans have little knowledge of their region's history, for enough of their attention is occupied merely by surviving each day; some elements of it have passed into myth and legend. The elves have a better recollection, though nothing is written down, and folk memory is unreliable. The land has been known by various names, most notably in recent times Mittesona, an elven name meaning Land of Sky Blue Waters, though Trinacria is apparently the older name, and is now again in general use. It is not clear why the elves have adopted their own name for the region, since their folk histories recall the former name. Perhaps it is because they prefer to forget.

    Centuries ago, Trinacria, the Land of Three Wisdoms, was a place of great learning and wisdom, renowned across the south for its scholars and libraries. Believed to have been founded as the furthest outpost of an ancient elven kingdom established far to the north, after the collapse of that kingdom it retained its independence and became a power in its own right, the holdings of the Republic of Trinacria covering the current region and most of Tuhiland, as well as the coastal region of the Coldwell.

    As the elves tell it, Old Trinacria died in the space of less than a year. In the late second century – the date itself is disputed - Kell migrants from the north swept into the kingdom and overran it. Some say the Kells sacked the region and left nothing standing; others that they were pursued by further soldiers and the subsequent war destroyed everything of value. Whatever the case, apparently over the course of a single winter, Trinacria was utterly ruined. The remaining Trinacrians fled to the wilds, while the Kell, themselves starving and unable to fashion a living on the Hammer without the infrastructure that had supported older settlements, retreated yet further to the south-east. If the Salterri ventured this far south, they apparently found nothing of appreciable value, and turned their back on the land. The people call this time the Long Winter, although in the local dialect the word for "winter" and "night" is the same.

    By the early fifth century some of the people had returned, but the land was inhabited again, but the culture of old Trinacria was almost completely lost. Wandering among the ruins of their former glorious civilisation, the people were forced to hunt and gather for food, the soil now so thin as to support little in the way of agriculture, remembering little of their heritage. Elven expeditions from the west reported little worth salvaging, and contact between them and the humans now roaming the region remained minimal.

    In the 430s the Kell returned, this time from the south. Large numbers of the people simply fled northwards before them and were never heard from again, while the rest did their best to avoid the Kell army on its march and later retreat. An expeditionary force from the Kingdom of the Carmine Sea entered the territory some twenty years later, but happened to encounter another Kell army heading northwards, and though the Kell were eventually defeated on the shores of Tuhiland, it was another ten years before the northerners returned, finally imposing some measure of control and civilisation on the region once again.


    Spoiler: Resources
    Show
    From the long-necked whales in the Sky Below, and populations of even larger whales on the northern coast, the people of the region are well-provisioned for whale ivory, which is sold, carved or scrimshawed, for decorations, or unworked for local use. In some parts of the region it is even used as a building material.

    Occasionally, shards of a mysterious material known as vallotake are found floating in the Sky Below, which are believed to originate from deep within or even beneath the Hammer. Very occasionally, miners stumble across a small seam of the substance. It appears to have roughly the same consistency as hard cheese and is no more than warm (usually cool) to the touch, but gives out a bright light comparable to that of a flame, but consistent and unflickering. If cut or broken into pieces each piece continues to give out light, albeit sometimes slightly more dimly. If viewed through glass or water under the right conditions it can seem to adopt the colours of the rainbow. It is highly valued by the people, especially during winter.

    The Hammer does not produce enough wood to build significant fortifications or more than basic lodges.


    Spoiler: Religion
    Show

    Religion in Trinacria is almost identical in pattern to neighbouring Tuhiland. The elves are largely pagan, while the human population follow a cult devoted to light and the sun. There is no central organisation of the cult and there are some differences in practice between communities, but all share a deeply rooted fear of the dark: both the caves in which the elves reside, and the dark of night, which at this latitude can last for many months at a time during the winter. Also common to all followers is the belief that a chosen one will appear to deliver the people in their hour of need, known as the Defier of the Dark.
    Last edited by Aedilred; 2015-08-15 at 09:37 PM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
    League Wiki

    Spoiler: Previous Avatars
    Show
    (by Strawberries)
    (by Rain Dragon)

  17. - Top - End - #77
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Calorum, the realm of Chief, here until such a time as he posts in this thread.

    Quote Originally Posted by Chief View Post
    Region 7: Calorum The land of the Lord




    Overview

    Ruler: Vilindrae Divinorum
    Age: 56
    Resources: Salt, Meat and Marble
    Imported resources: Fuels and other faith related objects
    Religion: Calorum Lord of Fire Reformation

    Spoiler: Vilindrae Divinorum and Children
    Show
    Vilindrae Divinorum, High priest of Fire
    Diplomacy: 3
    Military: 3 + 1 inheritance = 4
    Curiosity: 1
    Faith: 3 + 2 inheritance = 5
    Luck: 2

    Age: 56
    Gender: Female

    Children:

    The first born:
    Arthus Divinorum, Prefex of Fire
    Gender: Male
    Born: 361

    Second born:
    Bruter Divinorum
    Gender: Male
    Born: 362

    Third born:
    Trivina Divinorum
    Gender: Female
    Born: 363

    Fourth born:
    Selena Divinorum
    Gender: Female
    Born: 364

    Fifth born:
    Chi Divinorum
    Gender: Female
    Born: 365



    Spoiler: Religion and politics
    Show
    Religion and politics:

    Life in Calorum means serving Him. Everything anyone does is devoted to the higher presence and deviation from this believe is not tolerated since it can bring doom upon anyone close to the sinner. For centuries there had been a clear ruling system, the land was governed by the high priest of Fire and at his time of demise the council of the Holy flame would determine a successor. The high priest would hold all the power so the system comes close to a dictatorship.
    High priest Divinorum decided to change this order. By the time he showed his intentions he was already too powerful to be brought to order by the council. Combulei Divinorum declared his self a saint and could therefore only be succeeded by his direct siblings. This posed a problem, since priests are not allowed to marry and have children. Too bypass this rule, Combulei used his influence to allow himself and future high priests to have 5 children.
    Each child has to be from another (wo)man, the Brooder. The Brooder will be executed after giving birth or if the high priest is pregnant, since the Brooder will not be able to deliver care as good as is needed for the new born. The execution is considered an honor (see ‘people’). The first born child is successor to the high priest. The others serve as a means of insurance if something happens to the first child but are given powerful positions in the temples.

    Recent events: Somewhere between 335 and 337 high priest Combulei was given a vision by the Lord himself. Combulei could see the absolute truth. This truth would be too big a concept to be grasped by a normal mortal, however the Lord of Fire granted Combulei and his offspring the capacity to understand a substantial amount of it. The Lord has done this to ensure that his will is carried out in the land of Calorum. The Divinorum family has made it their plight to educate as many people as possible on the teachings of the Lord and have begun making preparations to write a book containing some of the more physical information of the Truth.


    Spoiler: People
    Show
    People:

    The people of Calorum have a deeply religious culture. They start and end there days, praying to the lord of fire. The nights are feared most since it is a common believe that one day the lord of fire may leave them and take the sun with him if there are too many sinners in the world. The people have a Mediterranean complexion and most have black hair, although brown haired people are also common. Man that have not committed there lives to work for the temples, usually grow large beards. Monks and other servants of the temples must shave. All servants of the temples wear cloaks with hoods, apart from the council members, who wear the cloaks without the hoods and are bald, and the high priest, who wears a crown. Man and woman have the same rights but woman may not be part of the council and man may not fuel the everburning fire at Caloxdur.
    Delivering a Brooder is considered the highest honor a family can achieve and the status of the family is immediately raised to a level far above the average citizen. The family will not have to work anymore and can live from the temple’s wealth until both the father and the mother of the late brooder have passed away. From this point the rest of the family will gain good positions in the temples.


    Spoiler: Cities and architecture
    Show
    The Capitol, Umrich: Umrich, is the largest city and from here the High priest rules. The Temple of Flames is located here and it is considered to be the largest building in the nation. Its spiraling towers resemble a blazing fire. If looked at from a specific angle, facial features can be observed amidst the blazing flames.
    Caloxdur: In the center of Calorum there is a large crater. It has an 50 kilometer diameter and runs 400 meters deep. Down in the middle there is a temple, Caloxdur, with a large white tower. On top of this tower the people of Calorum build a fire that is never to be extinguished.


    Spoiler: Terain
    Show
    Terain:

    In the west Calorum is covered with plains and small forests. The east is a rougher side with more of a stony and hill like landscape.

    The white sea: In the northeast there is an unusual formation of salt crystals, formed by a dried up natural fountain. The formation spreads across a large surface, the largest distance is approximately 20 kilometers, and it is admired for its beauty. The entire surface is covered by a thick layer of white salt with an occasional salt pillar. Although its beauty is unrivalled caution needs to be taken, for the surface can be unstable. This is due to the large tunnels beneath the salt, produced by dried up underground rivers.
    The 7 rings: The 7 rings are a colossal rock formation. They are huge rocks covered by grass with a large hole in the middle, making them look like rings standing upright. Their origin is unknown but it is expected that something must have pierced through all of them at ones since they stand in one line and are perfectly aligned. The space between each rock however is also massive since the formation spreads from the western most part of the country to the midpoint of the border that separates Calorum from region 10.
    Pit of light: As described in 'Cities and architecture', the center of Calorum is characterized by a large crater. This crater was the result of a meteor that fell from the sky ages ago. The meteor itself is long gone, its minerals were used by the people who lived in that time. now it is a fertile land and home of Caloxdur




    Spoiler: Resources
    Show
    Resources:

    There are 3 main resources that the people of Calorum live in abundance of. The first one is salt, the salt fields in the northwest are mined for salt which is used for conserving meat and other produces.
    Another resource is marble, the rocky terrain in the west is suffused with marble which is used for constructing temples.
    The fields in the east are useful for farming. Many farmers focus on keeping cows since they give both milk and meat. Especially the meat is useful since it can be kept for long times due to the salt.
    Any fuelling resources, apart from wood, are highly valued and rare. Therefore the people of Calorum will attempt to trade for these items if possible. The fuel is used during a great many amount of ceremonies, like the longer burning fats that are used for candles.


    Spoiler: Local Fauna
    Show
    Throughout the Pit of light a strange creature has been sighted. Basically they are tiny, little, flames, on legs. The creatures have developed a mechanism to convert all their heat into energy that they use to live. This means that they are no hotter than an average creature of that size. If under enough stress though, they can briefly adjust their metabolism and become as hot as a normal fire. They are not rare and, if specifically looked for, can be found in a day or so, depending on how lucky you are.


    Old Rulers:

    Spoiler: Combulei Divinorum and children (Diseased; old age)
    Show
    Updated to the year 360 ( end of round 6) (will not be updated from here on)

    My dear Sir/Lady,

    Allow me to introduce myself. My name is Combulei Divinorum, High priest of Fire. I have been charged with the concerns of this country and I will see to it that all goes according to His plans. If we follow His commands we are bound to prosper and live in peace and prosperity.
    By now you must have received the documents send by my daughter, Vilindrae Divinorum, Prefex of Fire, Priestes of Caloxdur, that give a better understanding of my country. I hope they give you sufficient information.
    I shall consume your time no more and hope to meet with you in person one day so we can discus the future!

    Yours sincerely,


    Combulei Divinorum, High priest of Fire

    Diplomacy: 3
    Military: 3 (+1 round 3)
    Curiosity: 3 (+1 round 4)
    Faith: 10 (+1, +2, +1, +1 in round 1,2,3,4 respectively)
    Luck: 2

    Age: 76 (diseased)
    Gender: Male

    Combulei had 4 children:

    The first born:
    Vilindrae Divinorum, Prefex of Fire, Priestes of Caloxdur. (old titles, now High Priest)
    Age: 56
    Gender: Female

    The second born:

    Inualu Divinorum, Council chairman, Priest of Caloxdur
    Age: 56
    Gender: male

    The third born:
    Silandei Divinorum, Keeper of the holy flame, Priestess of Caloxdur
    Age: 56
    Gender: Female

    The fourth born:
    Karila Divinorum, Preacher of Caloxdur, Consultant of the 12 temples, Priestess of Caloxdur
    Age: 52
    Gender: Female

    The fifth born:
    Simovi Divinorum, Carrier of the flaming shield, Primary server of Light
    Age: 48
    Gender: Male


    Quote Originally Posted by Chacmon View Post
    Gunung
    Region 1, Chacmon
    __

    [link to roll]


    Ruler Name

    Current Stats:
    Diplomacy: 4
    Military: 5
    Curiosity: 7
    Faith: 3
    Luck: 3

    Population: 88.000
    Terrain: Lava Belt, Small mountains, White plume mountains, Golden vale.
    People: Berapi (Demi-humans, red-skined, high body temperature and very heat resistand), Itzli culture.
    Resources:
    • [Good] iron/steel,
    • [Good] Obsidian,
    • [Good] Farm produce (grain and vegetables),
    • [Great] Adamantium.

    Import necessity/great desire: wood.
    Religion: Lord of fire (as a spirit of fire and the great volcano), volcano spirits, ancestor of the royal famaly as prophet and volcano pacifier
    Technologies: Adamantium forging.

    Spoiler: Original Stats
    Show

    Original Stats:
    Diplomacy: 3(+1)
    Military: 4
    Curiosity: 3(+2)
    Faith: 3
    Luck: 3




    [link to Family]




    Region Details

    Spoiler: General/History
    Show

    The Gunung country looks like a large expanse of mostly mountains from a distance, a closer look however reveals that over 60% of these mountains are in fact volcanoes. It is around these volcano’s that the ancestors of the present day Berapi first settled farming the extremely fertile soil on the volcano slopes and forming warring tribes where an eruption changed the political landscape more often then war.
    This lasted until the reign of Acal the clan leader of the Iyolloco tribe came up with the idea to use the rare and extremely heat resistant adamantium found in Itztetl to create what is a system of drainage canals to tame the volcanoes. (Think primitive medieval Dutch waterworks with lava instead of water) With this advantage Acal managed to unite al Berapi tribes in the Gunung kingdom. On a side note, Gunung is the Berapi word for volcano.

    Spoiler: Terrain
    Show
    Gunung is a large mountain region composed mostly of volcanoes rather than actual mountains. Farming happens on the slopes and in the valleys of these volcanoes and the city’s of Gunung are located in the main lava chambers of the volcanoes that have had drainage canals installed. Roads wind through the valleys and mountain passes. The large fortresses in the mountain passes and frequent patrols means that these are mostly safe. The land itself is divided in 4 distinct regions each with it’s own features.
    • Small mountains – A misleading name, the mountains and volcanoes here are actually quite large. It is named like this because the central volcano of the region; Acachto (meaning first) dwarfs al the mountains around it. Acachto used to be the regions most active volcano but nowadays it’s main lava chamber is the site of Gunung’s capital Itzli. The surrounding volcano city’s nicala and oontetl are small outposts by comparison.
    • Lava Belt – The southern region, composed of highly active volcanoes. The lave of these supply’s most of Gunungs obsidian making this region the centre of its construction and weapons industry. Two lava chamber city’s are within this region; cali and tocha.
    • White plume mountains –The northern region named after its mostly calm but constantly smoking volcanoes and the frequent snows. It contains the second largest volcano city of Gunung; Iztac. Most of Gunungs iron and steel comes from the lava of this city’s canals
    • Golden valley –A place of past glory, The very fertile Golden valley (between the two white stripes on the south eastern part of the region 1 map) used to be the breadbasket and most populus region of Gunung until Acal “tamed” Acachto and started farming it’s slope. Nonetheless this region remains one of Gunangs agricultural centres and the site of it’s largest (and only) aboveground city; tonatiuh

    Note: the actual terrain features as far as game play are concerned are; fertile land, mountains and volcanoes

    Spoiler: People
    Show
    The Berapi are descendants from humans who became extremely resistant to heat before living memory. If this was a natural process or a blessing of the lord of fire remains a topic of much debate to this day. Berapi can breed whit al species humans can breed with any species humans can.
    Berapi skin has a reddish hue and their body temperature is several degrees higher then that of normal humans. Their most notable feature is their extreme resistance to heat however although outsiders sometimes comment that the prevalence of red and white hair among the Berapi is more noticeable.
    Culture:
    For most of their history the Berapi where warring tribes that fought over the stable volcanoes and the Golden valley because of this they still have somewhat of a warrior culture although this has lessened in recent years as the tribes have become more and more unified. The modern day culture Itzli culture is focused towards working for stability and trade rather then war, but considers the maintenance of its military part of this stability. Cooking is considered a communal activity in the city’s where it is done on large cooking platforms next to the central lava lake of each city.

    Spoiler: Resources
    Show

    • [Good] iron/steel,
    • [Good] Obsidian,
    • [Good] Farm produce (grain and vegetables),
    • [Great] Adamantium.
    Gunung has more than enough farms to sustain its people and city’s where the food is stored in separate (cooler) rock cambers. Most other resources from gold to meat and furs is part of the bounty of the mountains although none of it is exploited in great enough quantities for extensive export. Special attention needs to be given to the lava canals and what the Berapi scoop from them with crude Adamantium shovels.[*]Adamantium – This extremely heat resistant metal is the pride of Gunang and is scooped from the lava canals of its capital in great quantities. Molten adamantium cools much slower then al other known metals but once it has cooled it is almost impossible to melt or even warm it again. The downside to this is that adamantium is extremely hard to refine and work with and as of 330 the Berapi can only pour very unrefined adamantium that is more brittle then iron. Under Topiltzin the first the amount of Adamantium that can be scooped from the canals was increased significantly[*]iron/steel –The lava canals of Iztac are blessed with a unique feature, a large amount of molten iron. Most of Gunungs iron and steel is scooped from the lava of this city’s canals.[*]Farm produce (grain and vegetables) –Under the rule of Aitah the first Gunung’s farms where expanded allowing for the production of more food than the people need, which means the excess can be stored or traded.[*]Obsidian –The primary building and weapon material of Gunung is found mostly in its southern regions where it is both mined from its volcanoes and scooped from the lava rivers of its city’s[/LIST]
    In addition to this the Berapi use pumice stone as a lightweight building material and sulphur as an accelerant to help start the (rare) wood based fires (mostly in villages and Tonatiuh).
    Wood is rare in Gunung with all the woodland found in the Golden valley used for tools and Tonatiuhs cooking fires. Because of this large wooden objects like furniture are a much vaulted luxury good in Gunung. Having a carved wooden door is considered the height of opulence and the throne of Gunung is was carved from the second largest tree in the kingdom hundreds of years ago.

    Spoiler: Religion
    Show
    The Lord of Fire is the (unenforced) state religion of Gunung. Like most people they do of course have some specific ways of worshipping however:
    -The lord of fire is also considered the lord of volcanoes and through this father of the earth
    - Acachto is thought to be his place of birth and as such Itzli is home to the extremely opulent (and much larger then the royal palace) step pyramid temple of fire’s birth which contains an ancient statue of the lord of fire carved from what was Gunungs largest tree. The top contains a brazier that is always lit using sulfur harvested from surrounding volcanoes.
    - Acal, tamer of volcanoes is considered a prophet of the fire lord (and indeed the person who converted his people to the fire lord).

    Spoiler: Technologies
    Show
    Under king Aitah the first the technology to forge Adamantium by submerging it in lava for long periods of time was developed. Gunung does not trade or share this technology but all adamantium traded out of Gunung is forged into whatever shape the recipients require.

    Spoiler: Education and Military
    Show
    Education is mostly taken care of by the clergy with all temples having halls of learning nearby where the children of Gunung are educated. Beyond this very basic education all Gunung citizens are required to spend at least 2 years in the military.
    -Those who show an aptitude for learning our priesthood are brought to the temple of Fire’s birth for further education.
    -Most people either take up an apprenticeship (usually with their parents),marry or stay as soldiers after their mandatory service is over.
    -The army, called yaoc mostly patrols the mountain passes, occupy the border mountain pass fortresses as well as the fortresses build in the entrance tunnels to the lava city’s
    -there are a lot of old fortresses in poor condition inland from the clan era that are now longer really used as anything more then outposts or stops along the roads
    -Service in the army is mandatory from either for 2 years except in the case of pregnancy the age of admission is either 16 or 18 but most Berapi serve a “full term” of 4 years (age 16-20)
    -Unlike most military’s the Gunung make extensive use of obsidian for both armour and weapons






    Mictlanpa
    Region P1, Chacmon

    Population: 81.000
    • [Good] Artic fish
    Import necessity/great desire: Farm produce (grain and vegetables).

    __

    Spoiler: Terrain
    Show
    Chilling Plains, where snowstorms blow almost continually and the dry snow acts like razors to exposed skin.

    Quiet Mountains, on the southern edge of the entire region. Called such because there is only 1 volcano in the entire mountain range. It is within this volcano that the Berapi founded the regions capital, Centetl.

    Spoiler: People
    Show
    Berapi colonist live in the volcano city and a combination of the indigenous Inuit,Berapi and hybrids of both people live everywhere else.

    Spoiler: Resources
    Show
    Its only resource is fish of Good quality caught from beneath the regions ice lakes. There is also several places where crude oil bubbles to the surface but no active harvesting of this resource is implemented. Grain and vegetables are the resource the region needs as the wintery landscape does not allow for the growing of these products.

    Spoiler: Religion
    Show
    Lord of Fire, using the same details in the how and why as Gunung whit the exception of some customs that the native people of the region share with their eastern neighbours.






    Tletica
    Region P8, Chacmon

    Population: 24.000

    [Royal Heraldry pending]
    __

    Spoiler: Terrain
    Show
    Plains of rising Fire, a large and surprisingly warm and lush plain filed with strange white grass that makes the rising temperature the only way to tell the imminent change in climate from a distance and the many cracks in the grounds from which puffs of blue fire rise, 90% of the population lives on these plains.

    Daughter of Fire, Mother of the Sky, A large and lone mountain in the centre of the plains of rising fire, blue fire constantly rises from its peak, but only during the day, and it is around this peak that the regional capital was build, Tlecuahuitl.

    Spoiler: People
    Show
    Berapi colonist live in Tlecuahuitl and farmsteads in the plain surrounding it. The colder regions contain some the indigenous Inuit. Berapi and hybrids of both people can also be found everywhere.

    Spoiler: Resources
    Show
    Its main resource is Blue fire of Good quality found on the plains this “fire” while looking exactly as it sounds like in fact seems to be a kind of very warm very light gas that only seems to be burning, native berapi trap it in large bags an use it as decoration, a source of warmth and as balloons for the kids.
    It also has White Flax which grows on the plains of rising fire, its fibres have a great variety of uses as all kinds of cloth and rope.
    Wood is the resource the region needs as the climate does not allow trees to grow and the soil in the rising fire region somehow does not allow for trees (although al other plants grow just fine).

    Spoiler: Religion
    Show
    Lord of Fire, using the same details in the how and why as Gunung with the exception of some special customs related to the blue fire, specifically they believe that blue fire is why the sky is blue during the day, a belief which is spreading.
    Quote Originally Posted by Reggiejam View Post
    Wenyavuk
    Region P2

    Population: 918,000
    Standing Army: 0





    Spoiler: Regional Leader of Wenyavuk
    Show

    Chieftain Pawondo Tayanya of The Heartwaste Tribe (B. 390)
    His Wife Wendry Serendel of the An Kal tribe and the blood of the Imperial Serendels (B. 393)
    Elina an Tayanya (B. 435) Pawondo and Wendry's daughter and eldest child. Her husband shall become the next Chieftain of Wenyavuk
    Hiykan an Tayanya (B. 440) Pawondo and Wendry's son and youngest child.


    Ruled by the Serendels for years by the time of unification between the Heartwaste and Wenyavuk in 431 Bekya Serendel, the Governess and Chieftainess of Wenyavuk due to her elder brother's, Hiykan an Nyovu and his wife's death, was 74 years of age and her eldest child Wendry Serendel was ready to undergo the Rite of Enlightenment. Pawondo Tayanya, eldest child, son of Countess Merisaha Tayanya and first cousin of Queen Valineth twice removed, was sent as the Heartwaste Tribe's Champion to face the quest chosen by Wendry Serendel from her Rite vision. The quest. To bring across the ice plains of Wenyavuk a shallow tray of Bloodfire without spilling a drop to prove that stability would come with the reunification of the two peoples.

    Pawondo, long derided as lazy and thoughtless being a male child of the nobility proved himself ten times over when he not only succeeded in the task assigned to him, but while doing so recited a Tarcbjorn poem that celebrated the beauty of winter and compared its sleek beauty to that of a woman, specifically Wendry. Upon arriving at Irfrin's Cauldron with an unspilt tray of Bloodfire he was married on the spot to Wendry by the priests of Irfrin and became the new Chieftain of Wenyavuk, uniting the lost peoples by blood.


    Spoiler: Terrain
    Show
    The terrain in the north is harsh, inhospitable and dominated by ice and snow. Only a few locations proved to be habitable, the rest is a desolate wasteland.
    • The Plains of Frost Almost all of Wenyavuk is covered in ice, and snowstorms often rage across its surface, turning it into an inhospitable desert that only experienced hunters dare enter. It stretches for hundreds of miles around the habitable regions and until recently, the Na'nuk believed it to cover the entrie world. It is not entirely devoid of life, as the massive wooly beasts of the north such as mammoths, sabretooth tigers and rhinos roam the Plains. Their hide and sturdy bones are the materials from which most items are crafted.
    • Tears of the Sun The Tears of the Sun are three basins within the sheltered valley of the river Wyaskovai. Within each of them, a multitude of warm and hot springs can be found, that heat the ground enough for simple crops to be grown during summer. The warm water feeds the river and enables the growth of stunted vegetation along its course. It is here that the herbivore beasts come to graze, and the Na'nuk to hunt them.
    • Irfrin's Cauldron Irfrin's Cauldron is the lake at the end of river Wyaskovai, which has no natural discharge. It is much deeper than it is wide and its waters never freeze, although they turn cold during winter. Over half the Na'nuk live among its shore in small settlements, and most of them put out in small canoos each day to fish. Of the two islands in the center, one harbors the only forest in all of Wenyavuk. On the other lies the stone tent of the Chieftain of the four tribes.


    Spoiler: People
    Show

    Population - 918,000

    The people of Wenyavuk - the Eternal Plains of Ice - call themselves Na'nuk, which means 'The Sheltered'. They are humans of medium height and wiry stature, as food is scarce and life is rough in the north. Their skin is darker than snow yet fairer than sand, but the hair is entirely black and smooth. Four known tribes exist, one living in each Tear of the Sun and one at Irfrin's Cauldron. Each of them is led by a chief or elder, which is selected by different means in each of the tribes. All tribes togther are governed by the chieftain, which is always the spouse of the old chieftains eldest heir. When an heir comes to age, he undergoes the Rite of Enlightenment, in which he is aided by the mystics of Irfrin. At the end of the rite, the heir will have learned a quest their prospective husband will have to fulfill. Each tribe may select a champion to attempt the quest and the victor then has the duty to marry the heir and prepare to become chiftain once the old chiftain dies. This system is not without flaws but it has kept conflict from the tribes for many generations and life is precious in the north.

    At some point during the troubles of the Heartwaste it was discovered by scholars at the artic institute that the Na'Nuk shared a heritage with the werekin of the Heartwaste and those denizens of the Heartwaste were unofficially titled "the fifth tribe of Wenyavuk" With work done by Queen Valineth Varinel and Emperor Girard of Serendel these lost peoples have been reunited.

    The warmth of the springs and the lake supports some vegetation and even the growing of crops during summer. The crop is meager however, so only indispensable plants are grown, such as medicinal herbs and spices. Most of the food comes from the river and the hunt, making fisher and hunter the most common profession among the Na'nuk. In addition to meat, hunters provide their communities with wooly hide and bones from their prey. The hide is especially warm and used by artisans to fashion both clothing and shelter. The bones are used as a substitute for wood - which is not available in large quantities - in the creation of weapons, tools and rarely armor. Gold and silver is sometimes found along the river and used to make trinkets from amber, yet workable metal for tools is rare and hard to come by, as the ground outside of the habitable areas is mostly frozen. What little copper and bronze is available, is forged atop volcanic vents by the mystics of Irfrin. Where possible, obsidian is used instead for weapons and tools. Habitation differs from family to family, those that are more wealthy often live in brick housings or sophisticated tents made from fur and bone natural and warmed by elaborate heating systems, while less fortunate families inhabit converted caves warmed by springs.

    The Na'nuk are generally peaceful people, and while they are no strangers to conflict - as much of their life is a struggle with nature - they only know about war from ancient tales, since the tribes have coexisted for many generations. There are frequent rivalries between families or tribes, but as the saying goes: when the snow rages, no one is left in the cold.


    Spoiler: Resources
    Show
    The giant Wooly Mammoths of the plains serve two purposes to the Na'nuk. Their bones are sturdier than wood and large enough to fashion tools, spears and even armor from them. The true value however lies in their woolly hide, which is thick and warming, yet soft an malleable, keeping the Na'nuk warm during winter and whenever they venture into the plains. Recently, the Na'nuk have undertaken efforts of domesticating the mammoth.

    As the waters of Irfrin's Cauldron cool in the frigid air of the north, its warmth is not surrendered freely to air, yet crystallizes in Great chunks of amber that float atop the lakes surface. Their color ranges from the golden shimmer of the sun to the deepest red of embers. It is collected by the mystics of Irfrin and used for carving holy symbols, talismans and is sometimes burnt as incense during festive rituals. Pieces the size of a thumb are common enough for all Na'nuk to possess one, while those as big as a head are valued commodities by the temple. Chunks the size of an arm are finds of a lifetime. Inclusions in the amber are uncommon but can be found, most of them are small crustaceans or conchs.

    With most of the land frozen solid and covered in layers of ice and snow, mining is nearly impossible and metal is almost unheard of.


    Spoiler: Religion
    Show
    The world as the Na'nuk know it was born in snow and ice. As it lay in the vast nothingness a thousand generations ago, it was found by Irfrin, the god of light, fire and warmth. As he turned his blazing eyes upon the world, the snow and ice gleamed so fiercely, that even Irfrin was blinded for a moment. As he blinked, three tears fell from his eyes and hit the world. Where they struck, ice melted and snow evaporated, and they burned deep into the ground, from where they radiate their warmth to the surface. Ever since then, Irfrin has been careful to not look at the world to closely and at times even avoids doing so at all for more than a full moon. But the fire of his tears burns ever so brightly, giving life to the Na'nuk. The three spots where his tears are buried are refered to as Tears of the Sun, and their presence is the only reason that life is at all possible. Far from the tears however, in the night and under the cover of storms, lurk the creatures that welcome the cold. First among them Syivine the Snowtiger, who will turn the world to ice again if Irfrin ever turns his gaze away completely.

    As wood is rare in Wenyavuk and hot springs are abundant, fire is rarely used outside of religious ceremonies. During the two long winter moons when the sun never rises completely, a fire is kept burning at each temple. Actively extinguishing such a fire, for whatever reason, is a grave offense and the punishment is exile to the ice. Religious ceremonies are conducted by the mystics, a small group of Na'nuk that are dedicated to spiritual matters. Individual mystics are usually beholden to the chief of their tribe.

    In recent years, due to contact with the outside world, the close similarities between Irfrin and the Lord of Fire have been discovered. While most Na'nuk believe them to be one and the same, old customs prevail and faith is still the domain of the mystics. While some customs from the South have been adapted, religion in Wenyavuk remains unorganized.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
    League Wiki

    Spoiler: Previous Avatars
    Show
    (by Strawberries)
    (by Rain Dragon)

  18. - Top - End - #78
    Ogre in the Playground
    Join Date
    Mar 2012
    Location
    In Orbit
    Gender
    Intersex

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    An Nádur
    Rain Dragon

    Population - 217 000



    Ceannin Athwyn
    Link to Original Rolls

    Current Stats
    Diplomacy - 10
    Military - 1
    Curiosity - 2
    Faith - 4

    Spoiler: Na Saoithe
    Show
    The Na Saoithe are undoubtedly the most highly respected members of the An Nádur Tribes. To become Na Saoithe, one must have lived more than a century, have become a highly respected leader of their community, contributed revolutionary works for the betterment of An Nádur and have the support of a significant portion of the Tribes. There are only eight Na Saoithe at any one time; two for each of the four ancient aspects Hiacha, Cutheos, Merigan, Fwythlon. The two Na Saoithe of an element are usually Life Mates, however this has not always been the case.

    The Ceannin is chosen from among the Na Saoithe through a long period of Dreaming and Discussion. As it often takes many years for a Vision to come or a decision to be made, the process of determining the next Ceannin begins soon after the rise of the current one. Often if the Ceannin's Life Mate is one of the Na Saoithe at the time the Ceannin is raised, they will retire from their position to support their Life Mate in their new role.

    Hiacha
    The aspect of Hiacha represents health and lore. As such, the Na Saoithe Hiacha have vast experience in healing, herblore and are exemplary loremasters. Typically, the Na Saoithe Hiacha also specialise in brewery, cookery and runelore.

    Cutheos
    The aspect of Cutheos represents nature and diplomacy. As such, the Na Saoithe Cutheos have vast experience in the world's creatures, plants and are exemplary diplomats. Typically, the Na Saoithe Cutheos also specialise in brewery, woodscraft and Llysia Singing.

    Merigan
    The aspect of Merigan represents physical ability and tactics. As such, the Na Saoithe Merigan have vast experience in battlecraft, strategy and tactics and are exemplary warriors. Typically, the Na Saoithe Merigan also specialise in brewery, logistics and dance.

    Fwythlon
    The aspect of Fwythlon represents beauty and preservation. As such, the Na Saoithe Fwythlon have vast experience in the arts, earth sciences and are exemplary craftspeople. Typically, the Na Saoithe Fwythlon also specialise in brewery, gymnastics and painting.





    Ti Kathuan



    Population - 58 000

    Spoiler: People
    Show
    45 000 Cervidh | 10 000 Kriïti (Chalk Elves) | 25 000 Spriggans | 4 000 Sylphid

    The Cervidh
    Guardians of the World's Creatures

    The Cervidh are a highly spiritual people who appear almost Human (or more accurately, almost Fae). Their eternally youthful faces are framed by wild locks of hair ranging anywhere between deep browns to reds to deep greens. Pointed ears poke from beneath the hair, sometimes pierced with pieces of metal or bone. Above the ears a Cervidh's antlers (or rarely, horns) can be found. Generally these antlers are mostly brown or bone coloured and match their small deer-like hooves. Below the waist a Cervidh resembles the hind legs of a deer with short fur ranging anywhere between deep brown to light grey to orange-brown. From the waist up the differences between a Cervidh and Human are more difficult to notice. The Cervidh have small claws rather than nails which are used for digging for roots or in defense. They also possess larger canine teeth than a Human though the Cervidh are herbivorous.

    The Cervidh are well suited to cooler climates despite naturally lacking in body hair on their torso. A popular story for how the Cervidh lost much of their body hair is that during the devestation of a few hundred years ago hair from their chest, back and upper arms fell out and never regrew, though this explanation does not explain how later generations lack this hair. The only body hair to be found on their upper body aside from the hair on their heads is a long strip of hair growing from wrist to elbow. Often, a Cervidh will cover the hairless sections of their bodies with tattoos or body paint. Popular tattoos include vine-like designs, flowers, star constellations and religious symbols. These tattoos are clearly visible for a good portion of the year as the Cervidh rarely wear clothes during the warmer months. As some sapient beings seem to act funny around someone not wearing cloth on their lower half, a Cervidh will wear light long skirts or loose trousers in such company. During the winter, slightly heavier versions of these garments are popular coupled with fur-trimmed cloaks and a simple loose tunic. Older members of the Cervidh will wear belts with special ornate cloth hanging from the back to around knee length.


    The Elves

    The Elfin Folk who currently travel with Ti Kathuan largely hail from Tuhiland and used to make their homes in the caves. They are renowned for their exceptional Llysia singing and craftselfship. The Elves who remained with Ti Kathuan rather than becoming part of Ti Saethyl are particularly attached to the Kathuan culture and the deities Dernyos and Ethyllwn. Were it not for the Elves of Ti Kathuan, it is said the export of Sung Blossoms and Sung Blossom products would not be as successful as it is today.


    The Spriggans

    The Spriggans of Ti Kathuan hail from the Broken Enclaves. The Spriggans who joined Ti Kathuan are strong individualists and embody many of the values of the fae tribe including strong familial ties and emphasis on community. It is said flora grown and cared for by a Spriggan are far superior in quality to any other. The Elves of Ti Kathuan and Spriggans in particular share a strong bond not only due to both being former citizens of the Kingdom of the Carmine Sea, but also due to the Elves' Llysia singing which the Spriggans love.

    Spoiler: Culture
    Show
    Tales, music and dance are very important in Kathuan culture. It is nigh impossible to find a Kathuani who would refuse to participate in song, dance or story-telling. Music is played on a wide variety of instruments which the Tribe has accumulated knowledge of over time. Some of the more notable examples of instruments the Coedyn and later the Kathuan have played for centuries include the Nai Pipes* named after the Goddess who enchanted any who listened with her music; a relatively large hollowed out branch called a Didgeridoo which the Kathuani did not develop but received from allies long ago now thought to be lost and a relatively recent invention called a Hurdy Gurdy** after the people who helped the Kathuani create them. Instruments made of wood are relatively rare and valued as the Kathuani refuse to steal from nature. As such, any wood which is used is wood that has been found. Occassionally, the Kathuani will Sing (see Sung Blossoms) to the trees asking for branches they could use which the tree could spare. It is unknown whether this has any effect at all, however, and some foreigners scoff at the idea of singing to a tree for wood.

    Unfortunately however, if singing to trees have any effect at all this effect is more or less negligible as the Kathuani are only able to gather a very small amount of wood each orbit. As such, wood is valued and used very sparingly. Rather than living in caravans (as some travelling folk the Kathuani have encountered before), the Kathuani sleep under the stars and have very little in the way of belongings. Occassionally, they will tie a blanket of cloth with ropes attached at either end between two trees to sleep on. When weather is rough and there is no shelter nearby, the Kathuani will erect large tents and gather beneath them with their animal companions. Such weather rarely catches the Kathuani offguard however, as they are very in tune with nature and can usually pick an optimal shelter for the weather to come.

    Above all, the Kathuani are a nature loving people. Most who choose to join them do as well and the rest usually either comes to love nature as much as the Kathuani or leave Ti Kathuan permenantly.

    Spoiler: Resources
    Show
    Talismans
    Though some materials such as various wood or rocks are believed to hold power, the Kathuan Tribe strongly believe one can make more out of them just as Humans do not often eat eggs as they are but often bake them into cakes. Even rather mundane items can be combined to contribute to a greater goal. Made from whatever can be found using secret rites and techniques while giving due respect to the spirits of the land from which the materials were found (but never stolen), the Talismans the Kathuan Tribe craft are as varied as the materials which make them. Talismans are crafted for luck, fortune, happiness, health and more. There are almost always an abundance of Talismans for trade and the Kathuan Tribe are more than happy to offer them for trade.


    Kathuan Wisps
    Not much is known about these small globes of floating light outside myth and legend. Among the most popular tales one explanation is that they are fragments of Old Spirits, another that they are fragments torn from the world itself as a result of the devestation of a few hundred years ago. However they came to be and whatever they seem to be, the Kathuan Tribe does not lack for the Kathuan Wisps. They seem to be drawn to wise beings, following them around most everywhere and waiting outside buildings, tents or caravans which they will almost always refuse to enter. Most of the Kathuan Tribe have six or more Kathuan Wisps follow them as for some reason they seem particularly drawn to the people and the people seem to have a few secrets for how to care for these wisps. Unfortunately however, in recent times the Kathuan Wisps have become so numerous they have started to interfere with daily life of the Kathuan Tribe. As such, selections of wisps and a handful of secrets in how to keep them are currently for trade though some of the Cervidh in particular seem rather attached to the Kathuan Wisps.


    Sung Blossoms
    Perhaps one of the first things of note when seeing the Kathuan Tribe for the first time is the abundance of plant life they carry with them. At almost any time of the year their camp will be abundant in blossoms both those local and not. Whether a plant flowers or not, the people of the Kathuan Tribe will analyze its properties and if useful will carefully place it in a pot to take with them. Once a week, the people will gather in large circles around plants due to flower and sing and dance to encourage the blossoms to grow. It is unknown whether this has any noticeable effect on the plants or if the plants simply yield quality blossoms due to the care the people give them.

    Nonetheless, the Kathuan Tribe take great care in harvesting and storing useful plant matter for use later while also ensuring the plants produce seeds for the next generation of plants to grow. For some reason or other, the Kathuan Tribe have an abundance of so-called 'Sung Blossoms' which have a large number of uses including for drinks or poultices aside from their natural beauty. As such, they offer a modest amount of dried and pressed Sung Blossoms or ready-made Sung Blossom drinks for trade.


    Import Desire - Fruit
    Though it is usually not difficult for the Kathuan Tribe to gather the food they require (primarily leaves, roots, grasses and nuts for the Cervidh), various fruits are a sweet and rare delicacy which often cannot be found throughout the year unless one happens to farm fruits. Though fruit are by no means necessary for survival, the Kathuan Tribe often trade for them when they get the chance.

    Spoiler: Religion
    Show
    An Náduri Paganism - Majority

    An Náduri Paganism is a polytheistic religion currently consisting of nine primary deities and countless lesser deities. A brief overview of the more notable deities can be found below. Alongside the deities, it is believed the Spirits of the Land hold great power over day to day life though their temperament and intentions are as varied as those of the mortals of the world. As hospitality is central in the Kathuan Tribe's culture and beliefs, Spirits (known as Aes Calon) who are not hostile are welcomed with open arms. Often, the Kathuan Tribe will leave offerings of food, ale and flowers in thanks for things the Aes Calon have done as well as to welcome the Aes Calon to join them while they are there. The Kathuan Tribe would never practice their beliefs in a church or temple as this would only serve to distance them from the Aes Calon with whom they wish to worship.


    Dernyos, the Lord of Nature - Patron God of Ti Kathuan
    It is only right Dernyos is our Patron God, for we are His Children.
    -An Old Cervidh saying

    Dernyos is one of the oldest deities of today. Though he wasn't one of the Elder Gods who emerged from the Primordial material which made much of the universe, he was a son of a union of three. The universe's core had been largely finished, though Dernyos quickly found himself dissatisfied despite the abundance of wonders of the young world. One day, he had the inspiration to create beings of what little Primordial material that was left. He created the first of these beings to be similar to himself and tasked them with the protection of the numerous others whom he created. These first were far lesser to Dernyos himself, but had something no other creature had at the time; sapience. From then on, the unpredictable nature of Primordial material asserted itself and evolved quickly into countless other creatures. Though the process has slowed, creatures are constantly growing and changing.


    Ethyllwn, Goddess of the Elves - Patron Goddess of Ti Saethyl
    When the world was young and the Deities were still in the process of Shaping it, the Elves stepped out from the blossoms the Goddess Ethyllwn had been growing for millennia. So began the First Age.

    Few deities refuse to take a more tangible form and none were created of Primordial material which were not the doing of the Elder Gods or other Deities aside from Ethyllwn, Goddess of the Elves. She grew fond of Dernyos' creations and watched as they formed, but soon came to believe their world to be incomplete somehow. After a time, it dawned on her that there were supposed to be other life though she could not say what nor could she figure how she knew. Many years passed as Ethyllwn pondered how and what other life to make before she gave up in frustrated and began to mold the last of the Primordial material left in the core into the Great Tree. From the Great Tree in the universe's core came the seeds for all other plants of the universe, adorning everything with their life-giving beauty. Soon, creatures came to rely on plants as much as plants came to rely on creatures. Seeing the work the Cervidh carried out to protect all creatures, Ethyllwn set to work creating a seed which would grow to bear caretakers for all plants. This task took all her attention for countless years, but finally she planted the first of the seeds from which the Elves would eventually be born. The First Age began when the first Elves finally stepped from the blossoms of the Vines Ethyllwn had planted.


    Nai, the Goddess of Fertility
    Her beauty enchanted all who looked upon her. None had a chance when they heard Her Pipes.

    One of the first Elves to step from Ethyllwn's blossoms, Nai's beauty even then was beyond that of any other and from then only grew as she matured. By the time Nai had reached adulthood, she had become the envy of many of the Deities themselves due to her myriad talents and breathtaking beauty. She soon became a symbol of new life among the elder races, which drew the wrath of some of the more vain spirits who believed the young Elf had usurped their place. They brewed a plan to rid the world of Nai in secret, but found no mortals willing to back them. After a time, it became evident time refused to change Nai's appearance in the same way it did for all mortals. She retained her beauty and became ageless. During the time of the Elder Gods disappearance at the end of the First Age, some of the Deities offered Nai a place among them as the Goddess of Fertility, a symbol of beauty, new life and love. To this day, there are jealous Aes Calon who seek to rid the world of Nai and to this day she is so universally adored by all that such a plan is doomed to failure.


    Lea, the Lord of Healing
    The Great Serpent of the Sea and the Sky watches over us. For those in need of Healing need His gifts to us; fresh water and fresh air

    While Dernyos was creating creatures, the Elder Gods continued work on their own creations. One of their most noteworthy creations was a mighty Serpent with draconic features who would eventually be known as Lea, the Lord of Healing. A short time before the First Age, Lea glided through the first sky, seeking the first clouds. By gathering the first moisture in the air together into bigger and bigger clouds, Lea created the first storm clouds which rained until the first oceans were filled and the core had enough water until the next rain. Lea learned to use the air and water to heal and preserve life and by the Second Age had become powerful enough to ascend to Godhood. Though the Dragons the Elder Gods created were greater than Lea, most of them died during the Third Age leaving Lea to be one of the last draconic beings. Sometime during the Fifth Age, Lea appeared before the new nomadic nation of An Nádur and taught them much of the art of healing before returning to the universe's core where most of the deities reside.


    Chyllaen, the Deity of Cunning
    You know, Chyllaen was only an Aes Calon once. Now they are the Master of Aes Calon, a deity in their own right!

    How the spirits came to be is a mystery which has eluded everyone, yet here they are. The first and most powerful of the spirits came at the end of the First Age. Though none came anywhere close to the power wielded by a deity, these spirits lingered in mortal realms and were by far the most powerful entities there. Their notoriously mischievous nature combined with the power to wreak havoc soon became an issue for the mortals, thus drawing the attention of some of the local deities. Before they could do anything about this new issue, however, one of the spirits was seen to be a benevolent force. The deities chose to wait awhile and soon saw more such spirits appear. These spirits came to be known as Aes Calon and though they had the same unpredictable nature as all other spirits, Aes Calon and mortal-kind worked together to solve the issue of the malicious spirits themselves. During the Fourth Age, the deities were concerned they would have to intervene as a particularly powerful young spirit rose but they stayed their hand for the spirit did more good than evil. After the deaths at the end of the Sixth Age of the local deities who were keeping an eye on them, Chyllaen seized the chance to become a deity themself. Chyllaen still retained all their Aes Calon talents, skills and quirks and soon became known as a kind being despite their reputation.


    Fanael, the Wandering One
    Some prefer the path less taken while the wise will see a path as nothing more than guidelines.

    Whilst Dernyos and Ethyllwn were working on the creation of animal and plant life, some of the energy released in the creation formed to become their own entities. Most of these faded away only centuries after their creation but a few remained. One of these was Fanael, who was born of most creatures' and some plants' desire to wander and explore. Though Fanael was a powerful entity for a long time, this was more as an abstract force than a deity. During the birth of magic which heralded the Third Age, Fanael's power grew and their consciousness emerged allowing their path to deityhood to begin. Fanael would tempt beings to wander further both to their detriment and for their benefit but always would Fanael be there to watch over those who would explore. Unlike many of the other deities, Fanael would have a more direct hand in things and preferred it that way though it consumed almost all that Fanael had to do so. Constantly would Fanael gleefully discover things themself alongside the beings who discovered them. Due to concentrating almost the entirety of their being on continuing as they always had, Fanael was always weakened for it. Nonetheless, they are undoubtedly one of the most powerful deities in existence.


    Llythial, the Lunar Goddess
    The power of the moons are subtle but undoubtedly powerful beyond imagination.

    Llythial is the only deity of the nine primary deities of An Náduri Paganism who is a local deity to Telluris. This speaks not only to the power of Llythial herself but the power and importance of the Tellurian Moons. It is said that Llythial has been a Goddess for as long as Telluris has been, though when this is is a controversial topic. Most claim that Telluris was born during the end of the Fourth Age, which others claim cannot be possible for how could mortals have hoped to cross to other worlds before without mention of such a journey? The latter opinion however is least popular purely due to the large gaps in tales of the Ages which is undoubtedly directly caused by time. It is amazing enough that history as far back as a couple thousand years is known by An Nádur, let alone any of the tales of the faith. Llythial's purpose and powers are largely unknown, though she is undoubtedly one of the more seemingly benevolent deities. Her hair is a shimmery blue, complimenting her bright silver skin and contrasting her deep black eyes. It's unknown whether she came to be because of the Tellurian moons or if the Tellurian moons came to be because of her, but it is clear to all that they are linked in ways mortals will never understand. Therefore, she is responsible for the light by which the nocturnal creatures rely upon to see, the tides, the calendar and much more and therefore one of the more well loved goddesses among the Cervidh.


    Thirgel, Deity of the Arcane
    Try as one might to uncover all mysteries and secrets, more shall always take their place.

    One of the other entities who formed of the energies released during the creation of plants and animals was Thirgel. Unlike Fanael however, Thirgel grew to become a deity long before the First Age. Thirgel also did not seem to bear a strong connection to plants or animals, though what they were connected to was unclear until the near the end of the Second Age when strange happenings began around Thirgel. Wherever Thirgel went, many things changed; some for better and some for worse. There didn't seem to be rhyme or reason to it until the first living beings began utilising something which the universe had never seen before. When the first beings tapped into what is now known as magic, everything changed. Some changed for the better, like many of the Elder races, while others became twisted shadows of their former selves or died out completely. There did not seem to be any patterns to this occurrence nor was anyone able to stop it. This time is known as the birth of magic and left a permanent scar on all that it touched. Shortly afterwards, wherever Thirgel went it seemed magic settled and stabilised though it remained relatively unpredictable. It took hundreds of years before Thirgel had visited everywhere and the Deity never once bestowed their secrets to anyone, even fellow deities. Eventually it was discovered that those who delve deeply into magic for largely selfish reasons suffered a fate worse than death. Furthermore, magic seemed to react and behave as though it had a conscience though it has never proven to be more than a force or energy. Due to this, benevolent magics are safer though more difficult to perform. No magic is safe, though it seems Thirgel has made it their task to protect those who would seek to uncover the mysteries of the world and ensure that more will always take their place.

    Wotka, God of the Arts
    Within art one shall find a piece of the artist's Soul.

    Wotka's origins are unique among the deities for he is the only one who was created by mortals themselves, though how this came to be none have managed to figure out yet. The First Age was the strangest and least understood Ages even when compared to what is known of all other Ages combined. From Dernyos' and Ethyllwn's, flora and fauna inherited an intense desire to create. Though their creations were in many ways arguably inferior to themselves, they were also in many ways far greater than themselves as well. Toward the end of the First Age, the Elder Races cooperated to craft from what they could find a colossal statue of a being several of the most well respected Dreamers of the time of each race saw in their dreams together. This statue was one of the few things which survived the constant change which suddenly ceased at the end of the First Age. On the dawn of the Second Age, the statue opened one mighty eye blearily to the amazement of all who beheld the occasion. The next day, he opened his other eyes. The colours painted onto him became more vivid until it was as though he were a living breathing being. Many years later, the statue shuddered and shook loose a rocky exterior. Standing stiffly, the being proclaimed himself to be Wotka, God of the Arts and thanked the races still present who created him before taking his first few steps toward the universe's core where none doubted he belonged.


    Minor Deities

    The Guardians of the Land of the Dead
    We visit our departed loved ones in our dreams, but Kylan, Gwarei and Scith ensure we do not stay for long; the departed need their rest if they are to return to this world.

    The biggest difference between immortals and mortals is that immortals are tied to one time and place whereas mortals are not. Eventually, mortals become weaker until it becomes clear they can no longer stay. Before the Second Age, there was no place for mortals to go and they simply ceased to exist until very few mortals remained. Some of the more powerful mortals believed the blame lied with the immortals, sparking a war in which many died before the deities could directly put a stop to it. The damage done and no answers to the issue, the rift between the immortals and mortals grew until the universe settled and the Second Age began. During this time, when some of the particularly strong mortals died some or all of their essence remained behind in the form of the first spirits. The ones with the strongest souls and/or connection to the land were the most likely to leave spiritual energy behind which may or may not eventually form the first Aes Calon. It is said the three greatest heroes of the Second Age became the three strongest spirits of the Age when they died. They saw the plight the living were in and sought a solution. After the end of the Second Age, they found it in the form of idyllic lands toward the edge of the ever expanding universe where there was still Primordial material present. When any mortal died, the three spirits guided them to this land to rest so they may ultimately return to the land of the living once more. While this did not bridge the rift between the mortals and immortals, it prevented the death of countless creatures.


    Daen, the Lady of War
    Death flies swiftly upon feathered wing, the battle cry of the crow accompanying the clash of steel. Yet, Daen comes not for those who would needlessly take life.

    It is said there will always be war in Telluris of some form or other and there always has been. One will fight for what they believe is right against another who fights for what they believe is right. Neither are necessarily right or wrong, the winner is not always the best and war can result in destroying much of what one fought for to begin with. Often war comes when there is no other way and Daen comes to watch. Her blind eyes see naught but glory as her battle cry rings out, heralding a war to be fought with honour and good reason (though there never was honour to be found on a battlefield). When the brave fall, she will carry them to their rest upon her pure white wings. It is with this paradise and her love that Daen ensures no followers of An Náduri Paganism are afraid to give their life for what they believe is right to make the world a better place in which to live.


    Lord Miot and Lady Drysor of the Earth
    All wonders to be found beneath the ground were handcrafted by Lord Miot and Lady Drysor... Except Hai Vyuma

    During the Beginning Times, the Elder Gods crafted the people of stone and left them beneath the earth to sleep until the time came that they could awaken to live fulfilling lives in the world the Elder Gods had created. A small handful of these beings were created to be on the level of deities for reasons none can fathom. The people of the earth finally awoke during the birth of magic, emerging for the first time to find themselves in a glorious world filled with wonders and dangers in equal measure. Soon enough, they had made their homes beneath the earth throughout most of creation and had befriended many of the beings who called themselves the Elder races including the Dragons. Two of the first generation of the people of the earth were Lord Miot and Lady Drysor, who quickly became well known for their natural curiosity and friendliness. Sometime during their younger years, the pair disappeared together and were not seen again for decades. Most had given them up for dead, though some of their closest friends and family remained convinced they would one day return. A century passed before they finally returned carrying a rock the likes of which none had ever seen before; the first ingot of gold to be brought to the surface. Lord Miot and Lady Drysor had discovered pockets of Primordial material which had forever changed them. With their newfound powers and the material they had created the first gems and metal ores, which to this day are some of the most sought after and useful items in Telluris. After all their friends and family had passed away, Lord Miot and Lady Drysor sought out the rest of the remaining Primordial material beneath the ground and made countless wonders of it. It is said that wherever they are today, they still have some of the Primordial material which granted them their powers.


    Favi, the Deity of Future-Sight
    Favi themself could not forsee their beloved sister's death. Future-Sight is a gift, no doubt, but is merely what could be rather than what will.

    Favi is one of the few deities who existed before the First Age who is not yet deceased, though Favi did come close during the murder of the deities by the Western Fae Empire toward the end of the Sixth Age. As much as Favi tried to protect their sister, the Goddess of Destiny, eventually the selfish Elves who sought immortality slew her and spun the world into chaos once more for no longer was the Goddess there to set loose guidelines nor could Favi see clearly into the future. It did not take long for everyone to adapt, though Favi still mourns the death of their sister to this day. Rather than see small pieces of what will be, Favi and those oathsworn to them see many pieces of what could be though to do so takes far more effort. With what one has, one must craft their own destiny with their own hands. It is said Favi seems weaker every day and mortal prophets and visionaries grow stronger though few are brave enough to speculate why.


    Gweddyl, the Lady of Balance
    In one hand she holds the executioner's axe and in the other she holds the stone proclaiming innocence.

    One of An Nádur's most well loved tribal deities is Gweddyl, the Lady of Balance. She taught the young nation how to remain a positive force in the world. To seek balance between light and dark, chaos and order, war and peace, but to always do what is known to be right and avoid that which is known to be wrong. Such balance does not work for all peoples certainly, but the concept of doing what is right and taking care to seek betterment in oneself is something which applies to all. Many cultures have a system of justice and for the An Náduri, those who have severely wronged the nation are banished and at Gweddyl's mercy.


    Morrenys, the Mother of Dragons
    Even when in the form of a human, it is obvious to all who lay eyes upon her that she is Morrenys, Mother of Dragons.

    The Elder Gods created three Great Dragons to serve as Guardians of their work around the same time as they left the deities with the designs for humans before mysteriously disappearing. One of these Great Dragons was Morrenys, who was to protect all other dragons and dragonkin so they may carry out their monumental task. It is said though she could not prevent the destruction of the majority of her charges during the Third Age, she still passionately carries out her task. Whether there are any dragons left who would carry out their task as Guardians is another question entirely.



    Ti Saethyl



    Population - 52 000

    Spoiler: People
    Show
    48 000 Elves (13 000 Liusti (Glacier Elves) | 16 000 Salaparani (Dark Elves) | 12 000 Susi (Coal Elves) | 5 000 Kriïti (Chalk Elves)) | 2 000 Cervidh | 1 000 Humans

    The Elves

    The Elves of Ti Saethyl have only been An Náduri for at most half a century. Despite this, a large group of Elves of all kinds embraced the Ti Saethyl culture within An Nádur and eventually became a distinct second tribe for the first time in decades. Many of the Elves still keep the same ways they always did, but have found it increasingly difficult to do so as their new nation moves further away from the place they came from. The only Elves who have almost entirely kept to their ways are the Salaparani, though it is whispered they have begun to adopt the ways of the enigmatic Ti Zal Veroshem, which has inexplicably remained with An Nádur for longer than any can remember.


    The Cervidh

    The few Cervidh of Ti Saethyl are largely proud members of cross race clans. Though they do not feel comfortable wearing the same clothes as the Elves, many of the Saethyli Cervidh wear a light long skirt year round and light robes on formal occasions. The Cervidh are just as interested in the Arcane as the Elves and though they do not possess natural talent in the same fields as one another. Because of this, the Cervidh and the Elves learn more from one another and so welcome each other's company though it can be difficult for them to see eye to eye on everything due to their differing perspectives.

    Spoiler: Culture
    Show
    The Saethyl culture is similar in many ways to the Kathuan. Both place importance on nature and arts. The Saethyl focus more on song and poems than the relatively broad range of the Kathuan. Furthermore, the Saethyl focus less on body art and more in beautiful flowing clothes which may or may not be suitable in the company of foreigners. As Ti Saethyl is more of a mounted culture than Ti Kathuan, skirted garments are rare. Instead, Saethyl wear trousers made of comfortable material with pieces of light, flowing fabrics attached to the waist of their trousers and thrown around their shoulders. Ornate robes worn over the top of trousers are also popular, though moreso for study or special occasions. Long ago, these robes would have been a status symbol, though now status is indicated in far more subtle manners known only to the Saethyli.

    Some outsiders who know a little of An Náduri Paganism and the Saethyli express confusion as to why the tribe as a whole chose Ethyllwn as their patron rather than Thirgel. Very few seem to realise the seeming obsession with the Arcane is due to a very small but influential core of folk who are oathsworn to Thirgel and are relied upon for their work. Though this core died many years ago with the last great Saethyl Tribe, the Elves which sparked the new Ti Saethyl claimed to be the new Saethyli Core and presented those who were interested with their amazing new innovations and philosophies. Most Ti Saethyli focus on their artwork and keeping the Tribe running so the Core may continue undisturbed.

    Much of the plants that can be found and cloth that can be produced is used within the tribe to craft infrastructure and food for themselves as they are less inclined to camp in the open than the Kathuan, instead preferring to set up a veritable city of tents and caravans whenever they stop. Being a relatively new tribe, the Saethyl have little to offer for export but still require supernatural alchemical components to fuel their research and support their lifestyles. Almost all of what they have for trade is bartered for the goods they need from their sister tribe Ti Kathuan. The tribe is always growing however, and soon enough the Saethyli will be ready to offer their own goods to the world.

    Spoiler: Resources
    Show
    Elfin Rune Chanters

    Saethyli magic had always relied on writing runes in the air with elaborate gestures, but never had the runes needed to be inscribed in more than air before. It was rare that they would be found on relics of the older times and always for aesthetic reasons. It has become clear to the Saethyli now, however, that however the world was when it is said magic last existed it does not remain so today. Though gestures would still hypothetically provide the strongest magic, no Saethyli has achieved any results in recent times. A few have managed to yield results through a slightly different method, however. When the runes are present in something more tangible than air and their meaning chanted, they glow dimly with power and occasionally have a consistent albeit negligible effect. For all the effort put into such small things as causing leaves to stick to someone's skin, pulling a small coin from behind someone's ear or causing a feather to levitate for a second, the Saethyli are nonetheless proud of their Elfin Rune Chanters. The best they could offer to the outside world include party entertainment, vague foretelling and supposed good luck spells but nonetheless the offer their services all the same. At the very least, much like the Llysia singing the Rune Chanters based a good portion of their technique on the process is beautiful and perhaps their chanting alone is worth hiring them.


    Giant Dragonflies

    --Placeholder--
    In Ti Saethyl the elven nomads, close with nature, have bonded well with the giant dragonflies imported from Kasumor and what started as a small community of dragon fly breeders has grown beyond a pastime and begun to produce [Good] amounts of Giant Dragonflies among the nomad group!


    Import Desire - Alchemical Components

    Ti Saethyl has long been known for its interest in the arcane be it supernatural occurrences, alchemy or magic itself. As a cultural group predominantly populated by Elves, much of the magical secrets it used to possess were related to plant life. One of the most prevalent magics of the world today which Ti Saethyl can obtain and study are the various Supernatural Alchemical Components such as Vatn-Dauths, Bloodfire and Hydrochloric Acid. Components such as salt or copper however do not interest Ti Saethyl due to their properties having been well documented already. Were Ti Saethyl to lose this information however, reexamining such materials would be necessary.

    Spoiler: Religion
    Show
    An Náduri Paganism (Minority)
    Pagan Sun Worship (Minority)
    Pagan Ice and Snow Spirit Worship (Minority)
    Pagan Animism (Minority)



    Ti Zal Veroshem



    Population - 50 000


    Ti Faoi Thalamh

    Population - 47 000
    Last edited by Rain Dragon; 2015-08-22 at 05:21 PM.
    I go by they/them/their or he/him/his pronouns

  19. - Top - End - #79
    Ogre in the Playground
    Join Date
    Mar 2012
    Location
    In Orbit
    Gender
    Intersex

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Spoiler: Great Projects
    Show
    Legends of the Deities - An Nádur

    The Legends of the Deities are a vast collection of legends and myths related to An Náduri Paganism. The work was begun hundreds of years ago, after An Nádur left the Western Fae Empire for good and the end of the Sixth Age. Still reeling from the loss of their magics and the murder of a good number of their deities, the An Náduri swore to do all that they could to remember the Fallen Deities. Some of the earliest tales also spoke of the disasters and heroism which came due to the death of the Goddess of Fate. With Destiny unknown, their magics gone and many of the Elder Fae lying dead around them, there is no doubt the early Legends of the Deities were the darkest. From these dark tales, however, flourished a strong An Nádur. The latest tales focus on recent Heroes, living Deities and famous songs which evoke wide ranges of emotions. Even those who do not follow An Náduri Paganism may find something within the myriad artworks which make up the Legends of the Deities.


    Wild Empathy - Ti Kathuan

    It is said the Cervidh are children of Dernyos, Guardians of Fauna. The details of this task, however, were lost with time. Wild Empathy is the name given to the colossal task of finding their way to becoming Guardians once more.

    Progress - 1


    The Athrawuin; A small clan for advanced studies - An Nádur

    The Athrawuin Clan is one of the oldest clans of An Nádur. They can reliably trace their ancestors back to the beginning of the Seventh Age, and rumour has it they are as old as An Nádur itself. Despite being one of the smallest clans, the Athrawuin are one of the most important to An Nádur as they are the leading Clan in academics. Most An Náduri with higher education either hail directly from the Athrawuin Clan or were taught by one of them.

    Progress - 1

    Spoiler: Trade Information
    Show


    Ti Kathuan

    Exports
    Kathuan Wisps
    -Kingdom of the Carmine Sea, Discordia (63A)
    -Hurosha Empire, Kasumor (4A)
    -Fera, Hleibjan (79)

    Talismans
    -Kingdom of the Carmine Sea, Farridon (69A)
    -Praeclarus (U31)
    -Kingdom of Mularuhm, Landerkunst (33B)

    Sung Blossoms
    -Kingdom of the Isles, The Broken Enclave (122)
    -The Sovereign Principality of Niskovia, Tekoshkiya (111)
    -Available!

    Imports
    Discordian Rock (Kingdom of the Carmine Sea - Discordia 63A)
    Quartz (Kingdom of the Carmine Sea - Farridon 69A)

    Squid (Praeclarus U31)

    Sabretooth Tigers (The Sovereign Principality of Niskovia - Tekoshkiya 111)


    Import Desire - Fruit - Unfulfilled


    Ti Saethyl

    Exports
    Elfin Rune Chanters
    -Available!
    -Available!
    -Available!

    Giant Dragonflies
    -Available!
    -Available!
    -Available!

    Imports
    Star Nectar (Kingdom of the Isles - The Broken Enclave 122)

    Huge Insects (Hurosha Empire - Kasumor 4A)

    Alchemical Components (Fera - Hleibjan 79)
    Spaiha (Fera - Halja 47B)

    Boiling Smoke (Kingdom of Mularuhm - Landerkunst 33B)


    Import Desire - Supernatural Alchemical Components - Alchemical Components (Fera - Hleibjan 79), Boiling Smoke (Kingdom of Mularuhm - Landerkunst 33B)


    Trades
    Kathuan Wisps (Ti Kathuan N-122) for Discordian Rock (Kingdom of the Carmine Sea - Discordia 63A)
    Talismans (Ti Kathuan N-122) for Quartz (Kingdom of the Carmine Sea - Farridon 69A)
    Sung Blossoms (Ti Kathuan N-122) for Star Nectar (Kingdom of the Isles - The Broken Enclave 122) to Ti Saethyl (N-126)

    Talismans (Ti Kathuan N-122) for Squid (Praeclarus - Praeclarus U31) *note* An Nádur only imports the ink produced by the squid.

    Kathuan Wisps (Ti Kathuan N-122) for Huge Insects (Hurosha Empire - Kasumor 4A) to Ti Saethyl (N-126)

    Sung Blossoms (Ti Kathuan N-122) for Sabretooth Tigers (the Sovereign Principality of Niskovia - Tekoshkiya 111)
    Kathuan Wisps (Ti Kathuan N-122) for Alchemical Components (Fera - Hleibjan 79) to Ti Saethyl (N-126)
    Conditionally receive Spaiha (Fera - Halja 47B) to Ti Saethyl (N-126) *note* See treaty between the Sovereign Principality of Niskovia and An Nádur for details

    Talismans (Ti Kathuan N-122) for Boiling Smoke (Kingdom of Mularuhm - Landerkunst 33B) to Ti Saethyl (N-126)

    Spoiler: Technology
    Show
    Mysticism Studies

    During their first interactions with the people of the Commonwealth of Lorvyn, the An Náduri and Ferans met. The latter of the two generously donated their groundbreaking theological studies, methodologies, philosophies and other information for delving further into one's own and other's faiths in what has been dubbed the 'Queen of Sciences'. Unfortunately however, this relies on a religious structuring which the An Náduri currently lack and which is ill suited to Kathuan lifestyle and practice.

    Prerequisites not met


    Oracles

    The concepts behind Oracle technology interested the An Náduri, especially as some elements seemed similar to some of their own rituals. Unfortunately however, Osuro Mirc plays an integral role in much of it making it difficult to implement anything useful. Further, the An Náduri rely heavily on dreams, incense, smoke and/or offerings to connect with the spirits and deities. Due to this, the An Náduri do not possess enough knowledge or experience to have found a substitute for Osuro Mirc and likely never will.

    Prerequisites not met


    Insect Taming
    Tales of the legendary Saethyli Dragonfly Riders are told to all with a sense of pride despite the Dragonflies and the techniques for their use in warfare having been lost long ago. When the An Náduri first met the strange Huroshans and heard of their huge flying insects, the Saethyli lept at the chance to take to the skies once more on dragonfly wing.


    Ocean Faring
    ...

    Prerequisites not met

    ...and all of the techs that Sobrida own because sod it why not, eh? /looks suspiciously at Aedilrad

    Spoiler: Sworn Oaths
    Show
    Surrounded by Charms, plants and Wisps lies a large heavily guarded stone


    Quote Originally Posted by Oath of the Lost
    The nations of An Nádur and its vassals and the Commonwealth of Lorvyn and its vassals swear to the following;
    -The Nations (listed above) who swore this oath shall not partake in aggression against any other Nation who swore this oath be it by military means or otherwise. Furthermore;
    -The Nations (listed above) who swore this oath shall provide military support should either Nation come under attack by a mutual outside threat
    -The Nations (listed above) who swore this oath shall provide military support should a call to arms from either Nation against a mutual outside threat be issued
    -The Nations (listed above) who swore this oath shall not impede trade between any other Nation who swore this oath
    -In exchange for the continued supply of Feran Spaiha for use by Ainiveous Elysius, An Nádur agrees to work with Fera and its liege the Sovereign Principality of Niskovia in good faith as agreed upon by both nations*.

    Sworn by
    Ceannin Llyeth of An Nádur
    Grand Prince Jehan de Sebastian of the Sovereign Principality of Niskovia

    *((OOC - This is a minimum of two actions per four rounds))

    Quote Originally Posted by Oath of Peace between An Nádur and Praeclarus
    The nations of An Nádur and its current and future vassals and the Praeclarus Makgrull and its current and future vassals swear to the following;
    -The Nations (listed above) who swore this oath shall not partake in aggression against any other Nation who swore this oath be it by military means or otherwise
    -The Nations (listed above) who swore this oath shall not impede trade between any other Nation who swore this oath
    -The Nations (listed above) who swore this oath shall freely exchange education, culture, and stories, so long as no other treaties with non-listed nations prohibit it

    Sworn by
    Ceannin Llyeth of An Nádur
    Sanctus Makgrull B'tman

    Quote Originally Posted by Oath of Peace between An Nádur and the Kingdom of the Carmine Sea
    The nation of the An Nádur and the Kingdom of the Carmine Sea and their current and future vassals swear to the following:
    - The An Nádur and all their people are to be granted free passage through the Kingdom provided they abide by its laws;
    - Neither party shall take aggressive action against the other be it by military means or otherwise;
    - Neither party shall take action to impede the other's trade save by prior agreement

    Sworn by
    Ceannin Llyeth of An Nádur
    Eldred, King of the Jarrs &c.

    Quote Originally Posted by The An Nádur-Hurosha Empire Declaration of Friendship
    The nations of An Nádur and its current and future vassals and the Hurosha Empire and its current and future vassals swear to the following;
    -The Nations (listed above) who swore this oath shall not partake in aggression against any other Nation who swore this oath be it by military means or otherwise
    -The Nations (listed above) who swore this oath shall not impede trade between any other Nation who swore this oath
    -In exchange for assistance from An Nádur deemed by the present Eienguard or Shinguard to be equal to or greater in service to Hurosha Empire to what has been agreed upon by both nations*, the Hurosha Empire will allow a small number of Elves and/or Cloudiz to join An Nádur if they so wish** as well as Insect Training Techniques to accompany the trade for Huge Insects.

    Signed by
    Ceannin Llyeth of An Nádur

    *((OOC - This is a sum total of eight actions))
    **((OOC - This would be through the recruitment-type action))

    Quote Originally Posted by An Nádur-Guilderene Expanse Oath of Cooperation
    The nations of An Nádur and its current and future vassals and the Guilderene Expanse and its current and future vassals swear to the following;
    -The Nations (listed above) who swore this oath shall not partake in aggression against any other Nation who swore this oath be it by military means or otherwise
    -The Nations (listed above) who swore this oath shall not impede trade between any other Nation who swore this oath

    Sworn by
    Ceannin Llyeth of An Nádur
    Kuku Lelion, Salterri Princess, wife to Doge Wesley, and Acting Doge of the Guilderene Expanse

    Quote Originally Posted by The Uran Convention
    -Noncombatant and refugees must be protected. They must not be killed. Surrendered warriors and prisoners are included.
    -Care for wounded and sick is responsibility. Medics and doctors should not be impeded.
    -The international symbol White Shield and Red [H] must be respected as sign of protection.
    The organization [International Hospitalers] are free knights and volunteers who serve in disaster and war areas for humanitarian purpose. They should have free access to nations who sign this [International Humanitarian Law].
    Of particular note, the An Náduri word for 'people-tarian' is used rather than Humanitarian. Unfortunately, while this does not translate properly into the Trade language as far as the An Náduri is aware, 'Humanitarian' is thought to have the same meaning.

    Spoiler: Faith
    Show
    An Náduri Paganism
    Majorities
    An Nádur, Ti Kathuan (N-122)

    Minorities
    The Commonwealth of Lorvyn, the Sovereign Principality of Niskovia, Valeriya (77)

    Holy Orders
    Ti Kathuan (N-122) - The Kathuan Bards


    Miracles

    Hamúr Shifting
    Dernyos

    It is said those who spend a long time as followers of Dernyos become able to interact with creatures better than anyone else. Further study will allow them to imitate minor aspects of various animals such as calls or pheremones. The ultimate gift to Dernyos upon those who follow him is the ability to transform into an animal they feel a strong connection to themselves so that they may focus their efforts on caring for them better. Such gifts do not come risk free, however. Some people have been permanently misfigured or unable to retain themselves, fully becoming the creature whose form they wore. It is rare to see any who have dedicated themselves to this path without at least one faithful animal companion by their side. It is rumoured they can see through their companjon's eyes and hear with their ears. Whether there is any truth in this, the animal companions are as faithful to the followers as the followers are to them. Such companions will live as long as the follower will.

    Spoiler: Military
    Show
    Ti Kathuan (N-69A) - 5 Land Units
    Ti Saethyl (N-69B) - 2 Land Units

    National Army
    Nádur Caomh - 6 Land Units

    Mercenaries
    The Gilded Wings - 1 Land Unit

    Nádur Caomh

    The nation's official army, Nádur Caomh, translates directly to 'Nature's Protectors' and was named for An Nádur's most famous and successful battles. Though the army is small, its guerilla tactics and superior mobility make it more than a match for any foe. Currently, Nádur Caomh is only at a third of its full strength due to a relatively recent war which resulted in a near victory for An Nádur but caused many An Náduri deaths.

    The Gilded Wings

    It is not long before the first Saethyli set to the skies on dragonfly wing once more, though now more varieties of flying insects fly alongside. A small group of mercenaries are the first military group to offer their services to An Nádur as a nation. Flying upon an eccentric mix of insects, they call themselves 'the Gilded Wings' in a strange dialect of An Náduri which has become popular in Ti Saethyl in recent years. It is thought that 'Gilded' is a homophone, as the mercenaries' proud explanation of their name doesn't seem to make any sense whatsoever otherwise. Aside from their name, the Gilded Wings are known for their daring tactics, allegedly sometimes even swooping in close and diving off their mount at the opponent, slashing them with knives edged with their secret poison.


    Scrolls of Prowess Entry for An Nádur

    Though there are many combat styles to be found in An Nádur due to its long history, the most dominant ones are of three of the greatest Tribes in An Nádur's history. The Fae Ti Coedyn (which included some Cervidh), the Elfin Ti Saethyl and the mysterious Ti Zal Veroshem. The three are distinct and rarely crossover though they do bear some similarities, the most notable of which being how difficult the styles are to learn for Humans. Despite this, the An Náduri do not seem hesitant at all to teach the Coedyn or Saethyl styles of fighting though when asked about the mysterious Zal Veroshem fighting techniques the An Náduri seem to have no clue what it is. If one is persistent, all one will find is a stern 'no' and perhaps even to be forced to leave An Nádur never to return.


    Nádur Caomh's Tactics

    Nádur Caomh's battle tactics are ever changing and secret as they rely heavily on the element of surprise.


    Saethyl Archery
    The Saethyli favour shortbows which can be fired effectively while riding. They rely on speed and mobility to swiftly eliminate their targets from their mounts whether they are land or air mounts. It is not uncommon to see a Saethyli Archer hold a small handful of arrows in the hand they draw the string with to quickly unleash a flurry of arrows at a target, though to do so with any proficiency requires years of practice. The majority of their arrows are often kept in a quiver at their hips or attached to the saddle where more arrows are easy to take.

    Coedyn Longbow Archery
    The Coedyni favour powerful longbows which can devastate a target from great distances. They rely on range and power to rain arrows upon their targets from afar. As with the Saethyli Archer, it is not uncommon to see a Coedyni Archer hold a small handful of arrows in the hand they draw the string with, however due to the draw weight of the longbow and luxury of longer range it is far more common to see some of the less experienced take more time to aim. The Coedyni and by extension Nádur Caomh are infamous for ambushing their enemies with their longbows and turning the tide of battle.


    Duel Specific Styles

    Saethyl Sword Arts
    The Saethyl Sword Arts are an ancient Elfin sword fighting style which utilises a long slender blade. Practitioners flow through artful movements smoothly and with a speed which is difficult for humans to match. Those who practice Saethyl Sword Arts deny its similarities to Zal Veroshem Knife Arts, though any comparison seems suspect at best for not many people know more than rumours of the Knife Arts anyway. Though both rely on speed which come naturally to Elves and some Fae, practitioners of Saethyl Sword Arts will argue one of the key differences between the two styles is not in the length of the blade but the magic around which each developed. The Saethyl Sword Arts are designed to allow the practitioner time to chant or sketch runes in the air with either a knife, finger or the sword itself. Zal Veroshem magic is allegedly more dangerous to use, but requires no allowance in fighting technique.

    Zal Veroshem Knife Arts
    Little is known of Zal Veroshem Knife Arts outside the few small circles left within An Nádur who still hold the secrets. The style almost died out entirely until most recently when An Nádur stopped briefly in the lands just south of Trinacria. A practitioner of the Zal Veroshem style of fighting never looks as though they are particularly dangerous. If they wished you dead, you would have little time to react and little chance of ever knowing what killed you. Unfortunately, little can be told of this deadly style outside those who practice it, however some information may be gleaned by the corpses that are very occasionally left behind. Often, it seems, only a small scratch needs to be made to inflict death which suggests the regular use of poisoned weapons though of course such poison would never be used in practice fights. It is very likely that such practice fights revolve around making first blade to skin contact whether the blades be thrown or otherwise.

    Despite knives being an important part of this technique, a rare body has been found with broken wrists or ankles, a small bruise in a specific place and even a small puncture wound in a similar place. This implies that the Zal Veroshem Knife Arts style of fighting is not overly reliant on knives and includes training in deadly pressure points, effectively disabling an opponent and perhaps even delivering deadly poison with a claw. With what little is known of the Zal Veroshem and what could be gleaned from these injuries, the overall fighting techniques rely heavily on speed and an arguably supernatural ability to remain unseen. Furthermore, there is substantial evidence that the Zal Veroshem did not possess claws.

    Aside from likely being single edged curved blades which are easy to conceal, nothing is known of the knives used in the Zal Veroshem Knife Arts and even less is known of any other weapons if any. It is probable that practitioners also utilise throwing knives, though none have been recovered. There are also no known practitioners of this style nor are there any known techniques.

    It is rumoured shortly after writing and publicizing this entry that the author was never to seen again, though his work was left untouched

    Coedyn Staff Fighting
    Though most anyone could pick up a heavy branch of wood and thwack someone with it, the Coedyn Tribe have worked on fighting with staves for centuries. The Coedyn are not a martial people and though they can rely on An Nádur to protect them, many nations view nomadic people with suspicion. Due to this, the Coedyn have developed a style of fighting which is effective in dispatching a small number of hostiles with what is at hand. This was usually nothing but one's own natural weapons but after some time the Coedyn began carrying staves for defense. These staves were simple, not particularly threatening and useful for a wide range of things including keeping one's balance, retrieving something out of reach or as part of a makeshift shelter.

    Coedyn Staff Fighting trains one to remain situationally aware, balanced in mind and physically fit. Though swinging a heavy length of wood around will net results, it is more effective to swing it with precision, a good amount of force and some decision making lest one find oneself in a nasty accident involving a sword to the flesh. Another good thing to keep in mind when fighting with staves is the fact they are naturally less lethal than a weapon designed for war. For example, a sword with to one's arm can cut it and cause bleeding which may prove fatal whereas a staff will only break the bone at best.

    Coedyn Staff Fighting is the only known An Náduri duelling style which has been adapted for use on the battlefield. Unlike the others, there is little adjustment that needs to be done to switch from using a staff to using a polearm.

    Spoiler: Notable Achievements
    Show
    The Fifth Tellurian Games 502
    The Kathuan Bards Arts Entry - Second Place
    Vulserath Zeshinth the Duelist (Saethyl Sword Arts) - Victory against the Kingdom of the Carmine Sea, Praeclarus, Guilder and the Caramel Kingdom and drew Vs the Glazfelli Hegemony
    Na Saoithe Fwythlon Suani (Gymnast) - Seventh Place

    Spoiler: Action Links
    Show



    *Google 'Nai' and you should see some pan flutes. ;)
    **A Hurdy Gurdy is a keyed instrument which produces sound by turning a crank which spins a rosined wheel against strings.
    Last edited by Rain Dragon; 2015-08-22 at 05:11 PM.
    I go by they/them/their or he/him/his pronouns

  20. - Top - End - #80
    Barbarian in the Playground
     
    The Blue Guard's Avatar

    Join Date
    Nov 2009
    Location
    Nottingham, UK (GMT)

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Great Sharixian Republic
    Regions 163, 164, 146, 148, 149, and 146B
    Population: 3,579,000


    History
    Spoiler
    Show
    The Sharix divide their history into three formal eras: the Pre-Cataclysm era, the Anirian era, and the Joxahian era. The Pre-Cataclysm era covers the time from the earliest known record of elven inhabitation in Valasharix, -213 CE, to the Cataclysm, 0 CE. The Anirian era begins with the rise of Anir, 1 CE, and ends with his death, 101 CE. The next and final era, the Joxahian era, begins with the reign of Queen Joxah Angifer, 214 CE, the first Queen of the Sharix, and ends with Queen Cedrua Roxiya’s surrender to General Rovew Maevonta, 324 CE, ending the monarchy.
    Government
    Spoiler
    Show
    The Parliament
    The parliamentary system used by the Sharix was designed by a number of individuals, and is based upon the writings of Landia, the last member of the Seven to ‘pass on her spirit’. Within the Sharixian system, there is only a single parliament chamber with thirty-three seats that holds legislative power. Members are elected every five years by a first-to-the-post system by registered citizens in the thirty-three electoral districts of Valasharix. These people then elect a Prime Minister who hold executive powers by a simple majority. The Prime Minister then selects the heads of the various ministerial and non-ministerial departments of the government, and the members of her own Cabinet. An unfortunate result of this system is that only those who live in Valasharix are represented in the government.

    There exists, at present, one major party and three minor parties. The major party is the Progressive Party, founded two years after the Sharix made contact with the outside world. They believe in friendly cooperation with other nations, and focus on trying to build positive relationships with others. The three minor parties are the Valasharix First Party (an offshoot of the now defunct Sharixian Nationalist Party, formerly the dominant party), the Unionist Party (who are considered a more extreme version of the Progressive Party), and the Royal Restoration Party (who wish to restore the monarchy and have very rarely held many seats). There are other political parties and independent politicians, but they are either too insignificant or too new to be worth mentioning.

    The Cabinet
    The Cabinet is selected by the Prime Minister with the purpose of advising them — with the exception of the First Secretary of State, who is appointed by the reigning monarch. Typically, the Cabinet is comprised of the heads of those ministerial and non-ministerial departments most relevant to the times. Given the similarities between the Cabinet and the Council of Five formed after the Seven defeated Anir, a great deal of weight is placed upon it.

    Prime Minister: Alixvara Tierrasha (roll)
    Diplomacy: 7
    Military: 2
    Curiosity: 10
    Faith: 1
    Luck: 4

    Deputy Prime Minister: Ginurax Isronsov
    First Secretary of State: Mixira Angifer
    Minister for Defense: Jaxiny Shamir
    Minister of the Interior: Niriella Therasha
    Minister of Foreign Affairs: Ravuia Andique
    Minister of Finance: Jaxery Yadicus
    Justice Minister: Saranix Kurtella


    Valasharix (Capital)
    Region 163
    Population: 860,000
    Geography
    Spoiler
    Show
    Valasharix is a region scarred by the volcano at its heart. Though dormant now the volcano has erupted twice in recent memory. The first was during the Cataclysm and marked the rise of Anir, god of death and rebirth, and the second followed over a century later and marked Anir’s death. Today the volcano (called Mount Anirkarva by the Sharix) sits amidst a wasteland that struggles to recover from the rise and fall of a god. On its northern slope, facing the Dragonbone Steppes, is the city of Shalisha, the lone city of the Sharix. Its eastern slope, however, was destroyed entirely by the second eruption, but from the wreckage a mysterious spring emerged that breathes life into the Black Plains. The western and southern slopes are dominated by the hives of the vashna, the last remnant of native, pre-Cataclysm Valasharixian life.

    The parched grasslands to the north, called the Dragonbone Steppes, are dominated by the terrifyingly huge skeletal remains of a dragon that give the area its name. The detritus that surrounds it seems almost inconsequential by comparison, but the shattered remains of at least one army helps provide scale for the ash-covered skeleton. Theories about the army and the dragon as common as teeth amongst the Sharix, but the most popular is that their ancestors fought and killed a dragon. Theories, however, are all that the Sharix have as shadowy figures seen stalking the ancient battlefield have long kept all but the most foolish explorers and scavengers away. Those few foolish enough rarely return, and those who do come back haunted by the experience — and usually with only a few ancient elvish trinkets to show for it.

    The cool eastern plains of Valasharix originally took its name, the Black Plains, from the ubiquitous dark volcanic rock that covers it. However, that name took on a second meaning after a spring emerged from the wreckage of the eastern slope of Mount Anirkarva. The rich, silty waters of the river that formed as a result now flow through the eastern plain and makes agriculture possible (with considerable effort) in this otherwise desolate region. In addition to bringing life to the area the Black River, as the Sharixian’s who farm there call it, dredges up old elvish relics and deposits them on its banks occasionally.
    People
    Spoiler
    Show
    The people of Valasharix are called the ‘ash elves’ by outsiders due to their volcanic home and grey skin — and the fact they’re obviously elven. They call themselves the Sharix, the Survivors of God, and their land Valasharix, Home of the Survivors of God. However, who they were before that was lost in the Cataclysm and the devastating rise, and subsequent fall, of Anir, the (now dead) god of death and rebirth.

    The Sharix have all the common elven characteristics — slender builds, pointed ears, and slanted eyes — but in addition they bear the hairless, basalt grey skin given to them by the Curse of Anir. In addition to changing their skin, the curse makes them suited to life on Mount Anirkarva’s slopes, and almost nowhere else. Elsewhere, even only as far as the Black Plains or the Dragonbone Steppes, they find the climate uncomfortably cool, and in climates humans would consider mild the Sharix find themselves unbearably cold. As a result, the Sharix wear varying degrees of heavy clothing away from their volcanic home. These clothes are typically made from the fur and feathers of migratory animals that pass into Valasharix, and due to the scarcity of appropriate materials they prize clothes that endure — this has had the side-effect of making Sharixian fashion staid as tried-and-true designs are consistently chosen.

    The Sharix are matriarchal, but apart from the naturally resulting cultural trends resulting from a bias toward women there is nothing massively different between the sexes apart from different primary and secondary sexual characteristics.

    Furthermore, the Sharix have a (somewhat deserved) poor reputation internationally. Part of this is due to their tendency to wear thick, obscuring, and somewhat intimidating, clothing. Another part is due to their strange fixation on keeping clean. Their social mores insist on thrice-daily ablution — once in the morning after waking, once at midday, and once at night before going to sleep. This has, sadly, led to them thinking of other peoples as ‘unclean’ due to their less obsessive attitudes toward cleanliness. However, what has the greatest impact on their relationships with other peoples is their thoughts on gods and the godly due to their past. To put it bluntly, they dislike gods on principle and mistrust their devout followers. Attempts at preaching in particular (both real and imagined) have led to most of the unpleasantness between the Sharix and other peoples.
    Resources
    Spoiler
    Show
    Vashna Honey [Good]: The vasha, despite their immense size, are very docile. Like smaller bees, they will only respond with aggression if you act aggressively toward them or if you invade or threaten, their hive. The Sharix long-ago learned how to hide from the vashna, and so they regularly harvest their honeycombs.

    Black River Lemons [Great]: By some quirk the water of the Black River is particularly suited to growing, of all things, lemons. As a result lemons have become an important part of the local cuisine, and now entire farming communities are surrounded by little more than lemon orchards.

    Anirkarvan Obsidian [Good]: With the emergence of the mysterious spring, and the subsequent interactions between its cool water and molten rock, obsidian has become one of the most common materials available in Valasharix. The Sharix themselves use it for decoration, glass wares, and weaponry.

    Black River Cocoa Beans [Good]: With fresh, non-Sharixian labor pouring into the region the Tierrasha government began a new initiative to spread the cultivation of the Black Plains and to spread the planting of cocoa trees.

    Labour [Need]: If there is one thing the Sharix lack, besides a strong agricultural base, it’s a labour force that can work easily beyond the slopes of Mount Anirkarva. It is possible for the Sharix to work the farms of the Black Plains, for example, but the effort required to build homes suitable to their needs makes expansion — as well as maintenance and repair of existing buildings — almost prohibitively difficult. The importation of, government owned, slaves from the Tzaltec Empire has had the desired result of providing the Sharix with the labour force they needed.
    Religion
    Spoiler
    Show
    The Sharix once worshiped Anir, god of death and rebirth, but after over a century of mistreatment at his hands the Sharix rose up and murdered him. Small pockets of his faithful survived his death — primarily his high priests and their immediate followers — but four-hundred years of persecution have driven them to extinction.

    In the absence of an organized religion, the Sharix have embraced a loose form of animism so integral to their daily lives that it has no name. Broadly, then, they believe in the inherent spiritual nature of the physical world. In addition, they firmly believe that a person’s spirit persists after death and that strong spirits even reincarnate — which has resulted in the common saying ‘they have passed on their spirit’ when talking about a deceased person of great worth. This, in turn, has led to the belief that their great heroes return over and over, and it is common for exceptional individuals to be considered the reincarnation of a dead hero. Most notable amongst these reincarnated heroes are the seven who were instrumental in killing Anir: Angifer, Tierrasha, Armon, Andique, Andoria, Landia, and Roxiya. It used to be thought that these seven heroes reincarnated exclusively in their ancestors, but the events of roughly two centuries prior dispelled this particular belief.

    In the last few decades, however, contact with the Tzalteca have led to a small number of converts to the Tzaltec Dragon Cult. These Sharix believe that Anir was an agent or an aspect of Kokotzitzimi meant to drive them away from Tzetultep. Reactions to these Sharix have been mostly negative, but also somewhat positive, especially by those in power due to the cult’s connection to the Tzaltec Empire.


    Rikorsial
    Region 146
    Population: 814,000
    Initial Scout Report
    Spoiler
    Show
    “First Scout Ravumn’s report:

    Rough terrain, but not volcanic. Cold. Abundance of strange, new fruit. Locals call it a Loquat. Yellow-ish, orange-ish colour. Succulent, tangy flesh. Sweet smell and taste. Samples collected and sent.

    The people are stoic and they seem to be human, but they are more pallid than most we have encountered. Some were willing to answer questions and seemed happy to do so. They are ruled by the “Morticians’ Order” which seems to remain in power due to their culture’s emphasis on “proper” funeral rites. Had a chance to observe three funerals, but could not identify any common rituals between the three. Due to the abundance of elaborate funerals, and their cultural importance, they have a dire need of Incense.

    They seem to revere the dead themselves. Explains importance of funeral. Beliefs on why they should revere the dead differ, but some commonalities follow: direct intercession in mortal affairs, prophetic dreams, and general blessings. Some reacted negatively to questioning. Situation was handled.

    Conquest advisable, but diplomatic solution seems equally plausible.”


    Maisel
    Region 148
    Population: 405,000
    Initial Scout Report
    Spoiler
    Show
    “First Scout Ravumn’s report:

    Mountainous, but not volcanic. Very cold. An abundance of flying goats spotted called Skygoats by the local population. Pelts seemed suitable for turning into cold-weather clothes and colouration would make good camouflage in region. Flesh was not unlike ordinary, non-flying goat: strong and gamey, but with proper cooking, mild. Locals became distraught. Situation was handled. Domestication possible, but likely problematic. Samples collected and sent; includes single living example.

    In addition, a large, non-flying herd beast spotted. Locals call it a Yak. Domesticated. Used for fibers, milk, and meat. Yak dung used for fuel. Smell: tolerable compared to cold. Yak also used as beast of burden. Very versatile animal. Samples collected and sent; includes a single living example. Locals happy to share.

    The local people are human and friendly. Locals believe the skygoat to be the souls of their ancestors who achieved “enlightenment”. They do not hunt them or domesticate them. Discreet order relayed to stop hunting them issued after discovery. The goats seem to like Salt, and the people seem to feed it to them. A lot.

    Conquest not advised, but diplomacy may prove more difficult.”


    Kakowokula
    Region 149
    Population: 870,000
    Initial Scout Report
    Spoiler
    Show
    “First Scout Ravumn’s report:

    Mountainous, but not volcanic. Very cold. An extraordinary abundance of blue-bark trees the locals call Sapphire Wood. It grows tall and straight. Not fruit bearing. Locals have no objection to chopping them down. Samples collected and sent.

    Meltwater rivers lead to ample Iron deposits. Locals have abundance of iron arms and armour as result.

    People are very grim. Consider each day a battle against death. Day’s end results in huge celebration at ‘victory’. Locals attempt to involve us. Decision made to accept to avoid conflict with well-armed population. Accidental cultural exchange has unexpected results. Anir’s murder results in very positive reaction from many. Some skeptical. Locals deeply enjoyed the Strong Alcohol from Three Cities, and requested more.

    Advise immediate diplomatic response, and conquest strongly cautioned against.”


    Jaote
    Region 146B
    Population: 630,000
    Initial Scout Report
    Spoiler
    Show
    “First Scout Ravumn’s report:

    Rocks. Cold. Dangerous. Encountered strange prismatic crystals my scouts dubbed Prismatic Hollows, edible. Tried some. Very hard, different flavours in different rocks. Some sweet, some sour. Ample supply of Stone suitable for building.

    The locals seem to be humanoid, but of no kind encountered before. They take pride in the danger of their home, and consider their survival proof of ‘shao-va’. Their explanation of ‘shaou-va’ went over my head. Called their home the ‘Jaote’ and themselves the ‘Te’. They seemed very interested in our steel (Iron) arms and armour. They expressed no knowledge of the people of Rikorsial that live above them.

    Advise against military conquest.”
    Last edited by The Blue Guard; 2015-06-28 at 09:10 PM.
    "Everyfing I see is mine. All da uvver bits are mine too - I just ain't got there yet." - Grimgor Ironhide

  21. - Top - End - #81
    Dwarf in the Playground
    Join Date
    Apr 2015

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    People of Telek'kra




    Population: 1,690,600
    Telk'Hazar Duriduo
    Diplomacy - 1
    Military - 8
    Curiousity - 5
    Faith - 6

    Current Luck - 1


    Spoiler: Succession
    Show

    The greatest flyer in Telek'kra is crowned the leader, however, children often follow on in their parents footsteps as leader, due to the exceptional training they receive and youngsters. When a new leader is chosen, the old leaders Mazra is given a hoop of gold, and set to fly across Telek'kra. If the Mazra of the old leader is dead, then the hoop is placed in the hands of the fastest Mazra who's rider is not competing. All those who wish to compete will chase after the Mazra, and attempt to retrieve the golden hoop. While the winner is the first to bring the hoop back to the Tree Home, it is considered deeply dishonourable to steal the hoop from a fellow competitor, and such rulers are often reviled by the people. Following the ritual, the Mazra of the old leader will fly into the jungle to die, so that it may be joined with it's rider, under the wing of The Queen of the Sky.



    Telek'kra the Home Tree
    Region 144
    Population 690,000
    Units:
    Land - 5 Mazra Riders

    Spoiler: Terrain
    Show

    Telek'kra the Tree Home, and the land surrounding it, is a thick tropical jungle, a mess of twisting vines and huge trees, stretching high beyond the clouds like the very fingers of god. While the ground level is home to many creatures, such as the roaming Aro'Thaz, or graceful Hanz'dul, it is in the canopy that the Mazradin, first chosen of Mazara, make their home. The Mazradin, first chosen of Mazara, live in one colossal city, the Tree Home Telek'kra, for which the surrounding land is named, and rarely settle in lands outside of the jungle.

    Landmarks

    Telek'kra the Tree Home - While this is the city of the Mazradin, first chosen of Mazara, its shear scale and natural formation mark it out as a wonder of the known world. It is a twisting complex of 14 great ancient Jhanga Trees, that have formed the complex network of branches and tunnels that the Mazradin, first chosen of Mazara, and their Mazra roost in. It has taken thousands of years of undisturbed growth for this ancient structure to form, and the harm it is to commit a sin of the foulest nature. In Mazradin culture, it is said that this is where Mazara first roosted when she came into this world by tearing a hole in the sky, that became the sun. The Trees are blessed with her spirit, and while she remains in this world, Telek'kra may never fall.

    Jor'zhar ur Mazdur'Geldar (Scar of Mazdur'Geldar) - A great valley that dominates the south of Telek'kra, believed to be where Mazdur'Geldar, the first prophet of Mazara, struck the infidel Kelof'Zarin from the world, and in doing so brought the blessings of Mazara to all of the Mazradin. At the very centre of the valley, is a great standing stone, in the middle of a hot lake, that is always warm to the touch. This is believed to be the heart of Kelof'Zarin, and once they have learnt to fly fluently, all Mazradin, first chosen of Mazara, are expected to make a pilgrimage, by foot, to the stone. Great winds of blow periodically through the valley, which are believed to be the wingbeats of Mazara, The Queen of the Sky. Should these winds ever stop, Mazara has left the world, and the end times are upon the land. A group of priests, Wen'Hara (Wind Feelers), are dedicated to watching the winds, and seeing that Mazara is always with us.

    The Feltan Tree Forest - In the east of Telek'kra a unique bush known as the Feltan Tree is found. The Feltan Tree is known for its hallucinogenic pods, which are used in many rituals to Mazara. The Forest is guarded fiercely, and outsiders or Landwalkers can quickly find themselves dead, should they set foot in the sacred grounds.

    Spoiler: People
    Show

    The Mazradin, first chosen of Mazara, are a race of tall, slender people who hail from the land of Telek'kra. The skin of a Mazradin is a pale yellow, which does well to disguise them amongst the colours of the jungle. Their heads are long and thin in comparison to a human, and their eyes are amber or golden in colour, and angle towards a slit in their face that acts as a nose. The mouth is in most ways the same as a human, but all teeth are like molars in nature, and are built to grind fruit from the trees. The Mazradin has two stomachs, that allow them to process food far more efficiently than many other species, which is useful considering their vegetarian lifestyle and the amount of energy required to fly a Mazra. The functions of the liver, kidneys and adrenal glands are all dealt with by a single organ in the lower abdomen, near the back. It is capable of outputting a huge amount of adrenaline during flight, which gives them the reactions required to dart between the dense jungle landscape. Curiously, adrenaline is not created in times of danger or stress, which can make a Mazradin seen surprisingly calm while in a dangerous situation. The arms and legs of a Mazradin are twice the length of it's body, which is cumbersome for walking on the ground, but ideal for a life of swinging between trees and clinging to a Mazra's back. The limbs have an extra joint between the wrist and elbow, which can bend in almost any direction, giving added mobility and control to movement in the boreal setting. Each hand has seven digits, of approximately five inches in length and feet with three clawed toes. A Mazradin lives for between 40 and 50 years, provided they have not suffered and accident, and it takes a mere 5 years for a Mazradin to mature.

    Mazradin culture is heavily based around worship to their animal spirit Mazara, and honing their skills of flight. All Mazradin use gargantuan batlike creatures called Mazra to fly and high speeds, and must learn from an early age to fly. A Mazra and its rider share a close bond, with years of practise making them seem like a single being. At the age of 6 or 7 months, a young Mazradin must bond with a Mazra, who they will then learn to fly with. This is a deeply intimate process, and most Mazradin will fly only one Mazra in their lifetime. In the event that a Mazra is killed or injured beyond the power of flight, it is possible for a Mazradin to bond with a new Mazra, although this becomes increasingly difficult with age. The skill of flight is one of the most important things in Mazradin culture, as it is used to evaluate your prowess as an individual. The greatest flyer in Telek'kra is crowned the leader, however, children often follow on in their parents footsteps as leader, due to the exceptional training they receive and youngsters. When a new leader is chosen, the old leaders Mazra is given a hoop of gold, and set to fly across Telek'kra. If the Mazra of the old leader is dead, then the hoop is placed in the hands of the fastest Mazra who's rider is not competing. All those who wish to compete will chase after the Mazra, and attempt to retrieve the golden hoop. While the winner is the first to bring the hoop back to the Tree Home, it is considered deeply dishonourable to steal the hoop from a fellow competitor, and such rulers are often reviled by the people. Following the ritual, the Mazra of the old leader will fly into the jungle to die, so that it may be joined with it's rider, under the wing of The Queen of the Sky. In ancient times, a group of assassins existed, known as Tul'Ski (Death from the Sky) whose purpose it was to remove those who threatened Telek'kra, or the integrity of Mazara, but they have long since been disbanded. Traditionally, they wore all pale blue, and were not allowed to become the leader of the Mazradin as long as they lived, and after death too, as they served Mazara in death as in life. To be a Tul'Ski was an honour, as only the finest in the land would be selected for the rigorous training. But those were in bygone days, and no Tul'Ski remain alive.

    Spoiler: Resources
    Show

    Pomegranates (Good) - Sweet fruit that contain many sweet seeds can be gathered from the lower canopy, and are a favoured part of the Mazradin's diet.

    Feltan Pods (Good) - These pods gathered from the Feltan Forest have strange hallucinogenic properties, that can give people lucid waking dreams for several hours, depending on the administered dosage. They are used by priests of Mazara in ritual flights, in which they consume the pod, and then fly through the higher cloud layers, attempting the seek contact with Mazara in this lucid state. Outside of Telek'kra, these pods are considered an incredible luxury and possessing even one is a sing of great wealth.

    Whispering Wood (Good) - While it is heresy to cut from Telek'kra the Home Tree, when a branch does naturally fall, it contains all the blessings that Mazara placed into Telek'kra. You can hear the sound of its memories if you listen closely, whispering the secrets of a bygone time when Mazara fly low to the ground. It was once able to be crafted into edges more powerful than any steel, but the secret has since been lost, and few examples of such weapons remain.

    Iron (Required) - As a race that rarely sets foot on the ground, you can imagine finding metals for construction of weapons can be rather challenging. We need to have these imported if we want to create tools from anything other than blunt whispering wood.

    Gold (Required) - Many of our rituals need gold, as it is the favoured metal of Mazdur'Geldar whose flesh became the precious metals of the world. It is imperative that we import Gold immediately.

    Spoiler: Religion
    Show

    Mazradin are the first chosen of Mazara, The Queen of the Sky, a great spectral Mazra that created the Telek'kra and gave the Mazradin the ability to ride Mazra. It is believed that she watches over all people who accept her blessing, flight, not just the Mazradin, and any humans who are able to fly a Mazra are happily accepted into the ranks Mazara. It is believed that after a follower of Mazara dies, he and his Mazra, possibly more than one if the rider took multiple Mazra, will join Mazara in the sky, high above the clouds, to watch over the world.
    It is believed Mazara came to the world by tearing a hole in the sky, which became the sun, and created the day. She landed in Telek'kra and roosted amongst a copse of 14 Jhanga Trees, which grew huge with her blessing and became Telek'kra the Tree Home. At this time, Mazradin were primitive and tribal, without any great power, forced to clumsily swing from tree to tree. Mazara found a wise Mazradin, named Mazdur'Geldar Rothim, who she gave the power of flight and the power to unite her chosen people. However, Mazara had not come into this world alone. A great heron spirit, Braganis, came into the world through a hole in the sky which has long since vanished. He opposed Mazara, and chose his own champion of the Mazradin, Kelof'Zarin Gosada, whom he gave the strength of 1000 men too, in exchange for his spirit. Mazdur'Geldar fought Kelof'Zarin for 40 years, carving the place now known as Jor'zhar ur Mazdur'Geldar but was unable to defeat him. To break the stalemate, Mazara gave him a spear of purest Gold, which he used to pierce the heart of Kelof'Zarin and banish Braganis from the world. After this he collapsed of exhaustion and died, his flesh turning into Gold, his bones into Silver, and his blood into the fertile ground, from which the Feltan Forest grew. This action united all Mazradin under Mazara, and they were given her blessing, the power of flight and unity with the Mazra. Mazdur'Geldar and his own Mazra joined Mazara in the sky, and he leads her procession of the faithful, that Mazradin join to this day when they die.



    Trandar
    Region 145
    Population 1,000,600
    Units:
    Land - 3 Red Feather Infantry


    Spoiler: Terrain
    Show

    Trandar, ancient home of the Tran people and their decedents the Trandari, is a land of sweeping plains and luscious jungle forests, blessed with fertile soil and languishing rivers that give it's people the strength to forge a nation. From it's rolling grasslands to it's ancient Tran ruins, Trandar is a place of strange beauty, bizarrely untouched, and teeming with roaming Burranor. Yet it is the ancestral home of the proud Trandari, children of the old and mighty Tran race, from a time when magic still flowed strongly in the blood of the fey. With the wealth of Trandar, they have forged a bastion of hope, in the barbaric world.

    Landmarks

    The Akeva - Standing alone in the middle of the sprawling savannah of Trandar, there stands a lone stretch of wall, black as jet and 20 feet high, mirrored and twisting in vision. This mighty fractal is the last remaining trace of the bygone Tran city of Perseph, the capital of the Tranish kingdom that stretched across the lands of Trandar and beyond. It is a testament to the magnificent craftsmanship of the Tran, sleek and smooth, without friction, and ornamented in patterns of swirling waves and rising winds, intricate and tiny, as if merely brushed onto the Akeva with the lightest of touches. People who look to long into it's endless spirals often find themselves captivated by it, and must be torn away from it's beauty. Where once a city of untold majesty stood, there is now only 25 feet of stone.

    The Great Sapphire (The Amanetha) - Cutting through Trandar from the jungles to the east, there is a meandering river, fantastic to behold. The Amanetha's waters are clearest blue, as though they are actually part of some grand, trailing gem, it's surface changing in the light. The strange colour is the result of important minerals taken from the cliffs of the eastern jungles, that feed the soil around it and give the savannah new life all year round. It is with this river that the Trandari are able to feed themselves, as their lush farmland grows fine crops and grains, fuelled by the foreign vitamins. It is common practise to take shallow boats down The Great Sapphire's calm waters, and every year, a sailing tournament is held on it's sky blue surface.

    Time's End - If you visit the lands of the Trandari people you may here talk of a strange hill, though the locals hush up whenever you ask about it. If you dig a little deeper, you may find vague directions, and half described landmarks said to take you there should you follow them. If you truly persevere in your investigation, you will find yourself wandering the grasslands, searching for the hill, following nonsensical direction into nowhere. If you are lucky you will find it. Time's End is a hill somewhere within the flat plains of Trandar, where the source of the extinct Tran races fey power sprouted from. Time has diluted much of the power, but still it holds a peculiar effect. If you were to climb this hill, hours would melt into minutes, and years into seconds. People who walk onto that hill, lose their sense of time, and will reappear in the Trandari plains days or months later. To this day, it's location has not been recorded on a map.

    Spoiler: People
    Show

    The Trandari are the descendants of the ancient Tran elves, fey being who owned a vast kingdom. While the Trandari are primarily human, their feylike origins give them a lilac tinge to their skin, reminiscent of the Tran's deep purple skin. Trandari skin was once rumoured to extend life, due to it's magical appearance, but this rumour has since been put to rest, and Trandari are not, nor ever have been, killed for their skins. The face is much like a normal human, although the nose is often short and low set in comparison. Eyes are normally red or silver in colour, or any shade thereof, and heterochromia is far more common than in most types of humans. The lips tend to be thin and smooth, of a healthy pink colour, and the teeth have a light blue sheen, which can make them seem iridescent, or even luminous, although they do not emit light. The salivary glands in a Trandari are far smaller than those of a normal human, and often cause problems when eating more solid foods. This leads to a tendency towards soups and stews, or any softer food, in Trandari cuisine. The ribcage is thin and far more brittle than normal, with long tapered ribs that are easily shattered in the thinner parts. While this is considered a disadvantage in terms of battle, this structure serves to cushion the blows of Burranor, protecting from severe injury while herding livestock. The proportions of a Trandari are otherwise similar to a normal humans, in terms of arms and legs. Trandari age much the same way as humans, but the gestation period is about twice as long, taking a full year and a half for a foetus to mature. This is attributed to the minute amounts of magic that must be generated inside their blood and skin.

    The Trandari enjoy a wide and varied cultural mix, creating great works of art, engineering and music on a regular basis. The Trandari are as a whole very proud of their direct link to the power Tran elves from thousands of years ago, and much of their creative inspiration comes from relics of the Tran's old kingdom. Architecture involves long sweeping curves and inverted spirals, which gives their city of Askaer an organic flow to it, rather like the letters of their alphabet. Most Trandari art is highly impressionist rather than realist, much like other facets of their culture. Strong colour contrast with blurred lines and arcs make up the bulk of their painting and sculptures, often not depicting a scene or person at all, rather an emotion. Cuisine is minimalist, but complex, using a base bread, made from their colourful grains and soups spiced with herbs from the savannah. Music plays a large part in the everyday life of Trandari, and most people are expected to learn at least one instrument. In addition to regular instruments, the Trandari have a number of fine wooden and reed flutes and pipes, called Allians, which create soft murmuring drones, used to create harmony. Music is played on most street corners of Askaer, with professional street bands paid for by the government. In the country, communes often get together to sing and dance with one another after a day of work, and often will back up their folk songs with chords from Allians or Violas. Trandari culture greatly encourages and rewards creativity, holding competitions and inspiring the masses to create things of great beauty and function. This has led to swift development and hundreds of years of great works in Trandar, making a shining example of civilization in an otherwise brutal world.

    Spoiler: Resources
    Show

    Shavari (Good) - A multi-coloured grain that grows and is cultivated on the banks of the Amanetha. They come in colours of burgundy, silver-white and deep blues. The unique colours and tastes are the direct result of the minerals infused in the river water mixing with normal barley plants imported to Trandar hundreds of years ago. These grains form the staple of the Trandari diet.

    Gamaema Wood (Good) - This soft, supple wood is sturdy enough to construct long lasting houses and keeps, but so light that it takes nearly no effort to transport. It owes this trait to the bubble like structure within the tree, which supports the tree without giving it extra weight. It is much sought after for creating boats and other vehicles.

    Burranor (Good) - Great herds of these long brown haired cattle roam the savannah to graze. They contain ample meat to feed the Trandari and give a nutritious milk, that is used to help raise young Trandari children. Their short stubby horns are also ideal for carving, and many pieces of fine art are created from such fragments.

    Textiles (Required) - Upon coming to the international stage, the Trandari have begun to crave new cloths to create fabulous works of art from. Such materials are foreign in Trandar, and people will pay a high price in order to acquire some.

    Spoiler: Religion
    Show

    The Trandari have a loose belief in a great being that controls the universe and writes down all the events of time before they happen. This god was part of the Tranish pantheon before all the Tran died along with their kingdom. This beings name is Avoli, derived from the ancient Tranish name Avello, but it is considered taboo to say his true name, and as such is called 'The Scripter' in day to day life. Avoli is a distant god who never interferes directly in the affairs of mortals, only sitting and waiting, writing out the script of time. When he finally runs out of parchment, time itself will end, and all people will experience the euphoria of ascension to a higher state of mind.
    As old as time and the world itself, Avoli was around before time began, when all people lived in the same moment, in perfect harmony and balance, and Avoli gave himself the task of making sure it never ended. One day, however, a corruption began to creep through the joy of balance, as time itself began to stagnate from the lack of movement, and turn rotten, erasing lives from existence. In order to preserve time, Avoli began to write, causing time to move and the events of the world to occur. The blissful balance was broken, but time was saved. It is said Avoli intends to keep time moving until he can find a way to stop time stagnating. We only pray he works it out before he loses all his parchment. Some devote their lives to searching for the solution to the problem with time, although these people are few, since there is no organised religion in place. They sit in deep thought, sometimes for days or weeks at a time, pondering meaningful questions about time, or spending hours creating poultices and potions that could be used to combat the corruption, and ease the wounds in time, so that the world can go back to it's state of harmony. Holy men such as these usually gather in congregations in the jungles of Trandar and set up monasteries to be quiet and secluded. To this day they have not solved the problem that causes time to rot while still.
    Last edited by Soommor; 2015-06-16 at 02:15 AM.

  22. - Top - End - #82
    Orc in the Playground
     
    Ophidian's Avatar

    Join Date
    Feb 2015
    Location
    The nearest Graveyard.
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Kemuliaan
    The City of Uncounted Tales

    Region: 141
    The Red Pharaoh
    Diplomacy: 10
    Military: 7
    Curiosity: 10
    Faith: 7

    Population: 1,00,000
    Land Army: 10,000


    Spoiler: Kemuliaan-Terrain
    Show
    “O’Kemuliaan, storied city of the Great Desert, the first, the last and the only eternal jewel of the wastes, you who have withstood famine, plague, war, death, and the crawling terrors from ages long past. Know that you will endure. You whose glory has dulled the Hateful Sun’s baking wrath to but a simmering hatred….”

    -Excerpt from The Thousand Chronicles of Kemuliaan.


    Terrain

    “These outsiders do not understand the desert. How it kills. How it gives life. They see sand...but they do not see how it shifts, how it flows. How it brings wealth to this city and it’s people. And most importantly, they do not see that sand and the sun can be one in the same....the source of one’s death, after all, is a small matter when it is compared to the result.”

    -Ra’s Al-liu, trader.


    The Sun Wrath Waste
    Crossing this endless burning ocean of sand is a logistics nightmare. Burning days, freezing nights, and progress halted altogether by sandstorms. Then there's the periodic contact with wildlife. Hungry jackals picking off stragglers, venomous beetles hiding in sleeping bags, and every dune could be hiding a sleeping wyrm.

    It's almost as if the terrain itself actively hates you. The sun is somehow hotter here then anywhere else, and look vaguely different as well. Orange bands contort around it, as though dragging some of the halo of dawn along with it through it's procession into noon. As it sets in the evening, the swirl of color normally associated with sunset seems to drag the heat out of the air toward it, leaving none behind to keep you comfort as your breath begins to fog and your body begins to shiver.

    Praise the Sun as you might praise a cruel and omnipotent king, for he can crush you at a whim, and is always watching...

    The Oasis
    At the heart of the Sun Wrath Wastes springs forth an oasis of unspeakable beauty and unparalleled luxury, the City State of Kemuliaan. Here in the sun is more kind. A cool soft wind hums and sings through artfully constructed chimes and silk hammocks. It is this place that makes crossing The Wastes worth while, but this is not to say it is without its own dangers.

    To many it is a paradise full of sweet poisons and silk nooses. A place where the guileless are drowned in their own delight while the cunning lose themselves in a wilderness of mirrors. But then, depending on who you ask, all these things are just another selling point.

    What happens in Kemuliaan, so they say, stays in Kemuliaan.

    The Necropolis

    The over city is for tourists and laborers. It is beneath, in the catacombs, where serious works are done, and true depravity is wrought. It is here that the hidden Undead Lords of Kemuliaan are sheltered from the outside world, and indeed each other. A thousand generations of master artisans have craved this place into an incomparable labyrinth composed of suffocatingly beautiful etched stone. No one knows, precisely, how deep the Necropolis goes, for it is old and ancient even by the standards of Kemuliaan.

    What matters is the fact that this city of tombs, undead and other, less recognizable things stretches deep into the Earth and many attempts to map it have been less than successful. The complex makes use of a blend of styles from different periods in the cities history. The last attempt to sort all the differing styles had the necropolis dated at the least, two or three thousand years old. It is likely, in the estimation of some scholars, to be even older than that.


    Spoiler: Kemuliaan-Peoples
    Show
    People

    “Pharaohs, viziers, guards, merchants, priests, cults….everything about this city is coated in deceptions and softly spoken lies….and the truth is a luxury that only a few can afford to possess here. In this city, boy, the truth can kill. Remember that. And stay close.”
    -One visitor to Kemuliaan advising another.


    The People of Kemuliaan are split between human immigrants and a branch the Sphynks people. History has forgotten if these Sphynks moved into the city, or if Kemuliaan is actually the last of Bastet's legendary Garden Cities. It is possible that it is the only one to have survived the disaster that destroyed all the others. The elder Mummies who remember the first meetings with the Sphynks refuse to say.

    Regardless of their race, all people in Kemuliaan share a love of hearing and telling good stories, along with good food and wine.

    They also like to pretend at being total pacifists. There's no such thing as a professional soldier in Kemuliaan, but the city has legions of armed "desert guides". Strike a Kemuliese man in the face, and he'll apologize to you with a smile... because soon a terrible and unexplained accented will happen when you're not looking.

    Kemuliaan's most notable eccentricity is their unusually strict requirements for high office. Before taking any position of real importance in the Thanatocracy, the candidate must be gutted alive in an arduous ritual of mummification that, if successful, forces the subject to remain conscious and aware throughout and beyond their own death. For reasons known only among their own culture the Sphynks have never elected to participate in this ritual and despite their ancient ties to the city do not hold official high office. Yet their history and relation to the city has kept their people from becoming overrun and their possession of secrets and ancient knowledge maintains them as an important facet of administration and daily life.

    While this does tend to weed out those lacking a certain degree of conviction, there are... side effects. There are also some exceptions to this rule, most important, the position of Viziers, who serve as living representatives of their undead lords. They do not hold near as much power as the mummified lords of the city, but they remain important to it’s administration, as it would be impossible for even the most dedicated of undead to manage every last aspect of the management of the city on their lonesome.

    The Mummified Lords of Kemuliaan.
    Like all who die, the mummies of Kemuliaan are inanimate. The Red Pharaoh is slumped back and motionless on his throne, while the rest feel more comfortable sealed safely in decorative sarcophagi. However, they possess potent capacity for astral projection.

    They can invade dreams. They seize control of the bodies of lowly animals and people with wills weakened by drugs or madness. Their spirits can soar far and wide, observing people in all parts of the city, and the only way to know they are there is a slight chill down the spine of someone with a strong sense of the eerie.

    Pouring water upon and smashing the fragile body of a Kemuliese mummy is the only to banish their spirit from the world forever.

    The Red Pharaoh
    In a court of bored eternal mummies, intrigue causes upheavals in leadership a couple times a century. The throne is passed around like a trophy, or in some cases pushed back and forth until landing in the lap of someone willing to tolerate the burden.

    The current “Red” Pharaoh is so called because his reigns are often exceptionally bloody ones. He usually craves to provoke and court some degree of carefully planned violence during his turns upon the Throne. He is also known of his astounding bravado in leaving himself exposed outside an iron Sarcophagi.

    The Al-Jeezra Family

    Rekiua Al-Jeezra
    A prominent family within the city, the Al-Jeezra have a long and proud history of service to the Red Pharaoh a Viziers, soldiers, scribes and assistants. Their current leader, the Matriarch Rekiua Al-Jeezra has been in the service of the Red Pharaoh for some forty-years, and has served as his personal scribe for many of those decades, much to her pride. She took over the management of the family after the death of her husband, whom, it is rumored, she still travels into the Necropolis to speak with, though his body has long since rotted to nothing and his soul, if such things exist, is absent.

    When asked about this, she simply claims that loyalty extends beyond death. That when one signs a contract born of love and devotion, that little, small things like death and time should not keep one from staying true to that contract. Furthermore, it is rumored that this family is a long time member of the mystery cults that are known to gather and worship in the Necropolis. This family it is said, worship the Spider-god known as Grandfather Thirst, the First Leech, That Which Hungers, the Blood Weaver...and so many other names. To those who fear it, this god is the worst sort of parasite, aiming to drain the earth itself dry. To those who worship it, it is a symbol of hope, that even the smallest thing, a spider, can become something great and powerful.


    Spoiler: Kemuliaan-Resources
    Show
    Resources: Silk, Rubies, and Necrosand

    The silk is of exceptional softness.

    The rubies cascade with a unique brilliance, and bring to mind the very essence of life's blood made crystallized (There are some who say this is how the Rubies of Kemuliaan are made...).

    Necrosand can be found nowhere else. The ritual desiccation of a living person that keeps their soul alive and powerful within the physical world would not be possible without it. The exact details of it's manufacture are secret. Suffices to say, the hateful rays of the Kemuliaan Sun are applied to reduce the very stuff of life itself into a powder.


    Spoiler: Kemuliaan-Religion
    Show
    Religion

    “O’Sun that smites all who walk beneath it. We offer thee our blood, so that your hatred my be quenched, so that your contempt may rest only light upon our peoples. O’Wrathful Sun, in your infinite anger, we offer thee our blood…..”

    -Chant to the Wrathful Sun

    The Wrathful Sun is the centerpiece of Kemuliaan’s religion. The hateful never ending assault of heat and light upon the city are the only evidence needed to show the truth of that, for the sun never sets. The peoples of Kemuliaan offer up their blood, their wealth and in some case even their very lives to this ever-blazing embodiment of hatred. They do not believe this will win the sun’s favor, they merely believe that it serves to make them the least-hated people upon the planet. They do not believe they are the chosen people of the sun, in the end, merely that they are the ones that it will kill last, if it should come to that. Their continued existence could be taken as evidence that they are not entirely incorrect in this assumption.

    The Wrathful Sun however, is not the only god in Kemuliaan. In the darkness of the Necropolis, cults, clad in masks and dark robes gather to worship the creatures and ideas that dwell in the kind darkness of the tomb. Spiders. Snakes. Bats. Centipedes, even shadow itself, all have temples carved in their image. These cults cannot hope to match the power of the Wrathful Sun and they do not even try, they merely supplement it. Where the worship of the Wrathful Sun is done in the name of survival, the mystery cults of the darkness offer something more...tangible, though often in return for a high price. To name a few of the gods of this cult: There is Father Serpent, keeper of forbidden knowledge and lord of all that slithers in the darkness. Grandfather Thirst, embodiment of lust, hunger and power, who takes the form of a great spider. Then there is the Hunter in the Darkness, master of all bats. This god takes the form of an alien, twisted, red-eyed bat and deals in forbidden knowledge.


    Spoiler: Technologies
    Show

    Logistics
    Mercenary Recruitment
    Dinosaur Riding
    Loader Technology
    Sewage Systems
    Efficient Building
    Prosthetics
    Plate Armor
    Hovercraft
    Calculus
    Physics
    Steam Power
    Steam Trains


    Reference Images:
    Spoiler
    Show
    Daily life in Kemuliaan










    Last edited by Ophidian; 2015-04-25 at 06:57 PM.

  23. - Top - End - #83
    Bugbear in the Playground
     
    Durmatagno's Avatar

    Join Date
    Apr 2012
    Location
    Silent Hill

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Kingdom of Dekboard


    Dekboard
    Region 152, Durmatagno

    http://www.giantitp.com/forums/shows...&postcount=915

    Kingdom Luck?: 1

    King Tet Dekboard

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


    Population: 1,110,000

    Original Stats:
    Spoiler
    Show
    Diplomacy: 2
    Military: 4
    Curiosity: 5
    Faith: 2


    Terrain
    Spoiler
    Show
    Dekboard is a cold, mountainous.While it is relatively flat at the regions borders, at the center of the northern half stands three tall, white (the actual rock) mountains with an odd shape. These three mountains are known as the Shattered Fort, but the Lorveyo that inhabit the region no longer remember why, but they do know that the mountains have an odd shape. When faced from the right angle from both the east and west, from the Region's capital, and it's second largest city, the three mountains line up to look like, at least the top quarter, a white king piece from chess.Surrounding these mountains are gentle hills that flow into the flat plains that make up the northen halfs borders.

    The south, however, is dominated by a mountain range covered in snow, and a boreal forest. The Boreal forest is know as Silverleaf Forest, and as you go deeper to the center, there is a sudden break into a deep valley, with a frozen lake, beneath it's waters the top of some kind of stone spire can be seen, and this is know as The Lake of Drowned Keep, though no one knows what the structure beneath the ice actually is.

    Finally, the Capital City of Dekboard, Elrika, was built on the shores of the sea, know as The Sea of the Forgotten, from which a massive geyser erupts twice a year in the cities harbour, once at he Summer Solstice, and once at the Winter Solstice. This geyser is known simply as Remembrance, and around it, a thriving coral reef has formed, heated by the steam constantly pouring from the geyser between large eruptions.



    People:

    Spoiler
    Show
    The People of Dekboard call themselves Dekboardians, but as a race they are better known as the Lorveyo. While they look incredibly similar to humans, there is one major difference. The eyes of the Lorveyo, besides always seeming to have a metallic glint, will faintly glow in the night. Physically Lorveyo appear identical to humans, but their bodies are more flexiable, can move with greater speed, and can jump much higher then a human, allowing them to traverse mountains like a mountain goat. Despite this, in combat they wear lighter armor to retian their flexiablity and speed. While they can see better at night then a human, they are still reliant on light from the stars, and moon to see.

    (Fluff to mechanics terms: In order for their military units to still be balanced against others, despite their great speed, and agility, they have to wear little to no armor, making any hits against them much worse than a soldier from a normal human unit)

    Lorveyo are, however, wired strangely internally. Their name comes from an ancient version of their current language, and crudely translates to English as "Playful." Lorveyo are, in their most relaxed state, energetic, and love to play. While they live to be 250, they physically mature at the same rates as humans, but they aren't considered fully adults till they reach the age of 20. During those first 20 years, they spend most of their days playing, but the games aren't all a waste a time like they would appear. Among other things, a popular variant of chess has appeared in the region that allows for up to eight players, each fielding the normal range of units found in chess, and the turn order decided each turn by a simple roll of the dice. Besides that, the children brawl with each other using light sticks, and race to climb, strengthening their bodies, and letting them learn to defend themselves. Finally, they are all taught the basics of reading, and writing, in order to play word games that help them expand their knowledge of the world. Their emotions are also far more intense than that of a human, a small amount of anger to them is greater than an equivalent amount in a human, but the same goes for joy, love, and sadness. Because of this, their cities constantly ring with the sounds of laughter, and music echos through the streets.

    At the age of 120, a Lorveyo is said to pass from adulthood, into Elder status. As Elders, they are no longer required to work, or contribute directly, only watch the children, and live the rest of their lives however they please, and as such, most of the craftsmen are of this age, having spent their younger years doing labor jobs. This rule applies even among the nobles, head of the house passes when the current head decides to become an Elder, usually at 120, but sometimes later, and this goes even for the Royal Family.

    Their clothes are usually bright, and flashy, but don't restrict bodily movement. Even the plain garb of peasants would be bright and flashy elsewhere. With this, they also tend to wear their hair at shoulder length, and have bright, vibrant versions of the normal human colors, with a touch of blue mixed in with black as one of the rarer hair colors. Fiery red hair currently dominates the current Royal line, the Dekboards, founder of the Kingdom of Dekboard in the region of Dekboard. Lorveyo are actually a cousain of humans, a little more distant than Neanderthals would be, and adapted to the environment of Dekboard.


    Resources

    Spoiler
    Show
    Good Marble - The hills, and mountains of Dekboard are rich with this stone, which makes up a majority of the stone buildings in the nation. It is also used to make arrowheads so that young children can practice without spending money on more expensive metal heads. Thankfully, marble can also be used as a flux stone for steel production.

    Good Timber - With half the region dominated by a Boreal Forest, on top of the rich marble beneath the soil, high quality wood is readily availble in the region, and anything not made of stone is made of good wood. Thankfully this also means access charcoal because the region lacks any serious amount of coal.

    Good Iron - Buried inside of the Marble that dominates the region, despite not normally being there, lies large deposits of iron that Dekboard relies on in order to keep a well equipped military.

    Needed Resource - Food: While the there is a rich reef fed by steam vents, and geysers, the people of Dekboard can't access them without a huge risk of wrecking thanks to the steam that hangs around everywhere, and the soil in the areas where the people could farm is infertile, and hard, unsuitable for more than small crops. Because of this, Dekboard can barely put enough food in peoples mouths to keep them alive, let alone fill them up, and even the Royal family eats as little as it can so everyone can share the limited food.


    Religion: Animist, but slowly evolving to be more complex.

    Technologies: None (New Nation)

    Family Tree:

    Spoiler
    Show



    85 Year Old King Tet Dekboard - 83 Year Old Queen Nani Dekboard
    15 Year Old Princess Robin Dekboard (No Siblings)
    Last edited by Durmatagno; 2015-05-04 at 01:09 AM.
    Fly away from worries you don't want them again, I can feel the time to live.
    Get away from stories with pros and cons to weight up, I can feel the time to share.

  24. - Top - End - #84
    Halfling in the Playground
     
    Dracolon's Avatar

    Join Date
    May 2015
    Location
    Texas
    Gender
    Male

    Post Re: Empire! The Lands of Telluris (the fluff beyond the crunch)



    Cephalo’Di
    U14

    Population
    655,000

    High Lord Lachlan Thel’sor
    Stats
    Diplomacy: 4
    Military: 5
    Curiosity: 4
    Faith: 2
    Luck: 3

    Rolls

    Spoiler: Terrain
    Show
    The nearly featureless expanse of ocean floor that makes up Cephalo’Di is broken up by trenches and small seamounts. The Cealophytes began the songs of their people in the trenches and dark places where Lu’Sindra flourishes. The strongest and brightest of their kind struggled and fought over the glowing patches until they tamed the Morla turtles and learned to farm Chorda Kelp.

    As the population grew there came need for a firm center of authority, Melka'Ruin was built to stop the fighting over the Morla and Lu’Sindra. The strongest fighters and the few wise elders who formed the first government were soon attracting the masses with their full stockpiles of food. Now Melka'Ruin is a large multi-tiered city of spires and caves built into one of the largest seamounts in the area. The success of the city has inspired other cities to be built along the trenches and on other seamounts, but none match the grandeur of Melka'Ruin.

    The legendary Morla Farms were established by the first government to help maintain the food stocks. The great herds of Morla turtles are shepherded around the sunlit areas near the surface by the still nomadic sects of the Cealophytes. Small villages are built on the backs of some of the largest Morla for the farmers to live in while tending to the farms. Chorda Kelp is grown on most of the giant creatures’ backs, more recently however the farmers have begun to experiment growing different types of food. So far Chorda Kelp still grows best and maintains the populace. As the herd moves around the sea the younger Morla are used to transport loads of Kelp back to the cities, while the nearly dead are sent to Estra’Gloom.

    The Estra'Gloom Caves are a graveyard for Cealophytes, Morla, and any other substantial amount of dead flesh and vegetation. The bodies are placed around the caves and peppered with Lu’Sindra spores. The fungus decomposes the dead and grows thick before being farmed for the populace. Traditionally the best Lu’Sindra grown from a dead Cealophyte is offered to their family first. Many families keep a crypt where they feed smaller dead fish to the shrines of their ancestors. Others allow the head of the family to consume it believing that the power of their ancestor will pass onto them.

    During the excavation of Estra’Gloom an odd metal was discovered. Anju’Tellurium was found to be hard to work with, but the heat from vents in the deep trenches allowed it to be worked into rough tools and spears. Recently prospecting has entered Cealophyte culture as it appears surface dwellers will trade a little of the strange metal for soft clothing.

    The idea of metal in trade is odd to them since precious metals are rare and better used for gifts to the womenfolk. Instead they use pearls for trade. Color, size, and shape are used to base value and the government maintains the standards currency house in Melka'Ruin to settle disputes on proper compensation.


    Spoiler: Cealophytes - Bioluminescent octopus people.
    Show
    The Cealophytes are a deep sea dwelling race of half-octopus, half-human people. Their skin varies in color from deep reds to bright teals and they have glowing bioluminescence patterns, on their tentacles, arms, and occasionally if they have them head fins, that match their skin color. They lack hair but most have between two and fifty limp head tentacles which they sometimes style. Precious metal headbands are favored my womenfolk while men tend to use kelp rope or dull metal bands.

    Seeing through two inky black eyes they use a series of milky eye lids instead of irises to filter out bright light. They track better underwater with scent, using a human like nose to sense impurities in the water, and their many legs to determine the current the impurities are flowing on.

    Most Cealophytes cannot afford fashionable clothing and only wear simple harnesses and belt pouches for utility with the occasional backpack. Those who can purchase soft cloth from surface dwellers tend to wear short tops that do not interfere with the flexibility of their legs.

    They are herbivores and focus on farming their two main crops, one being kelp which is the mainstay food and is carefully distributed by the government, and the other Lu’Sindra fungus. The Lu’Sindra is used to brighten the glowing marking along their bodies and it is said if they go too long without some of the sea fungus their limbs grow weak. They do have oyster farms as well but this is not for food so much as to ‘mint’ new currency.

    With their emergence from the sea they have learned some new things about their physiology. First, that without water they must breathe slowly, the gills on their neck weep water for a few breaths, but once that stops if they breathe too deeply they begin to choke on the air. Second, that walking is hard work. Third, talking in air is an interesting challenge. After experimenting they have found that even these problems can be overcome.

    Surface dwellers often have ‘water skins’ which the Cealophytes can breathe from if the air becomes too thick. They find the need to drink water odd, but are grateful for the abundance of these devices on surface dweller ships. Breathing in from a water skin forces them to slow down and can often help them return to the shallow breaths necessary for long term exposure to air.

    Walking is now being taught in the cities, with new exercise routines to prepare their limbs for the challenge. Talking has been the most difficult challenge, since their native language is merely patterns of oscillations in the pitch and frequency of a chord. Speaking in human words is not easy, especially since they cannot take deep breaths while speaking in air.

    Conch shells have proven useful in this issue, the amplifying effect of the shell allows them to speak softly and still be heard by the surface dwellers, however their words tend to be distorted some depending on the shells shape and construction. Many shell crafters are making quite a bit more pearls now that the lords and ladies are seeking their work.


    Spoiler: Cities
    Show
    • Melka'Ruin -The Capitol and center of culture in Cephalo’Di.
    • Estra'Peak - The small city of farmers that tend to the Estra'Gloom Caves.
    • Shepard’s Rest - A small village in expansive flatlands. It serves as a guide point for the nomads of the Morla Farms.


    Spoiler: Resources
    Show
    • Anju’Tellurium - A blue-gray shiny metal that is similar to Iron in properties, but does not oxidize in water. It is worked mostly around the deep sea vents where the heat can soften the metal.
    • Lu’Sindra Mushrooms - Deep ocean fungi that emit a light blue to bright red glow. It is flavorful and Cealophytes eat it regularly to help brighten their glow. The fungus grows more like coral tooth fungus rather than traditional caps.
    • Chorda Kelp - High fiber kelp grown on the Morla Farms, it is used in making ropes and simple clothing. It is also used as a primary, although bland, food source for the growing population.


    Spoiler: Need
    Show
    • Soft Cloth/Clothing - Leaving the sea to interact with other nations has brought fashion to a new high in the Cephalo’Di. Ladies of court demand expensive imported clothing from their husbands, and rich young lads wear suits to display their family wealth.


    Spoiler: Religion
    Show
    Since resources are scarce in the deep sea some of the Cealophytes have turned to praying for their needs. Often times they ask their ancestors from the shrines in their family crypts. But many have changed to worshiping the blessed tides, especially the nomadic farmers who rarely visit their family crypts.

    The phrase ''May you find abundance on the blessed tides." is a common greeting given by the faithful. There are strong seasonal currents that bring an abundance of fish to the area, which feeds many Morla and also bring an abundance of dying flesh to stock the fungus farms with.

    The faithful see this influx of food as the results of their devoted prayers. With each successful bumper harvest the faith of the blessed tides only grows.


    Spoiler: Government
    Show
    Mostly the first government was a bunch of thugs lead by a few smart elders. It did not last long after the establishment of the Morla Farms. The second government controlled the populace with food bans. Their era ended in a crimson tide, and the leader of the revolt Lachlan Thel'Sor took control of the Cealophytes in Cephalo’Di.

    He instilled a tiered government that would distribute food to the populace and insured that all citizens on the same tier received the same allotment of food. Currently the tiers are Lordly, Noble, Gilded, Freeman, Servant, and Slave Reprobate.

    Only the family of Thel'Sor sits in the Lordly tier. Their trusted advisors and chosen friends occupy the tier of Nobles. Guild masters and the wealthy enjoy the status of Gilded. Freemen make up the majority of the population and are the lowest tier allowed to own property. Servants voluntarily pledge their life and service to a member of a higher tier, and their food ration is based on what tier they serve. Slaves Reprobates are criminals gifted another chance by a kind soul from the Gilded or higher willing to risk watching over them.
    Quote Originally Posted by Dracolon View Post
    Spoiler: Freedom Comes to the Deep?
    Show
    538: The High Lord floated behind his wife as she stood watching over a third of the population assemble in the field below, her steady sky blue glow illuminating the dark ocean like a beacon of hope in the night. The masses below were mostly freemen. The few nobles in attendance floated slightly higher in the back, most openly scowling already aware of the reason for this gathering.

    He could hardly decline the generous gift the people of the UJR had offered for such a small change. But it would affect the nobles and gilded more than most of his people. But even then it would only help them in the long run; they were just opposed to change. Still why was his wife making the announcement?

    He had bathed Melka’Ruin in blood to remove the Vicca’Roy family from power. Their food bans and pleasure hunts had driven the people to revolt. He could not let his family seem weak by going back on his red washed policy, but she was known as the light of compassion among the freemen. If anything they would see this as her proving her point to her rough husband.

    The guard at the city rim signaled that those that were coming had arrived. And the ocean filled with the strong hum of his wife yelling their announcement.

    “People of the deep! A glorious day is upon us!

    To long has the threat of execution been the rule of law for our people. I have talked long and hard with my husband, and the High Lord has agreed to hear my words.”


    He could see the people below fidget, arguably rule changes like this were historically bad for the majority of the populace. Of course that would also account for why attendance was so poor.

    “Rejoice in the news that the Tier of Slaves is no more! In its place we will form the Tier of Reprobates!

    Execution has been removed from the process, and from now on your life will not be ended by government nor owner!

    As in the old system if you commit food theft, murder, or tier fraud you will go to jail on the first offense. Violent acts will get you a hefty fine on the first count and as before the second count sends you to jail.

    We are extending the minor crime scale, now the first four times you will receive fines then a public flogging on the fifth. On the sixth offense you will be imprisoned. As a reminder minor crimes include theft, fraud, and talk of rebellion."


    The people seemed to be taking the news well so far, perhaps this change was for the best. Or perhaps they were as enthralled by his wife as he was. Either way her speech continued uninterrupted.

    “All prisoners will be put on the listing for the work program as a Reprobate rather than a Slave after being cleared by the warden. All criminals will get a second chance to become hard working citizens. Reprobates can be returned to the prison if they do not work out, but no longer will owners be allowed to execute their workers.

    In addition to these changes we will be increasing the allowed Reprobates for all tiers. Nobles will be allowed five Reprobates per person up from three. Gilded will be allowed two per person up from one. And for the first time, Freemen will be allowed one per family.

    We caution families from taking those guilty of high crimes, but hope this change will allow more Reprobates to eventually enter a successful Freeman trade.”


    Smiles had broken out across the nobles, and even the people seemed to buzz with excitement. It looked like this announcement would go without incident.

    “Thank you all for coming to hear the word of the Thel’sor, may your days be filled with abundance via work!”

    At the conclusion the masses below gave a mighty chorus of cheering voices that could be heard throughout the city, and celebration rang along the streets for days after.

    Last edited by Dracolon; 2015-07-09 at 08:42 PM.

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


  25. - Top - End - #85
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
    Location
    Constantly Roaming
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Alzeroth Collective


    Alzeroth
    Region 139
    Lesser Vassal of the Hurosha Empire


    Spoiler: Leader
    Show
    Grand Minister Jirwalis Rimbur
    Diplomacy: 6
    Military: 7
    Curiosity: 6
    Faith: 3
    Luck: 3


    Spoiler: Population and Military
    Show
    Population: 139A – 840,000; 139B - 60,000 (Round 40 Pop increase)
    Land Army: 139A – 8; 139B - 1 142B - 1
    Aerial Army: 139A – 1


    Spoiler: Things in progress
    Show
    None


    Spoiler: Completed Projects
    Show
    Academy of Tactics and Prowess (See lore)


    Spoiler: Trade
    Show
    Exporting:
    Wood to Glirfrey
    Firesteel to Mularuhm and Aloren
    Firestone to the Land of Free Knights
    Fish to Pryonia

    Importing:
    Fibrous Flame from the Land of Free Knights
    Grain from Pryonia

    Trading Posts:
    Kemuliaan in Alzeroth for Fish
    Alzeroth in Kemuliaan for Rubies


    Spoiler: Terrain
    Show
    The terrain of Alzeroth is comprised mostly of vast expanses of grassland. However, intermixed with the grassland are patches of hills of varying sizes. Individually, these hills are not tall enough to impede movement, unfortunately, these hills are often clumped together, making the traversal rough.

    In the eastern part of the lands, the area becomes much rockier and mountainous. While the "true" mountains extend beyond the borders of Alzeroth, traversal in this area is usually made via the pathways.

    In the centre of Alzeroth flows a large and vast river known as The Contigrue, providing the citizens of Alzeroth all the freshwater and fish they need.

    On the coastline of Alzeroth is a large, semi-natural structure called The Stone Port. Originally, it was a large, flat rock that extended about a kilometer out to sea, but water and labour have created inlets to allow ships and boats to dock.

    In the eastern area is a large, natural cave mouth that has a constant orange glow. This is known as Firestone Mine and is where the two materials used to create Firestone come from. The mines are rumoured to be many miles long, corridors twisting in all three dimensions.(See Resources)


    Spoiler: People
    Show
    The Alzeroth people are Humans with a relatively tanned complexion. The miners are often darker skinned, due to their near-constant exposure to naturally mixed Firestone in the mines. They stand around 6 feet on average and their hair is usually some shade of brown.

    Both males and females usually possess long hair, adorned with with metal bangles or coloured fabrics and the like. Some of the more "adventurous" have taken to wearing activated Firestone in small glass balls.

    There is only one "major" city in Alzeroth, known as Oreth, where about 40% of the population live. There are several other towns and cities in Alzeroth, but are relegated to more military or production matters.

    In Oreth, the people are more dedicated to art and culture, spending time and wealth creating and acquiring paintings, tapestries, stained glass windows and other things like that. This is also the home of the ruling body, where the five Great Houses vie for the position of Grand Minister (See Government).


    Spoiler: Resources
    Show
    One of the main resources of Alzeroth is called Firestone, so called because of its ability to generate both heat and light. It is considered safer than traditional fire because it cannot be easily used to ignite things. If a piece falls on a wooden floor, it'll scorch where it landed but won't cause the house to go up in flames.

    As mentioned above, Firestone is a mixture of two different materials. A fragile orange crystal called Sun Fragments and a crumbly metallic substance known as Grey Flame. When the two materials are powdered down, a feat you can accomplish with your bare hands, and mixed together, the compound is then exposed to air and after about 10-20 seconds, starts to react creating both light and heat and coagulating into a hard material.

    Once burned out, the resulting material is a worthless soft, charred-grey lump known as Stoneash that has no appreciable use.

    Individually, the two substances have little value, the Sun Fragments being too fragile to sculpt into anything and Grey Flame having no effect either on its own or as part of an alloy.

    As a by-product of mining for Firestone, Alzeroth produces a large quantity of Workable Stone.

    Due to the Contigrue river, Alzeroth is able to capture quite a large number of Fish, one of the staples of their diet.

    Although there are various trees dotted around, the lack of any actual woodland requires importation of Wood


    Spoiler: Government
    Show
    The Government of The Alzeroth Collective is known as "The Six Ministers". The Six Ministers are made up of a representative of one of the five Great Houses and the Grand Minister.

    Each of the House Ministers are tasked with creating arrangements, policies and the like. While these are supposed to benefit the realm first and foremost, each House Minister also works to make sure that his own house gets the best out of the deal, leading to the necessity of the Grand Minister.

    The purpose of the Grand Minister is to adjudicate and decide upon the various proposals. Unlike the House Ministers, the Grand Minister's ONLY duty is to that of the realm and thus the Grand Minister decides which proposal is the best for the realm.

    Male and female House Ministers are equally common, sometimes changing from meeting to meeting depending on who is free and who is not. There is no "real" honour attached to being House Minister, nor is there any stigma for being "demoted" from the position. They are simply the mouthpiece for their House.

    The Grand Minister, however, is more often Male. This is not due to any inherent sexism (Far from it, "more often" does not mean "Almost always") but simply that the one chosen to become the next Grand Minister cannot have any attachments of marriage and females are more quickly married off to secure alliances and agreements between the Houses.

    When the Grand Minster reaches thirty years of age, he selects a successor from one of the children to educate in the ways of managing the realm and the Houses within. The Grand Minister teaches in whatever method he deems appropriate. When the child reaches twenty years of age, the current Grand Minister steps down and the child takes over as Grand Minister.


    Spoiler: Religion
    Show
    The Alzeroth Collective worships a pantheon known as "The Guardian Spirits" , with each individual selecting a particular Spirit to be their patron. There exists a Spirit for almost everything, from sea travel to illness to crops. Small sects of Ashmarism cropped up in recent years (491) after vassalage by the Hurosha Empire.


    Spoiler: Major Settlements
    Show
    Oreth: W.I.P.

    Fireglow: W.I.P.

    Sea's Rim: W.I.P


    Spoiler: Alzerite Academy of Tactics and Prowess
    Show
    Considered an offshoot of the Kasumori Academy of Culture and Prowess by some, this Academy is build to educate the Alzerites in the art of tactical warfare, aswel as to teach children and young people the cultures of both the Alzeroth Collective and the Hurosha Empire. The Academy itself is quite a big fortress like building, so it can be used as a refuge for it's students when needed. Outside on the field, mock-battles can be held between groups of students to test what they have learned about tactics. Games are held every year to decide the best students of the year. Students of the Kasumori Academy of Culture and Prowess are also known to participate in the matches, provided they can reach Alzeroth.


    Spoiler: History
    Show
    W.I.P.


    Hringboga
    Region 139B
    Alzeroth Collective
    Lesser Vassal of the Hurosha Empire


    Spoiler: Terrain
    Show
    Home of the Naedre, Hringboga, or Coiled Serpent in the native's tongue, is a strange, hostile region. As far as sightseeing goes, there is not much to see in Hringboga. The whole region is covered in pitchblack darkeness 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, Hringboga is a strange place indeed.

    First of all, you have the Blóma, a massive lump of naturally formed Adamantine formations. Tree-like structures jut out from the main mass, giving the whole area an eery appearence. The majority of Hringboga's Adamantine reserves are gathered from this place. Locals revere this place for it's haunting appearence, seeing it as the first stage towards beauty.

    To the south of the Blóma, one can find the Hwéol Sciell, a giant shell-like structure around a mile in diameter. Structured much like the spiraled shell of certain species of shellfish, the creature that left behind these gigantuan remains is unknown. In the middle of the structure, a big, 10 meter high adamantine monolith stands, partly broken, ancient enscriptions vaguely visible on it's surface.


    A carving made by the Naedre, depicting the general layout of the Hwéol Sciell

    Finally, sitting in the western regions of Hringboga, is the Ácolitus. This area is home to the only plant-life in the whole regions, massive collonies of soft mosses that cover an area more than trice the size of Earthhome. The reason plant-life is possible here is because of the strange fungi that cling to the cavern's ceiling, producing an soft light. Due to an unknown process, the fungi radiate red light when it is day at the surface, and green light when it is night. The reason for this is still unknown.


    An area of the Ácolitus, when completely lighted up with the help of vallotake.


    Spoiler: People
    Show
    [CENTER]Name: Naedre
    Subgroup: Giant-folk
    Strenght Ratio: 10:1


    The native folk of Hringboga are a giant-like race called the Naedre. They possess the upper body of a humanoid, but their lower body is that of a gigantic snake. The Naedre are quite slimly build, to aid their nagivation through the treaterous underdark. They possess a fat reserve in their tales, keeping the upper body slimmer due to a lesser need for fat storage there. These snake-like giants are quite heavily muscled, although the males are moreso such than females. Because of the everlasting darkness, the Naedre 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 typically stand around four meters high, with their tail reaching lenghts of around 7 meters.

    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 bodylanguage alone, making hiding your real intent from them a problem in some cases.

    Due to the absence of eyes, the Naedre have a bleak skin and dark scales, without much of a pattern present. Their hair, while a dull black in most cases, is grown long and well groomed.

    The Naedre are a highly intellegent race, their intelligence being on par with that of humans and most types of Fae. They have a rich culture, oral traditions and folklore, which mostly focuses on the concepts of form, the creation of form, the perservation of form and the attainment of the perfect form. Both Naedre men and women are dressed quite extravagantly, but the concept of cloth clothing is rather unknown to them, seeing no need to hide the beauty of ones body. After their joining of the Alzeroth Collective however, diplomats started wearing the bare minimum of clothing to be considered appropriate, as the first few, more traditionally dressed, diplomats were met with confusion and awed gazes from their human compatriots.

    In stark contrast to their harsh environment, or maybe because of it, the Naedre put a large emphasis on the beauty of shape and form, wearing all kinds of metallic jewelry and ornaments. Metals are held in high regard in this region, especially supernatural metal, and are used in almost everything during their daily lives. From houses to dinnerplates to roads, if it can be made of metal, it is made of metal. The metal most abundant in Hringboga is Adamantine, so the buildings found here are very solidly build and extremely sturdy.

    In addition to their reverense of physical beauty, the Naedre also strive to perfect their inner beauty. As such, these giants are welcoming and very friendly to visitors. They are also keen on getting to know other beauty ideals, as some of the Alzeroth explorers, both male and female, discovered when visiting the Naedre capital of Cofa.


    Spoiler: Resources
    Show
    Hringboga is a desolate place, barren of any living resources. However, it is a host of a lot of metals, the most prominent being a rather Great amount of Adamantine. Most likely, more wondrous metals await deeper within the darkness.

    Because of the Naedre's fascination with metals, they wish to collect more. As such, they require any Supernatural Metal, except Adamantine, so they can use it in their culture.


    Spoiler: Government
    Show
    The Naedre are led by two leaders, namely the man and the woman that are found to be the most beautiful within Hringboga. As someone so beautiful, surely they also have the means and Prowess to lead the Naedre in their searches and endeavours. The rest of the Naedre are organized into families, with the youngest adults (30 years-40 years) lead the family.


    Spoiler: Religion
    Show
    The Naedre's pursuit for beauty is more akin to a lifestyle than an actual religion. Aside from that, most Naedre's worship their ancestors and it appears traces of the Guardian and Ashmar trickled in from above.


    Spoiler: Major Settlements
    Show
    Cofa: The Metal City, home to around 60% of the Naedre population. The majority of the city is build from Adamantine, even up to the streets themselves. Buildings shaped into beautiful shapes, walkways and aquaducts curving elegantly through the city. However, although it's all clearly visible for the Naedre, for outsiders, the beauty is largely lost, due to the almost complete lack of lighting in the city. The only source of lighting being the soft glowing fungus sound at the Ácolitus, the majority of the city is pitchblack for most people's eyes. If one could see it, the Temple of Eoro Ár stands tall in the middle of the city, a testament of the Naedre's exploits.

    Fréols: When Alzeroth explorers first came to Hringboga, they touched down upon it's rocky floor near this town. Situated near the eastern edge of the region, this town is actually one of the larger cities in the region, housing around 4.000 Naedre. It was here that the talks between the Alzerites and the Naedre took place, resulting in Hringboga joining the Collective.


    Spoiler: Temple of Eoro Ár
    Show
    This tall, lean structure is build from an array of materials, from adamantine to iron and granite. It is here that the greatest accomplishments of beauty are made immortal. Beautiful sculptures and engravings are displayed here, their inspirations made immortal. Besides life-like statues, also strange metalic statues can be found here, made for the sole purpose of reflecting sound as beautifully as possible. Normal creature cannot see this, but to an Naedre, the ways sound bounces off and vibrates through these statues is a thing of wonder indeed.


    Some of the newest additions put on display, showing Alzeroth humans.


    One of the more stranger statues found in the Eoro Ár, designed to reflect sound.


    Spoiler: The Great Adamantine Mine
    Show
    Soon after Hringboga joined the collective, work began on an immense project to harvest the surrounding Adamantine ore in order to create tools, weapons, and armor that were stronger than the firesteel of Alzeroth. Even though Firesteel had made for nice looking weapons, it was less than ideal as armor. As such, there is now a huge mining operation throughout Hringboga, that combines machinery and labor to create a vastly more efficient way of harvesting the already plentiful Adamantine.



    Spoiler: List of Naedrean Words
    Show
    Hringboga: Coiled Serpent
    Naedre: Serpent
    Blóma: Metal Mass
    Hwéol Sciell: Circle Shell
    Ácolitus: Acolyte of the Light
    Cofa: Den
    Eoro Ár: Earthly Grace
    Fréols: Free Will
    Aeldu Brytengrund: Dark Earth


    Veige
    Region 142B
    Alzeroth Collective
    Lesser Vassal of the Hurosha Empire
    Population: TBD

    Spoiler: Terrain
    Show
    (General) Veige is an underground region, and as such the terrain around it is composed mainly of rocks, and it is very dark. The caverns where Veige is located were at one point made from a dried up underground river, but were expanded whenever the population needed them. Now, there are many small tunnels and large chambers located all over, creating a confusing mess of tunnels and crossings. The underground river, known of "Nocath" still flows through many of the tunnels, eroding them and pooling down in the subterranean lake named simply as "Pool." There is little to no plant life in Veige, with the exception of some fungi that grow beside the river.

    "Pool" is located to the deep northern part of Veige, and it is a common meeting place where most of the social events are held. It is commonly known that it drains into the ocean further to the north, as early explorers had discovered. Pool has many smooth stones as a result of the flowing current, and as such it is desirable to live near the pool.

    More TBD


    There are currently 2 land military units in Veige.
    Last edited by Zayuz; 2015-06-21 at 09:33 PM.
    "What is to give light must endure burning."

  26. - Top - End - #86
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Grand Duchy of Pavonia
    Regions 68, 95, 96 and 127 Roarke
    Lesser Vassal to the Caercian Consortium and the Salterri Imperium
    Vassals: None

    Grand Duke Benfu Caercia: Grand Duke of the Pavonians, Burrata, Promised, and Men of the Vales, Duke of Pavonia, Prefect Pavonian

    Stats
    Diplomacy - 9
    Military - 6
    Curiosity - 5
    Faith - 6
    Luck - 4

    Original Rolls

    Resources/Trade
    Spoiler
    Show

    Pavonia
    • Iron [Good]
    • Stone [Good]
    • Mercenaries [Good]
    • Adamantine [Good]


    Frios
    • Sungbone
    • Onions
      [/INDENT]


    Thousand Vales
    • Megalocerous
    • Ambrosial Ale
      [/INDENT]



    Trading Posts




    Population and Armies
    Spoiler
    Show

    Pavonia - 1,081,000 [10 Ducal Circles]
    Frios - 642,000 [3 Ducal Circles]
    Thousand Vales - [3 Ducal Circle]
    Promise - [3 Ducal Circles]


    Technologies
    Spoiler
    Show


    Winning Tactic


    Government
    Spoiler
    Show

    The Grand Duchy of Pavonia is an electoral monarchy with the selection of the Grand Duke in the hands of fifteen Duke Electors, inherited titles of the noble lords of the land.

    Noble Rankings within the Grand Duchy
    • Qzare
    • King
    • Grand Duke
    • Duke
    • Count
    • Baron


    Noble Houses & Holdings throughout the Grand Duchy

    Duchy of Pavonia - Grand Duchess Maria Wulfendyne
    • County of Grove - Grand Duke of Promise
      • Barony of - House
    • County of Skywall - Duke of Pavonia
      • Barony of - House


    Duchy of Frios Duke Ramirez
    • County of Ciudad Vieja - Duke of Frios
      • Barony of - House
    • County of - House
      • Barony of - House


    Military Hierarchy


    Military Rankings
    • Kaizer - Commands the Ducal Circles of a Duchy
    • Praetor - Commands 1,000 men, a Ducal Regiment
    • Kommandant - Commands 100 Men in a Legion, a Battalion
    • Lieutenant - Commands 10 Men in a Battalion, a Schlag
    • Schwerter - Rank and file soldiers of the Ducal Circles


    Honorific Military Titles
    • -



    Major Cities & Sites in the Grand Duchy
    Spoiler
    Show

    Duchy of Pavonia
    • Grove City

    Duchy of Frios
    • Ciudad Vieja



    The Salterri Imperium: Agreement
    Spoiler
    Show

    The Grand Charter of the Salterri Imperium

    Preamble
    The Salterri Imperium exists as a unified empire with the goal of bringing peace, order, and civilization to the world. All Regions, Provinces and Protectorates of the empire agree to a code of conduct to support those goals.

    Leadership
    {1} Loyalty to the Qzare is absolute. As ruler of the Imperium, the Qzare maintains ultimate authority over the empire. The Qzare agrees never to rule unilaterally without the input of the Senate unless necessary for the preservation of the Imperium.
    {2} Regions under direct control of the Qzare shall be referred to as The Silver Throne. These regions shall retain their native leadership and traditional native methods of leader selection. Said leader is granted the Imperial Title of Provincial Governor and may use this title for all legal purposes. Traditional local titles for leadership may be retained and legally used, provided said titles explicitly called out in this treaty.
    {3} Cohesive geographical unions consisting of 4 or more regions shall be called Provinces. These Provinces are bound to the Imperium by treaty or conquest. Provinces shall have full rights and responsibilities to maintain their native leadership and methods of selection. Leaders of such nations shall be granted the Imperial Title of Proconsul and may use this title for all legal purposes. Traditional local titles for leadership may be retained and legally used, provided said titles explicitly called out in this treaty.
    {4} Non-cohesive geographical unions consisting of 1 or more regions shall be called Protectorates or alternatively Prefects. These Protectorates are bound to the Imperium by treaty or conquest. Protectorates shall maintain their traditional methods of leadership unless formally objected to by the Qzare or a vote of the Senate. Leaders of such nations shall be granted the Imperial Prefect and may use this title for all legal purposes. Traditional local titles for leadership may be retained and legally used, provided said titles explicitly called out in this treaty.

    The Senate
    {1} The Senate shall be convened on a regular basis to debate the priorities, goals, and agendas of the Imperium and put to a vote said issues. The result of such votes shall be made law to the Imperium.
    {2} Senators are to be selected by a method determined by the regional rulers, whether that be by vote or appointment. The Imperium shall not interfere in the method of Senatorial selection.
    {3} Each region shall have one Senator and receive one vote in the Senate. Additionally, for every two regions under direct control of the Silver Throne, they shall receive an additional senator and vote.
    {4} Each Proconsul shall also receive one vote.
    {5} The Qzare shall receive no votes but does maintain veto power over any law passed by the Senate. The Senate may, however, override the Qzare's veto with a three quarters vote of the Senators.

    The Imperial Court
    {1} Each regional ruler, Protectorate Preator, and Provincial ProConsul shall have the right to attend or send a duly appointed representative to the Comitatus Judex Primus, Court of the Chief Magistrate of the Salterri Imperium. Here, leaders may petition the Imperium or have grievances addressed.
    {2} A tribunal of three Magistrates will hear the petitions and issue rulings on a timely basis.
    {3} The Chief Magistrate of the Salterri Imperium shall be appointed by the Qzare, and serve a term of no less than 5 years.
    {4} Two other Magistrates shall be chosen by the Imperial Senate from a candidate list of no more than two from each region. These candidates should be of good moral character and knowledgable in Imperial Law.

    Military

    Military Obligations
    {1} The territorial integrity of all provinces and protectorates is guaranteed by the Silver Throne.
    {2} All provinces and protectorates are expected to maintain reasonable defensive forces proportional to their extent and population, including a navy.
    {3} All military units shall follow the following naming convention, to assist in integration of disparate units from multiple sources. A Legion is defined as 1,000 armed and expertly trained soldiers or equivalent thereof. A Classis is defined as a grouping of naval ships capable of carrying a Legion as well as defending it while in transit.
    {4} Should any region within the Imperium come under attack from outside, all provinces and protectorates are expected to contribute a reasonable number of troops to its defense at the request of its ruler, reasonable to be construed as all troops that can be made available without endangering the integrity of that subject.
    {5} Provinces and protectorates are encouraged but not obliged to support foreign deployment of troops undertaken or endorsed by the Silver Throne.

    Military Actions and Limitations
    {1} No region will raise arms against another member of the Imperium, except in defense.
    {2} Proconsuls and Prefects shall not raise unreasonable military forces and will voluntarily disband some or all of them upon request of the Qzare or a vote of the Senate.
    {3} No region will militarily invade lands belonging to nations outside of the Imperium, except in times of war. With Senate approval, expiditionary forces can be sent to assist and encourage undeveloped regions to join the Imperium or to protect native unaligned peoples.
    {4} No region shall sponsor privateers nor issue Letters of Marque and Reprisal without consent of the Senate.

    Faith and Religion
    {1} The Imperium officially recognizes the Hailings of the Silver Sea as the official state religion for use in all Imperial ceremonies. Clergy of the Hailings of the Silver Sea are granted autonomy to move through all Imperium lands and spread their beliefs without hindrance.
    {2} The State officially recognizes the Qzare as the bearer of the Silver Mandate and having divine favor to rule.
    {3} Proconsuls and Prefects must adhere to a state approved faith for all public Imperial actions. Special dispensations may be given to leader who follows a regional religion with long standing traditions in the area.
    {4} The Qzare and the Senate reserve the right to ban any religion determined to be detrimental to the Imperium.
    {5} Regional rulers may petition the Courts to restrict the Hailings of the Silver Sea to a minority in a region where a conversion to a majority might cause civil unrest.
    {6} The spreading of native faiths to other regions requires consent of the ruler of that region, the Prefect or Proconsul, and a full vote by the senate. At no time may any traditional faith be greater than a minority outside its home regions.
    {7} No member of the Imperium may start or organize a new faith or religion without formal decree from the Senate.
    {8} No member of the Imperium may spend more than 1/5 of its taxes in support of any religion without formal decree from the Senate.
    {9) Missionaries from outside of the Imperium are denied entry to Imperial lands and are prohibited from spreading their faith anywhere within the Imperium without formal decree from the Senate

    Trade, Resources, & Technology
    Imperial Provinces and Protectorates may make trade agreements as they see fit with the following requirements.
    {1} If a region of the Imperium has need of a resource you can provide, you must offer the resource to that region before offering it to any nation outside of the Imperium.
    {2} No trade agreements of any sort may be made with any nations declared to be an enemy of the Imperium.
    {3} The Qzare and the Senate reserve the right to declare any technology a ‘state secret’ and forbid trade of it outside the Imperium.
    {4} All acquired technologies are to be shared openly with all members of the Imperium, though recipients of the technologies may still be required to provide resources in payment for the technology.
    {5} No ruling member of the Imperium or Senator shall support illegal acquisition of technology that violates existing Imperial Treaties.


    Treaty of Deeptree
    Spoiler
    Show

    The following treaty seeks to put an end to the war between the states of the Caercian Consortium, the Cree Tyranny, the Mularuhm Kingdom and their allies and the state of the Pavonian Imperium. Such terms as laid down in this agreement are to bind the signatories now in their current form and from here forward in perpetuity.

    • The Pavonian Imperium shall cede any and all claims now or future on the region known as Norogh, Novorogh, or other alternative names such that encompasses the region below the surface of Pavonia Proper to the Kingdom of Mularuhm.
    • The Pavonian Imperium shall cede any and all claims now or future on the region known as Promise, Needlemarch, or other alternative names such that encompasses the region southwest of Pavonia Proper to the Caercian Consortium.
    • The Pavonian Imperium shall cede any and all claims now or future on the region known as The Thousand Vales or other alternative names such that encompasses the region south of Sterkelv and West of Promise to the Tyranny of New Crima.
    • The Pavonian Imperium, under the reign of the Wulfendyne dynasty, shall retain rights to the lands of Pavonia Proper and Frios and these rights shall be respected and recognized by the signatories of this document.
    • The Empress Maria Wulfendyne will recognize as her successor as she sees fit and their successor to follow shall wed a member of the House Caercia. The Empress may select her heir to the Pavonian Imperium as she sees fit but this selection must be unwed that they might be wed to a bride or groom of Caercian consent.
    • The Pavonian Imperium shall recognize the rights of the Caercian Consortium to two tradeposts in the region of Pavonia Proper. As a sign of goodwill the Pavonian Imperium is recognized as possessing rights to one trading post in Promise, a claim subsidiary to the right claimed by the Qzare.
    • The Pavonian Imperium shall swear its vassalage to the Caercian Consortium and, ultimately, the Salterri Imperium by the terms laid out in the Grand Salterri Charter. In recognition of the laws and agreements of the Grand Salterri Charter the Pavonian Imperium shall relinquish the title of 'Imperium' as will its leaders renounce the claim to the title 'Emperor/Empress' reverting to 'Grand Duchy' and 'Grand Duke/Duchess' respectively. For the purposes of this document the titling of 'Pavonian Imperium' and 'Emperor/Empress' shall be used and is considered the same and equivalent title as 'Grand Duchy of Pavonia' and 'Grand Duke/Duchess' in its binding legality.


    -Signed
    King Hanyeo Caercia: King of the Caercians and Ritians, the Sterks, the Wyrmar, Men and Minotines of Minotron, the Bjurns, the Melzin, and the Promised, King of Dragons, Suzerain of the Grand Duchy of Pavonia, Proconsul Caercian, Warden of the West

    Lord Protector Vitus Caercia: Sword of the King, Protector of Palas Caercia, Magister Equitum, Legatus Caercian

    Grand Duchess Maria Wulfendyne, Duchess of Pavonia, Duchess of Frios

    Tyrant Khoonbish the Inhuman



    Pavonia (68)


    Terrain
    Spoiler
    Show

    The Skywall Mountains - Surrounding Pavonia on three sides these steep and almost impassable peaks long isolated the Pavonian tribes from their neighbors. Within the cradle of the mountains, Pavonia is shaped like a giant turtle-soup tureen. The upper two-thirds to three-quarters of this region are one vast forest, with settlements and fields carved out by the labor of ten thousand axes. The inner section is mostly open fields, rich and fertile with all the nourishment and minerals the rivers bring downstream from the mountain and forest regions. At the lowest point of this bowl, all the rivers empty into the sea.

    The Sea of Green - A vast lake that in turn drains into the Wile River, which in turn drains into the ocean, known as the Black Sea. The Black Sea is a source of many dark legends in Pavonia, explaining its macabre name.

    Grove City – Sitting on the shore of the Sea of Green and named for its vast groves of fruit trees, one of the few places in Pavonia to feature such verdure, this was once the stronghold of the Wulfendyne lineage. Now, it is the capital of Pavonia. Grove City is not architecturally a might or impressive to those with more of an eye for art but despite its rough appearance the city is well constructed and solid, serving reliably as a fortified point of much military strategic value along the Wile as well as an important trading hub in the region.


    People
    Spoiler
    Show

    Pavonia is chiefly inhabited by humans, but orcs and goblins are both numerous and werewolves and vampires, alterations undertaken by the human population, are not unknown.

    Pavonia’s human population resembles Ritian men of Palas Caercia and to a lesser extent the Sterks of Sterkelv, tending towards large and bulky with light skin and dark hair. Most men exhibit formidable musculature while the women tend towards what a satirical poet once described as the “flour-dumpling look”. Furs are commonly worn amongst the Pavonians and beards are popular and a sign of age and status amongst men. Thick long hair is popular with both men and women either tied back or let to fly free in an animistic show of frenzy.

    Pavonian orcs, referred to locally as Jaegers, are a civilized people, and integrate closely with human society. Resembling the orcs of Bracia and Grmanhil these monstrous humanoids mark themselves as powerful and intimidating forms. Tusks protrude from their mouths and their skin ranges from green to purple-grey in shade. The Jaegers all have black hair but their eyes range widely in color from orange, blue, green, red, and gold. Whether the humans or Jaegers populated the region first is unknown but the two people's have formed a close connection and interdependence between one another.

    The goblins of Pavonia are believed to be related to the Rijwak of Palas Caercia and the Cyaqueet of Norogh. They are more on the outskirts of society, maintaining a distinct culture even amongst the humans and jaegers of the region. Much of Pavonia sees them as vermin, but their quick minds and affinity for serving without causing problems when called upon has kept them safe from high governmental persecution though local duchies vary in their treatment of goblins. They are often blue skinned with some skin colors ranging to green and have light to white hair. They have remained far removed from the higher politics of the realm, though not by their choice.


    Resources
    Spoiler
    Show

    Iron - The soaring and rich Skywall Mountains contain vast deposits of this essential metal used for creating weapons and armor for the fierce Pavonain people. The lack of ready food but much iron has lent itself to the warrior culture of the Pavonians.

    Stone - The Skywall also contains hefty deposits of good solid stone useful for construction and reinforcement of buildings and military holds.

    Mercenaries – Forbidden by Pavonian law laid down by the first Grand Duke to partake in armed struggles against one's fellow Pavonians the militant and sharp minded conquerors of the land of Pavonia quickly adopted themselves to mercenary work. Many work as mercenaries abroad though some especially adept at the art of war are granted the title of 'Graf' by the Pavonian system and work to lead, reinforce, and aid the Pavonian military complex.

    Adamantine though long resting in the Skywall is took decades for the Wulfendyne Dukes to gather the knowledge and ability to extract and refine the adamantine of the Skywall.

    The Skywall mountains, despite their bounteous supply of iron, adamantine, and stone are severely lacking in precious metals, most notably Gold which is disproportionately valued by the Pavonian people.


    Religion
    Spoiler
    Show

    The Pavonian people were never an overly religious people, believing in a creator-deity known as "The One Who Guides The Wave" but this belief having little to no impact on their day to day life. Instead, their supernatural attention was devoted to a web of superstitions that reflects the abundance of monsters in the forests and mountains.

    This changed with the discovery of Promise and the arrival of the Path religion though Caercian efforts have seen a marked attempt to turn the Pavonians from the religion of the south to Panshen which has proved quite successful, driving back the monotheistic religion.

    The Pavonians also practiced and continue to practice the art of inscribing and tattooing runes. These runes are geometric designs that Pavonians believe capable of nudging fate and reality into specific paths. Every Pavonian bears an intricate web of runes covering his entire body, save for the head, the palms of the hands, and the soles of the feet. These runes allegedly do everything from warding off plagues to enhancing strength to increasing fecundity, and they are one of the most fundamental and important aspects of Pavonian culture. Similarly, runes are inscribed on the thresholds of houses to ward off evil spirits, vermin and fire, on swords to make them strike true and not break as easily, and so on.

    Pavonian werewolves are those who have taken great effort and care to apply to themselves runes capable of uniting their spirit with that of a wolf's spirit unlocking this hidden power. This practice is extremely dangerous although many still pursue it for the power and the attunement with the wild natural world around them. Whether this practice would allow Pavonians to adapt themselves to further fusing with other animals is unknown.



    Frios (127)


    Terrain
    Spoiler
    Show

    Altura - The southeastern end of the Skywall Mountains lies in Frios and is known to the inhabitants as Altura. It's foothills are nourished by the rivers of glacial water carried down the great mountain. Old abandoned mines pockmark these slopes, and traces of sungbone architecture can be found thereon

    Vacia - South of the Altura foothills lies a vast empty plain traversed by herds of caribou, penguins, and polar bears, and inhabited by tribes of roaming hunter-gatherers. Those who don't make their home in the city often occupy this lush land.

    Ciudad Vieja – At the southern end of the region lies Ciudad Vieja, an ancient and abandoned port city constructed by a long-vanished civilization and now inhabited by a goodly chunk of the region’s population, subsisting on the vast shoals of fish that fill the seas around Ciudad Vieja. The city is made almost entirely of sungbone architecture, with the handful of non-sungbone structures either modern additions or structures that required exceptional durability, such as banks or jails.


    People
    Spoiler
    Show

    The inhabitants of Frios refer to themselves individually and collectively as the Burrata. They are mostly human, with extremely pale skin, silver to blond hair, and predominantly blue or gray eyes. They tend towards the small side of the spectrum, rarely topping 5’6” and generally slender. The Burrata organize themselves into tribes of a couple thousand, ruled by an elected chief known as a granqueso, supported by a council of advisers elected as experts on specific topics. The exception to this is the Ciudad Vieja tribe, which numbers nearly twenty thousand and is the only tribe to remain in one location at all times. For this reason, its granqueso, historically a descendant of the Ramirez line, is something of a first among equals and the closest thing the Burrata have to a king.

    There is also a small population of jaegers, native, who unlike their Pavonian cousins never integrated fully into human society. Developing parallel to the Burrata the jaegers developed a strong clan sense and were reticent to even accept the jaegers of Pavonia as their people when first joining the Grand Duchy. The Frios jaegers are often of gray to greyish white skin with grey to black eyes though there are more uncommon colors. Never adopting the Burrata language and terms the jaegers were and continue to be led by their Herzog, an elected supreme autocrat, who leads the local tribe in retaining self sufficiency and martial prowess above all else.

    Though long split into individual tribal groups the unification under Pavonia and the now-defunct Pavonian Imperium brought the Burrata closer together and strengthened the control and power of the Ramirez line in the region. Many of the roaming tribes have since settled into villages, mainly concentrated on singing free large deposits of Sungbone from the region.


    Resources
    Spoiler
    Show

    Sungbone - Though the Burratans struggle to get by, one thing they have in ample supply, sungbone. This material may have been invented by a now long-vanished civilization which inhabited Frios before the Burrata, which made all of their buildings out of this material. It is an off-white substance, with much the texture of bone, though its consistency is more like very firm clay. Its name comes from the fact that by humming certain notes and concentrating, you can cause sungbone to reshape itself as you desire. The process is extremely slow, for example, opening a hole in a wall big enough for a person to squeeze through would take several hours. When not reshaped by song, sungbone works to maintain its current shape, so if someone were to stab a spear into a sungbone wall, the sungbone would mend the resulting scratch over a few hours. If brought into contact with regular bone, sungbone will slowly engulf and digest the bone, transforming it into more sungbone. Sungbone cannot be used to make armor or weapons, as it cannot be sung to a sharp point or edge and is too heavy and soft to make useful armor.

    To produce sungbone enough to provide housing and for exportation the dead of the Burrata are skinned and dressed, their hearts often eaten by an important family member while their bones are transported to massive pits dug for the production of sungbone from their remnants. Some consider the practice barbaric or disrespectful to the dead but the Burratans pay little heed to what outsiders have to say about their practices.

    Due to Sungbone's unique nature the Burrata "miners" are not easily recognized by foreigners as they carry no picks, shovels, or other metal gear but instead appear more as musicians in other lands. A skilled Burratan miner might be a well regarded bard or singer in some other region of the land and some find employment as such when they grow too old to bear the cold of Frios' landscape or desire to see the world rather than sing forth the region's strangest resource.

    Due to Frios’s lack of vegetation, the Burrata greatly value flammables and will pay well for such substances.


    Religion
    Spoiler
    Show

    Though many of the people of Frios have adopted the religion of Promise, that of the Singer and the Path some Burrata continue to practice a unique form of ancestor worship. For the Burrata the spirits of their ancestors are not a source of knowledge for the living but instead a composition of power of the soul that might be called upon to accentuate one's own personal power at the cost of the soul of one's ancestors. It is for this reason those with long, distinguished lines are most respected and most feared for they have such history and power within their line to call forward a great power at their whim. Those without a recorded line are less powerful and less respected for the same for their ancestors will not know it is their descendant which calls to them in times of trouble.

    The jaegers of the region put their faith in the land, believing the local animals, plants, and themselves to be bound together by cosmic force and that for every death there is a birth and every birth a death and maintaining balance as the most important aspect of a being's relationship with the world. One must not take what they are ready to give and vice versa.



    Thousand Vales (96)

    [IMG][/IMG]

    Terrain
    Spoiler
    Show

    Between the lands of Promise and Cas-Teire lies a tremendous range of mountains, and among these mountains lie the Thousand Vales, countless individual valleys each of which is essentially a tiny, self-contained nation. While the Vales are mostly similar, several stand out as of particular importance. The first is the Moonvale, a largish valley near the center of the mountains named for the enormous luminous white stone that lies at its center. The Valefolk all but universally regard the Moonvale as sacred, and by ancient tradition those travelling to or from it are granted safe passage, a notable exception to the usual omnipresence of war among the Vales. The second prodigy is the Deathvale. None know why, but it is known that nothing can enter this Vale and live. Humans or animals that descend into the vale seem to choke on empty air. Plants last somewhat longer, but eventually they too wither and die. The third particularly interesting vale is the Giant’s Cauldron. This lake is perpetually boiling, the evaporating water (presumably) replaced by hot springs from below. The perpetual boiling leaves the air above the lake as humid as a sauna, and the nearby valleys suffer from heavy rainfall.


    People
    Spoiler
    Show

    The Valefolk are human, with a similar phenotype to their Eastern cousins. Each inhabited valley is essentially an autonomous town-state, and it is all but unknown to have one person rule more than one vale. The vales perpetually skirmish with each other over an incredibly complex network of feuds and rivalries, anchored in millennia of oral tradition. However, a given valley will generally be allied to two or three of its neighbors, and this, combined with the tradition of abducting women from rival tribes, ensures sufficient genetic diversity is maintained. Occasionally, a particularly charismatic young leader will gather some followers and set off to settle a new vale, and sometimes a vale will be so reduced by war or disaster or sickness that its inhabitants must emigrate to one of its neighbors. These two processes occur in rough balance, and so the number of inhabited vales remains more or less constant. One quirk worth noting is that a Valefolk man will shave his beard when, and only when, he is defeated in battle. For this reason, a long and full beard is a status symbol amongst the Valefolk, with the greatest warriors having beards of multiple feet in length.


    Resources
    Spoiler
    Show

    Megalocerous

    Ambrosial Ale

    The Vales contain vast, vast populations of the giant elks known as megalocerous. Able to easily traverse the rugged terrain of the Vales as few other beasts can, the megalocerous have flourished, and those vales with no human population are often filled to saturation with the animals. In addition, something about the biochemical properties of the mountain wheat allows the brewing of a beer dubbed ambrosial ale by Pavonian scouts. This ale appears to act as a very mild regenerative agent, promoting healing when drunk. As a side-effect, this means that hangovers, liver poisoning, and other normal effects of alcohol overuse are much reduced. The Vales’ one major lack lies in the almost total absence of Gemstones. Accessible deposits of these stones are rare, and the Valefolk lack the skills necessary to prepare those few deposits they do find.


    Religion
    Spoiler
    Show

    While the majority of the Vales practice various forms of animism and spirit-worship, several, particularly on the eastern side, followed the Path. More recently, many vales have declared for the Path, raising this faith to a significant minority.


    Promise (96)


    Terrain
    Spoiler
    Show
    Promise can be divided into three distinct regions which are known by the following names:

    Needlemarch - Furthest north, this vast expanse of pinewoods and hardy grasses is inhabited by humans not dissimilar to the Pavonians and by a variety of vicious wildlife, such as dire wolves, cave bears, wild boars, etc. The majority of the population makes its home here as it is the least dangerous and deadly area of the region.

    Frostmud – South of Needlemarch lies the a weird semi-frozen swamp that separates the Needlemarch from the Chillwaste of the far south. The swamp is never completely frozen nor ever completely thawed, though in the winter it is mostly frozen and can be marched on with a little care, and in the summer it often melts and can be navigated by boat. This property makes traversing the swamp by land perilous.

    Chillwaste – Lying farthest to the south of the region this area is cold and icy, inhabited principally by caribou and wooly mammoths. It is also the home of the ice dragons, massive creatures with a deadly freezing breath, claws, scales, and teeth. These dragons stage frequent food raids north into the Needlemarch.


    People
    Spoiler
    Show
    The inhabitants of Promise, who refer to themselves as the Promised, are principally humans, of similar phenotype to their cousins to the north of the Skywall in Pavonia. Their technology is somewhat behind that of the Pavonians, falling roughly into an early iron age. They dwell in numerous small wooden towns and villages scattered all through the Needlemarch, hunting and practicing rudimentary agriculture.


    Resources
    Spoiler
    Show
    Though Promise contains sufficient resources to generally support its inhabitants, it has only one resource of great interest to outsiders.

    Giant Frozen Eggs – These are the eggs laid by the ice dragons in the Chillwaste and occassionaly found in the Frostmud. These massive eggs, in addition to food value, have a variety of interesting alchemical properties. It should be noted that it is extremely difficult to retrieve fertilized eggs, as the dragons guard these jealously. In addition, even when fertilized eggs can be retrieved, attempts to hatch the eggs always seem to result in stillborn hatchlings, though the corpses of such abortions have value of their own, of course.

    Ice Dragons – Brought to heel by the tamers and adventurers of the Grand Duchy of Pavonia these massive creatures have come to be tamed and controlled by the people of Promise, through the gathering and hatching of fertilized eggs and subsequent training of the hatchlings. Though as of yet their utility has not been fully realized it helps to keep them tamed and has led to a significant decrease in raids to the north by the still wild dragons of the Chillwaste.

    Though wood is abundant, Promise lacks suitable Stone for architectural purposes.


    Religion
    Spoiler
    Show
    While a few of the villages and towns of Promise practice various forms of animism or paganism (most commonly worshipping the ice dragons), the majority follow a surprisingly organized faith known as the Path. The basic teaching of the Path is that Telluris is the creation of a single god, known by a number of names, though most commonly called the Singer. He brought the world and all its inhabitants into being in a state of perfection, but the world’s inhabitants rebelled against him and brought all forms of sin and imperfection into the world. Nevertheless, the Singer has not abandoned the world he created, and is bringing about an unknown plan to restore it to perfection.

    Caercian missionaries have made it a goal to undermine the faith of the Path within the region and through the presence of the dragons in the region re institute worship and reverence for the mighty beasts through the lens of Panshen.
    Last edited by Roarke; 2015-06-21 at 12:40 AM.

  27. - Top - End - #87
    Barbarian in the Playground
     
    Goblin

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

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Del'taihn Provinces
    Vassal State of the Sovereign Principality of Niskovia
    woolli264

    Army: 9 ground units in Cantroth 2 ground unit in Ravusia 1 ground unit in deep boko.


    link to original rolls

    King Bugglygoff
    Stats 3 3 3 3 7 luck

    Spoiler: Past rulers
    Show
    Consul Jurg Stephenson

    End Stats
    Diplomacy: 9
    Military: 3
    Curiosity: 10
    Faith: 7
    Luck: 6

    Consul Jurg Stephenson is a quiet ram even by Homirum standards. This makes it all the more stunning when he does do something grand however. He used to be a monk of Ovidions. He has brown wool on his legs but shaves his head bald making his already impressive horns seem even more prominent.


    Consul Marrwin Kozlov (505-545)

    End Stats
    Diplomacy: 5
    Military: 3
    Curiosity: 7
    Faith: 3
    original rolls

    Consul Marrwin Kozlov had pledged himself to not only strengthen Cantroth's position within the Commonwealth but to also ensure that Cantroth becomes known to wider world as more than just 'that small insignificant protectorate of Niskovia'. He is recognizable by his white fur and hair as well as his wild mustache.

    Consul Avidiens ???-???

    Diplomacy 5
    Military 1
    Faith 2
    Curiosity 1
    Luck 3
    Spoiler: Past rulers
    Show


    The period when Cantroth was lead by this man is a curious blank in the historical record and the Homirum rarely speak of his reign. What is clear is that he was deposed by a military coup and the democracy was instated soon thereafter.

    Governor Caprians ???-505 (starting rolls; end stats)

    Diplomacy: 3
    Military: 5
    Curiosity: 5
    Faith: 2
    Luck: 1

    Governor Caprians is an incredibly average Homirum, neither too-tall nor too-short, his hair an intermediate shade of brown and hair an indistinct reddish-brown. The man doesn't even have a distinctive voice, however this may be his only distinguishing feature, for when Caprians gives a speech his audience is soon fast asleep.
    When asked none can remember his policies and no one is entirely sure how exactly he got elected in the first place. Probably the only thing this Governor has ever done to differentiate himself from his predecessor was grant the Niskovian ambassadors an audience.

    Spoiler: Succession Laws
    Show
    Cantroth is a democracy and a slow to act people... this is why Niskovian ambassadors had so much trouble gaining an audience with their leader.
    Elections occur every 40 years, the belief is that faith in Ovidions will guide the people to choose only the most worthy candidate.


    Original Stats
    Diplomacy: 5
    Military: 2
    Curiosity: 5
    Faith: 1
    Luck: 2


    112B Deep Boko
    population 765,000

    Spoiler: people
    Show
    This region is filled with a furry brown-skinned goblinoid people many of whom serve as Dervishes in the peace keeping forces throughout the land. They are called Deep Bokoblins. The bokoblins were easily befriended by the Homirum. Both races enjoy peace and festivities as well as arts and rituals. They respect each others religous differences. The Homirum believe that all religions are truly worshiping Ovidions just that different people have found different ways to do so. Also the Bokoblins seem to love the taste of sheep.

    Spoiler: religion
    Show
    The culture places an emphasis on their religion and revere it through habitual use of an underground lichen, Blue Fringe known for its hallucinogenic and mind expanding effects. This common use however has granted them a certain resilience to it and other races are encouraged to use much smaller portions or be seeing images for weeks on end. The religion is called Moorhsumism and is about the mushroom god. He is depicted as a large mushroom with arms and legs of a bokoblin. He teaches his followers that the underground is good and that sunlight is overrated. He also created the blue fringe so the bokoblins might become visionaries and eventually learn to separate their minds from their bodies to find and join him in "the great cavern" where they will live forever. Finally he also teaches wisdom.

    Spoiler: resources
    Show
    good resource of Blue Fringe, a hallucinatory drug used for rituals and magic
    good resource of visionaries, Through trial and error some of the dervishes of Deep Boko have discovered a specific ritual allowing them to see visions in their dreams. They have figured out a way to enter a trance while chanting and whirling that gives them visions as if they are dreaming. The use of the Blue Fringe helps too of course.

    Spoiler: Natives of significance
    Show
    The high dervish Bugglygoff was in charge of the group of bokoblins who managed to use the blue fringe and their rituals to their full potential and thereby became one of the first visionaries in this region.





    Region 114, Ravusia
    Population: 1,040,000


    Spoiler: terrain
    Show
    mountains and stuff


    Spoiler: peoples
    Show
    The Ravusian peoples are generally quite rigid and uptight people, striving to be the best in their field so as to brag to others about their triumphs. It has Ravusan Yogurt and Honey Bees whose honey is often combined with the native yogurt by the natives! It has a rigid feudal hierarchy, and emphasis on honor above all else!



    Spoiler: resources
    Show
    Ravusian Yogurt [Great]


    Honey Bees [Good]

    Import desire - Hard Metal



    Spoiler: religion
    Show
    majority pagan religion known as Trugoyism, the worship of Trugoy the yogurt god. His teachings include: "Yogurt without honey is no yogurt at all" "Your yogurt is your life" "Eat [yogurt] or perish" "and so i gave you yogurt, and so you may find perfection in life" He also teaches justice and honor above all except yogurt.
    minority doctrine of frost.





    Region 113, Cantroth
    Population: 1 232 000



    Region Details

    Spoiler: Terrain
    Show
    -general terrain summary goes here-

    Ovidions River: The water that cascades from Serdtsezimiya's Lake Yablokilze becomes the Ovidions River. This river - easily a mile wide in places - meanders south from the border to the shore of the Blue Horizon Sea. It is generally avoided by the people as their cloven hooves make it difficult to swim and the rushing waters could easily drown even a more experienced swimmer.
    Anvigarde: This city is the capital of Cantroth and the largest city in the entire Province. Stretching from the coastline down the Ovidions River's Eastern bank, though not close enough to the water for it to be an issue with the natives. If one were to stand in Central Square and gaze westward, they would see the the Great Prophet's tomb, topped with a large platinum statue of a titanic Homirum wearing a flowing cape decorated with stars. Legend states that the city was founded around the site where the Great Prophet Ovidions proclaimed Cantroth as the Homirum's new homeland. There is a small community of miners near the platinum mine and most shepherds wander the region with their sheep.
    The university It has a large central tower of stone bricks with one slightly shorter tower about 100 feet away connected by a wide, open to the air stone bridge on floors 2-5.
    The central building has 10 floors.
    1. The Lobby: Two large wooden doors open into a round room. The room is filled with white stone pedestals for examples of artwork to be placed on. Tapestries are also hoped to be displayed on the walls. The floor is a red and yellow carpet. The walls have dark wood panels and platinum in the corners. Two short white pillars mark the start of the similarly colored railing that follows a carpeted staircase that is perfectly in line with the doors. It goes straight then splits in half and doubles back on itself so that to get to the next floor there are two entrances half as wide as the staircase in the lobby.
    2. Food room: This room is much more simple. The stone floor is painted like a chess board and the stone walls are just white. Round wooden tables fill the room. In the center there is a small replica of the "Ode to Ovidions" there is a counter of the same colored stone behind which is a set of ovens and stoves and other kitchen things. A fashionable spiral staircase is in the back of the room, centered between the two entrances but across the room.
    3. Library: Dark wood paneled walls and floor. one window in each cardinal direction except for south where the staircase comes up from the previous floor. there is a spiral staircase in the dead center of the room and shelves of books forming a labyrinth of knowledge.
    4. Study room. small tables and soft couches, chairs etc dot this room painted with blue walls and grey floor. Windows everywhere. the central staircase comes up from the floor below. on the northern most point yet another spiral staircase reaches up to the next floor. (they are good cause they occupy a small space in comparison with a traditional staircase)
    5-8. Dorms. the spiral staircase from the study goes up all 4 floors. each floor has a plus shaped corridor lined with small rooms. same dark wood paneling as the library in all.
    9. teachers rooms. same as 5-8 but there's a locked door before you can get to the rooms and the rooms are bigger and less than on the other floors.
    10. open to the air, has ramparts like a castle and a mini "tower" with a cone shaped roof for bad weather.
    The smaller tower is all lecture halls, music practice rooms and rooms filled with art supplies, sculpting supplies or looms. It is five floors high.
    Ode to Ovidions: This statue on the western bank of the Ovidions River marks the location of the Great Prophet's mausoleum. The masterpiece depicts Ovidions' as he must have looked after his divine ascension, triumphant and otherworldly. The statue rises some 69 meters into the air, is 42 meters wide, weighs over 9000 pounds and is plated with platinum. It is located in the central garden of the great temple of Ovidions. The great temple is a large round building of wood, stone and platinum. Under its domed roof the temple contains many tapestries and statues depicting Ovidions in all his glory performing actions such as kickboxing and the flute that have become staples of Homirum culture.
    The platinum mine Located to the far west of Cantroth this mine stretches down for a very long distance. The metal it produces is used in many ways. The military uses it to make clubs and spears. It is ideal for these types of weapons as they benefit more from the heavy weight where a sword would loose valuable maneuverability. The miners live in a small community outside the main shaft known as Calormene. A single road is used to transport the metal to the city where it can be used to make things.
    Pastures To the north of Cantroth the ground starts to become more and more rocky as it approaches the mountains just beyond the countries borders. Here has been found to be the ideal place for shepherds. It is filled with hardy grasses and shrubs that both sheep and Homirum enjoy. The shepherds of this region travel constantly so as not to severely deplete the plant life in one spot. They only go into the city to sell their wool and meat.
    The tar pits To the west of the city and coming near to the sea stretch the tar pits. Except for the tar gatherers, they are void of life. This job is, without a doubt, the most dangerous in all of Cantroth. The pits are relatively close to Anvigarde so the collectors usually live in the city. They must be extremely sure-footed even for a Homirum and are required to hop from one small rocky refuge to another while in the pits. Pits can be as small as a meter in diameter but those have mostly been depleted and the large ones are of greater interest. Some of the biggest can be over 300 meters in diameter. The collectors use screws made of metal to collect the tar. They stick these big screws in and start twisting. As the screw slowly pulls its way out of the sticky substance a large ammount of tar sticks to it. They then scrape the tar into a tub with a lid so nothing else gets stuck in the tar. Once they've filled the tub they get a couple of sheep or friends to help them haul it back to their employers store house and collect their pay.
    The coast is rocky and contains no sandy beaches or the like.

    Spoiler: People
    Show
    The people of Cantroth are the Homirum. They bear a strong resemblance to their Valeriyan neighboors, from the waist down their legs resemble a goats, complete with cloven hooves - unlike a Favn their pelt is the same colour as their hair. They also have horns like the Favn do but unlike theirs, the Homirum's have a strong tendency to curl. They are a generally calm people, preferring their favourite instrument the flute to rambunctious activities. They are however quite fleet footed and the more active of them enjoy a style of kickboxing in their spare time. They prefer to wear cloaks lined with wool in the cold seasons and simple vests or tunics in the warmer ones.


    Spoiler: Resources
    Show
    Sheep (good)
    • Practically sacred to the Homirum, sheep provide both food and clothing. Every family has a meal of lamb each week, an occasion when many prayers to Ovidions are said

    Platinum (great)
    • The rarest of metals mined in this region and this the most valued, it is currently believed that Cantroth has the most abundant source of this mineral in the entirety of Telluris

    Tar (good)
    • It is worth braving the dangerous Eastern Inkholes in order to secure supplies of this resource but it is not even that much of a challenge for the fleet footed Homirum.


    Import desire - wood
    • Much of Cantroth's land has been cleared for pasture and what little woodland that remains is monopolised for mining purposes.

    Spoiler: Religion
    Show
    Ovidianism(pagan)- majority

    Ovidianism is the most important religion in Cantroth. Contained within the Great Book are the teachings of the Great Prophet Ovidions. The Homirum believe that when they follow the words of Ovidions he will always lead them to victory and ultimately peace. Ovidions is also believed to bring protection to wanderers specifically shepherds. He is depicted as tall and slim with black fur on his legs and a black cloak to match the night sky. His long black hair reaches his shoulders and is straight rather than curly like most Homirum. He carries a platinum sword that is bright like the moon. He is associated with the night sky which he ascended into. He has pale white skin. It was recently converted to Skodur Laiqs Riqis.

    Also a Kartina Zhizni minority.

    Spoiler: Natives of significance
    Show
    -The Consuls are the rulers. They are elected but serve as the sole authority. Therefore most significant happenings are by their doing.
    -Oleg Burmaken is considered to be the best musician in all of Cantroth. He has the most skill with the most instruments and is also an excellent composer, songwriter and storyteller.
    -Sphen and Vlad Peters. Former professional kick boxers then soldiers, they have now become personal bodyguards to the consuls. They come with them to many events and are deadly with their clubs and spears.


    115B
    Thri
    Inhabited by 890 000 Thri Kreen, large insect-like humanoids.
    resources Great: divining sapphires Good: Stone
    Import desire. Rare metals. (met by platinum from Cantroth)
    Religion: Skodur Laiqs Riqis

    116B
    Kreen
    Inhabited by 618 000 Thri Kreen, large insect-like humanoids.
    resources Great: Rust monsters, Large insects that eat metal.
    Import desire. Rare metals. (met by platinum from Cantroth)
    Religion: Skodur Laiqs Riqis

    Spoiler: Technologies
    Show

    distributed throughout the lands

    Clockwork
    Griffon-riding
    Mithril-forging
    Ocean-faring Ships
    Plate-armour
    Printing-press
    Sewage Systems
    Magnets
    Automata
    Raaneki Diplomacy
    Calculus
    Oracles
    Medicine
    Prosthetics
    Physics
    Efficient Building
    Refrigeration
    Mysticism Studies
    Loaders



    Spoiler: Trade
    Show

    Exports

    • Sheep (1/3):
      • to Tekoshkiya
      • available
      • available
    • Platinum (2/6):
      • to Tekoshkiya
      • to Zhido Kretoria
      • to Fera
      • available
      • available
      • available
    • Tar (2/3):
      • to Tekoshkiya
      • to Zhido Kretoria
      • available

      Ravusian Yogurt [Great]
    • available
    • available
    • available
    • available
    • available
    • available

      Honey Bees [Good]
    • available
    • available
    • available

      Blue Fringe [good]
    • available
    • available
    • available

      Visionaries [good]
    • available
    • available
    • available
    Trading Posts
    • vacant
    • vacant
    • vacant
    • vacant
    • vacant
    • vacant


    Stone
    1
    2
    3

    Divining sapphires
    1
    2
    3
    4
    5
    6

    Rust Monsters
    1
    2
    3
    4
    5
    6
    Imports
    import requirement: 113 Wood(met) 114 Hard metal (not met) 112B Food (met) Precious metals (met)


    Imports
    Oil from Zhido Kretoria
    Stone from Zhido Kretoria
    Wood from Tekoshkiya
    Alchemical ingredients from Fera

    Spoiler: Tech Table
    Show

    Clockwork Combination Tech: Allows combination/advancement of existing technologies metal (platinum)
    Automata Allows more advanced clockwork based technologies to develop clockwork, metal(platinum)



    Griffon-riding +1 Battle Checks, +1 Tactical Maneuvering (aerial) griffons/pegasi
    Mithril-forging +1 battle checks mithril, darkstar iron, orichalum
    Ocean-faring Ships +1 Battle Checks, +1 Tactical Maneuvering (naval) wood(imported)
    Plate-armour +1 Battle Checks metal(platinum)
    Prosthetics -1 on Unit Loss in Battle metal(platinum)

    Sewage Systems Grants +2 Population Growth stone (imported)
    Refrigeration Grants +2 Population Growth in Non-Polar regions True Ice OR Tears of Yphinne OR Frozen Eggs

    Magnets Allows faster exploration magnetic metal

    Oracles Grants +1 to a randomly determined stat (excluding Luck) to new Rulers some crazy thing i'll never get

    Medicine -2 on rolls to lose population to disease Shedding Trees OR Medicinal Herbs OR Dragon Flowers

    Raaneki Diplomacy +1 diplomacy checks Heartwine OR Vodka OR Absinthe
    Physics +1 curiosity checks Any established education system/institution OR an educated persons resource(Anvigarde University)
    Calculus Combination Tech: Allows combination/advancement of existing technologies Intellectual Specialists (Architects or Scriveners or Scientists etc)
    Mysticism Studies +1 faith checks religious great project (great temple of Ovidions)
    Printing-press +1 diplomacy checks wood(imported)

    Efficient Building Spend 2 actions/turn on the same Project or Great Project as long as said project concerns construction stone (imported)

    Loaders One additional trade post available in regions with constructed Loading Facilities (1 round action)
    large animal or MECK

    Spoiler: History
    Show
    Ash-Kingdom Maur
    The Reign of Dragon-Queen Tyarel Volshevrin
    ???-470
    ...

    476-480
    ...

    481-486
    ...

    The Reign of Dragon-Queen Kara Volshevrin
    487-490
    ...

    491-495
    ...

    501-505
    ...

    Del'taihn Provinces
    Governor Caprians' Term
    ???-505
    ...
    Last edited by woolli264; 2015-09-07 at 01:47 PM.

  28. - Top - End - #88
    Titan in the Playground
     
    drack's Avatar

    Join Date
    Nov 2006
    Location
    warming your deathbed

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Ancient Coven Returned (the coven)
    drack
    Region PN7


    (subject to change)

    the first of three posts of rolls
    Nomadic, monstrous, & independent.
    Population: 105,000 +10,000 (expected)
    Population breakdown: 69,000 witches, 15,000 humans 21,000 bears +10,000 bears(expected)
    Habitat: land based
    Military: 4 land units +2 (expected)
    The Great Grandmother of Witches

    Current Stats:
    Diplomacy: 10
    Military: 6 +1 (expected)
    Curiosity: 3
    Faith: 10
    Luck: 4


    Magic afoot
    Spoiler
    Show

    541-545 -nothing-
    546-550 -Zeralda the Survivor yet lives! The oldest witch in the whole of the Ancient Coven, and often viewed as the most powerful.-
    551-555 -nothing-
    556-560 -nothing-
    561-565 -nothing-
    566-570 -nothing-

    Common Members of the Bone Tent (the leaders of the witches):
    Spoiler
    Show

    Schlogfa (Sh-log-fa) the hedge witch
    Spoiler
    Show
    Schlogfa is an elderly woman covered in scratches from thorns and claws and long pointy teeth. Her hair is in a constant state of dishevelment and on a bad day she’s got at least six different twigs stuck to her. On a good day she’s got many more. Schlogfa is particularly interested of late in worms and their like. She’s taken a particular interest in the long and thin mindersworms of Halja. Pencil thin and several feet long with milky white skin coated in an unnoticeably clear yet gooey slime residue, they consume dead flesh with burning passion up until they slowly develop a taste for living flesh. Much to her dismay she’s found they do not enjoy witch flesh for its unnatural consistency, however much to her delight she has been able to cox them into making little hollows to nest in her body. Schlogfa is almost always cheerful and open to trying new things.

    Kirudam grand master of pasts
    Spoiler
    Show
    Kirudam is an elderly gentleman, and perhaps the only one who has fully tracked the histories of the witches from their most ancient past. From the way he’s treated it can be assumed that the witches as a whole don’t truly value the work he’s done to stay so informed, though his efforts and progress are clearly acknowledged if nothing else as he is a titled witch. Kirudam frequently voices his opinions as they arrive, yet phrases them as historical lessons to be heeded rather than directly as his opinions.

    The Fallen Leaf of the 7th Veil
    Spoiler
    Show
    Always called by her title without any attached name, The Fallen Leaf of the 7th Veil is the youngest of all the titled witches. The eleven veils are occasionally referenced in witches lore, though witches tend to keep witches lore thoroughly within the witches orders and generally among only the higher echelons thereof. The first veil is the veil of life, the second the veil of sleep, the third the veil of awakening or understanding, but even that much is hard to come by.

    Horrage (Whore-age) Pishpot
    Spoiler
    Show
    Horrage Pishpot has a gift for powders both herbal and alchemical, and ever has he had a flair for the theatric. Commonly he’ll dress in a neat and elegant robe with his mustache trimmed just so to give himself an aura of elegance and power. Horrage Pishpot lives for the secrecy and power of the magical arts, as if they dared him ever yet to venture onward and deeper unto their mystical depths. There have also been several reports of lesser witches beaten to death after calling him “Horrage pisspot”, an old nick-name of sorts that has haunted him behind his back for a great many years, and perhaps the most apt thing in the world to get him angry, perhaps even murderously so.

    Poxxy Margie
    Spoiler
    Show
    When Margie was young she caught the pox. Perhaps it was that she was a witch or something inherent to her mystical gifts, but Margie survived a pox that should have killed her and to this day is covered in scarlet rashes, bulbous boils, and ***** cysts. As if in tribute to the plague she survived Poxxy Margie studied long and hard on all magics involving disease and the turning of one’s own energies against one’s self. There is some speculation that perhaps it was her talents that saved her, or perhaps even her own talents that had cursed her with the pox to begin with.
    Horrice Thrisstlewood, holder of the bizarre of the violet flame
    Horrice is an otherwise rather unremarkable witch. He wears a brown robe and has wrinkley sagging flesh. Despite his lack of apparent powers Horrice knows but one powerful ritual, that which lights the bizarre of the violet flame. The bizarre of the violet flame, as best as can be told, is some kind of magical focus or receptacle that can hold great power with which to heighten other spells.

    Kattranishin (Kat) grandmother of witches
    Spoiler
    Show
    Mother to she who spread witchcraft, a careful magical practice that some say her mother in turn invented. Kattranishin holds a special place in witch society.

    Hogitha seer of greatness
    Spoiler
    Show
    Hogitha is a bald shrew with bone piercings, clouded eyes, and a bent back that simply refuses to straighten. Hogitha’s gift is that of sight, but not just any sight. Looking upon people she is sometimes struck by visions of the greatness that they may yet achieve in life. Her piers often goad that she sees greatness in everybody, yet she insists that there is, just in different ways. One might even be great in the sense that their grandchildren will accomplish greatness enough to extend even unto them. Still, Hogitha, not unlike most titled witches, has developed quite the following who strongly advocate the accuracy of her visions.


    Zeralda great grandmother of witches/Zeralda the survivor
    Spoiler
    Show
    The Great Grandmother of Witches is widely accepted as the oldest of witches, said to be the ancestor to the one that taught the witches the secrets of their “immortality” as it were. Zeralda is the disembodied torso of a woman who looks boney, wrinkled, and weathered beyond compare. In life she may have been of average height, but these days she generally has a helper even to move about. When she was whole she might have been average height, but now she looks smaller, crumpled, but not helpless. Beneath her wild white hair it can be seen that her right eye has been gauged out and the skin around the other is heavily scared, the pupil itself opaque. Despite being the leader and most respected member of The Ancient Coven, Zeralda herself says little in bone-tent meetings and often gives her ascent to any judgment they reach on their own.
    Korkathra herder of the fletchlings
    Korkathra has a gift as a teacher and a gift over the powers of fear. She serves as a primary teacher and caretaker for young witches throughout the camps.

    Shorbaba, the wrinkled shrew
    Spoiler
    Show
    Shorbaba is one of the elder Daughters of Witchcraft. She is said to have terrible powers over the seas, though having long since lost count of how many centuries it’s been since any of them had so much as laid eyes on a sea it’s unsurprising that most question her ability.

    Oma Klinder eldest bone knitter
    Spoiler
    Show
    A kindly old lady with an oddly long and pointed nose, Oma Klinder is perhaps the most experienced with the little bone charms that the witches produce. Generally she is seen as a kind and caring person, though any who know of her know that she’s the sort to slip death curses in place of protection charms when she’s taken dislike to you, all with the kind smile of a grandmother offering you a freshly baked cookie.

    Greccea Thimberthatch eldest of the gatherers
    Spoiler
    Show
    Greccea grew up in the woods hunting herbs long before she learned of witchcraft, and even though the transition is an entire paradigm change, she kept at herb gathering and slowly became an expert on all herbs witches had ever encountered. Greccea was the sort who picked up such knowledge from the air as a magnet picks up metal that’s been poured on dirt.

    Gracia Frogsong
    Spoiler
    Show
    Gracia’s first manifestation of magic was in gathering a veritable plague of frogs from all throughout the countryside to her bidding. Someone gave her the name in jest and it stuck. While she doesn’t like it, she doesn’t resent it either.

    Drena the Dreamer
    Spoiler
    Show
    Drena is a powerful traveler of dreams spanning from one to the next to the next. It’s somewhat incoherent what this may actually mean, but some witches seem to treat the topic with a mild reverence.

    Haruflo the Believer
    Spoiler
    Show
    Haruflo is somewhat of an oddity among the witches. She is a believer of faiths, in gods and religion. She finds the notions romantic, bafflingly awe inspiring, and as beautiful as they are terrible. Haruflo is in the minority believing that witches should too learn of religion and faith, to harness power from the infinite multitudes of outlets it presents. She herself embodies this belief, trying as she may to learn as much as they can from those she encounters.

    Zarthena the Hollow Shell
    Spoiler
    Show
    Zarthenas status seems to be somewhat of a misnomer among the witches. She holds the status of a titled witch and is treated with proper respect and reverence as such, yet it seems why she is treated with such reverence is for her lack of remarkable talent and skill. No, she is not without magic entirely, but she lacks the special gift of the other titled witches.

    Jaise the Unfathomable
    Spoiler
    Show
    Jaise the Unfathomable is, in a word and as her title suggests, unfathomable. Whimsical and young she wanders free through the paths of magic, but it is said by all who have met her that while they know not what it is that makes Jaise so special, few doubt that she is that.

    Daisy of the Demon
    Spoiler
    Show
    Daisy of the Demon is not a master of spells in the traditional sense, in fact she couldn’t even light a candle without a spark, but it is said that she’s guarded by the demon, that she can call it, have it fight for her, and that above all else the demon that jealously claims her will someday slaughter they who eventually kill her.

    Docilla the Droll
    Spoiler
    Show
    Docilla the Droll is irrefutably a witch of power and means, but through the years she’s seen much, perhaps too much. Docilla is no longer suppressed by anything, no longer excited by anything, and to put it simply her nonreactive outlook makes her boring in the eyes of the younger witches. She didn’t care however, didn’t oppose the new name they began to call her behind her back, and didn’t even seem to notice when they began using the name openly. Now it has become her title in the sense that most have forgotten her original title, even forgotten that she too is a daughter of witchcraft, and instead she is dismissed as a general bore, not worth attention that could be paid to someone who mattered.

    Tod Tote, eldest of the healers
    Spoiler
    Show
    Tod Tote is a “daughter” (son) of witchcraft, and holds the title eldest of healers, the most knowledgeable on herb lore and medicines among the witches. For his specialty in healing he is seen as a master of death, holding it at bay as he wills. A lean old man with nimble hands that dance about as if of their own will as he goes about his craft.

    Asha, seer of the damned
    Spoiler
    Show
    Asha sees misfortune in much the same way as Hogitha sees greatness. She has a gift, though some call it more of a curse, to see those thus damned and identify them on sight. Asha is known for her lighthearted kindness and kindly manner, but she’s also known to hold a grudge and implement her gifts in calling out cruel and vile curses upon any who slight her, naming with such curses the doom the offender will soon face.

    Zuluthea, Speaker of the Dead
    Spoiler
    Show
    Zuluthea holds a peculiar position among the witches. Whilst ancestors are revered and respected, they’re generally seen as somewhat insignificant when compared to the living. In fact it is not uncommon for the dead to simply be eaten or left to rot in order to cultivate exotic fungi off their decaying flesh. All the same the powers that the dead once held is acknowledged, and in a society where knowledge of the ancient craft is held highest of all the dead may at times barter with the living. Moreover their wisdom and experience is respected as a whole in the same regards that the histories of the witches play into their decisions. As a titled witch Zuluthea holds a position in the bone tent, though the aid of her gifts are often expected rather then appreciated.



    Zeralda and The Story of the first witch
    Spoiler
    Show

    The story of the origions of witchcraft is perhaps the oldest story of all, one that even Kirudam does not even know. Still, stories are told and those are what the people know. Zeralda, her children, and her grandchildren alike are solemnly silent on the topic making it all the more difficult to confirm or deny.
    If the stories are to be believed then back in the days of yor it was Zeralda herself who created magic, gathering and binding sacred elements from all about the unformed whisps of creation and binding them that through these tied essences great works of magic might be created. Zeralda however was far from generous. Hording her gifts to herself she lived for millennia alone never telling a soul of her gifts. Then as the races began to mature it is said that she grew to love a great beast called Bulkon, and with him she gave birth to nine children. The eleven of them lived happily in solitude within Bulkon’s lair until their children too grew to love. Huddled over scrying crystals they would click their nails in longing and twist themselves in knots of longing, their bodies twisting and winding, snapping and reforming as they fought either their own urges or against their parents for freedom. At last it was that Zeralda granted freedom to her children that they might seek the wretched agonies she foretold would befall them should they leave. Heeding their mothers warnings Zeralda’s eldest son, middle daughter, and second eldest daughter chose to stay in the lair as the others ventured forth unto the world.

    The bright sunlight stung their flesh, but the moonlight revitalized the nectars of their veins emboldening them to peruse their dreams as their siblings looked on with fear and lust for what they would hold. The six of them found mates after a fashion. Be they charmed with glimmers, held in caves, or cuddled with under the starlight. Whilst the others have their tales, the story tends to focus on that of Kattranishin. It was she who found the deepest of love and that most hated by the witches of the ancient coven, a love of equals who knew all of each other and cherished it. She taught her husband, Thrullock Grimman (thrull-lock grime-man) to use the sacred magics of her mother and the two of them slept under the stars claws in flesh and backs to the the rotting leaves that tossed and turned as they tossed playfully. Under the celestial bodies they breathed in the magical energies about them as freely as a fish breaths in water, and in no time they had given birth to two beautiful children, a boy and a girl.

    Never were two closer than those. Their parents worried only that never would they find another, but then too never would they be alone in the world. When the two of them turned a hundred Thrullock and Kattranishin decided to allot them to travel to a village on their own to learn more of the world. Venturing into the town of Grock they were amazed by all the sights and beauty of civilization unlike anything they had ever seen before. Eagerly they drank in the rich culture of the people of Grock. In turn the people of Grock were amazed and astounded that such powers as witchcraft existed at all let alone that mortal beings could wield them as well as the monstrous creations of the “gods”. Enjoying the loyalty and devotion that the peoples of Grock had and would continue to show them the two children shared their knowledge of the incredible workings of magics with the people of Grock and it was thus that witches first came to be, for never before then had there been any witches beyond the family, and never before had there been witches without the elders guiding wisdoms. The citizens of Grock, known now as the sons and daughters of witchcraft dispersed throughout the world and became a plague upon its face. Scattered and of many wills they were uncontrolled and uncontrollable wrecking havoc as they chose. It was this in turn that gave rise to the first great witch hunts. One by one witches across the world were killed, tortured, taken apart piece by piece as their laughs of giddy glee turned slowly to clawing cries of agony, as the pain began to overtake their natural resilience and not only suffuse into their being but become their being replacing it entirely. For these tortured beings there was nothing left but for death to slowly creep upon them as rot claims the newly shed foliage of fall.

    In the cave of Zeralda and Bulkon the three remaining children’s tantalizing dreams of lust, their unending desire to be asked again by their mother if they wished to leave fell flat replaced by a terrible aching horror that racked through their frames. They watched the foolish deaths of the witches og Grock, but so too, slowly, one by one, they watched the deaths of their siblings. They watched the butchery of the families of their siblings, some long and fruitful, others small yet close with mewing babes. Through all this Zeralda and Bulkon paced through Bulkon’s lair, hissing and cursing the naivety of their foolish children, crying out that they should have listened, that they shouldn’t have left, that they should have contented themselves, and that this terrible fate was of their own making. Time and again Zeralda hissed that she had told them better. As often as not Zeralda and Bulkon would laugh insidiously, taunting the remaining three children in their lair that the others had gotten what they’d disserved. Cursing at them as they were torn apart and mocking their gusome demises. All the same it was plain to see the pain in Zeralda’s eyes, for what scorn she had held her heart was shattered with every death.

    Finally the only children she had left in that cruel evil world were Kattranishin and Thrullock, and when the evil men came for them in black plate armor with their arrows of salt and sage, with their mellow chants of dispelling, Zeralda could take it no more. Waving her hand she cast herself from Bulkon’s lair and fell upon the force with spark and flame, with wind and song, with darkness and deception. On and on she battled the mighty army throwing upon it as much magic as their countermeasures could bear and more still killing several of their men. She knew she wasn’t winning though, she could see it clear as day as the foul legion advanced upon her, she just hoped it wasn’t as clear to them. She knew she needed something stronger, something more powerful, but that meant more time to prepare, to gather the energies of the world to her bidding. At last they caught her, pinning her and bringing an ax down upon her. Thrice did it fall and thrice did she feel her body being torn until no more was her lower half hers. Greedily one of the man gauged out her eyeball before she managed to complete her last spell. Calling upon the base instincts of the army themselves she turned them to savage beasts, turning upon one another they fought until only one was left. In spite it stomped upon her face once more before leaving her to her fate, and in that moment did she send nightmares and fright enough through the contact of its leg to drive it to madness and suicide. There she lay broken and battered, waiting for the end yet knowing at least that the witches, that her children were safe.

    Zeralda closed her eyes and took what she believed would be her last breath. A full hardy breath that took in the energies she herself had long ago bound. Through those bonds however the dark tars that pumped through her veins began to grow and spread, still they spewed forth from her for thirtenn days and thirteen nights and for thirteen days and thirteen nights she expected every breath to be her last and for death to come to claim her until the dark tars sealed her wounds stabilizing her life. Still does she bear these scars to this day, though it’s said that in this moment Zeralda’s gift had matured, for all witches had a gift, a special talent that none could do better then they. Zeralda’s gift was survival, perhaps the very gift that had allowed her to develop a craft that extended life seemingly without limit and made one’s form so resilient.

    It was then that Zeralda began to form The Ancient Coven, a coven of all witches across the world, a coven that would endure all just as she herself had. Kattranishin and Thrullock were found with their daughter and the shattered form of their son. Without hesitation Zeralda had the three of them detained by the coven itself, restrained with powerful magical rites. The Daughters of Witchcraft were gathered and their apprentices too until The Ancient Coven came to be in earnest. With that they took to the ground to live in isolation, yet once more the world is full of magic and Zeralda fears that the hatred it evokes might haunt the coven in ways perhaps only she herself understands…

    Resources
    Spoiler
    Show

    (2/3 available) Rare herbs gathered from across the lands they've traveled.
    (2/3 available) Elixirs and potions made from the undesirable organs of animals.
    (2/3 available) Carved bone charms and tokens for protection, prosperity, and fertility.

    One of each committed to host nation.
    needed:
    metals from the deep for important tools like cauldrons, silver mirrors, and protective amulets.

    The people
    Spoiler
    Show

    Witches tend to keep to themselves, traveling in large caravans and setting up ragged cloth tents when they break for camp. Whenever they settle for a few years they are like to build small wooden homes for themselves, often with secret stashes some even large enough for a person to hide in. While witches freely offer what healing they can to the peoples of the lands they inhabit, they draw clear boundaries on what is and isn't the business of their hosts. Generally what peoples choose to join them are kept hidden by tradition, and the inner tents where new witches are brought into the world and the mysterious potions are brewed is forbidden to outsiders on pain of death.

    Witches, as it happens, are decidedly not human. Witches posses more endurance and fortitude then most, to the point where a witch can be stabbed in the stomach repeatedly and smile as she mocks you. Witches also tend to live for hundreds of years, and despite that, or perhaps even because of it, most every witch to be seen is ugly, deformed, and withered. What's more, because of their tolerance to pain and injury, when witches fight they tend not to wield any weapons or armors, preferring their sharpened claws as they hysterically laugh off any injury. Because of this their crest rests on flags and robes rather then shields or armors. Witches are not however immortal, those held higher within their society can generally withstand more pain then others, but they'll all die with enough wounds. Unlike most humans witches don't look down on violence. Most are indifferent to it, but some even savor it, basking in bloodshed even when it's their own. Witches do not however posses any manner of superhuman strength.

    In part for their offsetting demeanor and in part for their uncanny ability with herbs, it is often believed that every witch is magical in some way, though this may as easily be a myth as not.


    religion
    Spoiler
    Show

    Witches don't believe in any higher power, believing only in the power of the soul which they claim to wield freely. There are accounts however of witches even worshiping themselves or other witches though. A witches ability is largely based in healing herbs and remedies. As they wander the world they gather botanicals form all over, from various nations to further, and mixing them with organs and secretions from animals, and some say even the sentient races, they mix potions pustules, and tonics of all verities. Still more however are the secret rites they claim to work, both on bone and on air, suffusing them with their magics. It is said that every witch has her specialty and in the myths that boast most of this claim that each and every witch bears remarkable power over any one thing. This power is neither written nor kept, but taught only through the whispers of the witches, and recorded in their magical books of skin, held only by the highest in their order.

    Surely such myths are preposterous however. In general witches are only really seen by the general public when they're on the move gathering supplies as they go, midwifing, distributing medicines to those in need, or welcoming the sick and dying into their tents.

    Religious order: The Circle of Whispered Truths is a new and rather ill loved order that teaches of times not long past where knowledge was known and knowledge was kept, and divinity was all lost into the past. Where gods were tyrants who would hunt the witch, and how the whispered teachings of sorcery were best. On through the crowd they flew making sure spilled holly drivel would not stew.


    culture
    Spoiler
    Show

    Witch culture is generally hierarchical by age, but also by ability. Those who are not yet indoctrinated are generally seen to be of a lower class serving those who are, though they will serve in such a station only until the witches move on once more to forge a new home elsewhere. Generally any animals found about their camp are gathered ranging from anything as big as a cow to as small as a spider. These animals are used both as food and ingredients for potions.

    Witch hierarchy
    Spoiler
    Show

    Within witch society there is a crude hierarchy. Most join the witches out of desire and longing to learn their craft, to gain their powers, and to learn of their ways. Those who have recently joined are called initiates, and are generally expected to serve and help the others.
    In witch culture there is a grand ritual called the Mystical Dance of Moving, a grand ritual through which the witches move from dirt to dirt, gathering all of use in their wake, moving through the lands like a plague taking all they could see use for. From dirt to stone and water to bugs, lizards and grass, even the fallen are not safe as the roaming mass of witches seems to devoured everything in their wake. Within the Mystical Dance of Moving is a magical rite of initiation. This rite is shrouded in the deepest secrecy, but it’s clear that through this ritual do initiates move up to join the ranks of the skilled, who are said to all have some kernel of magical power. It is then through time that they grow to the rank of grandmother, distinguished by age and experience from their peers. There exists, however, a group who command more respect and power even then the grandmothers. These are the titled, those who’ve shown enough talent and promise, who have learned their craft so well over the years that even their very names distinguish their power. While Zeralda, great grandmother of witches, officially leads the witches, it is well known that she has no love for the position, and that as such it is the titled who truly lead the witches.

    The Bone Tent
    Spoiler
    Show

    The bone tent is the equivalent of a noble palace or chapel in some nations. It is the place where the leaders of The Ancient Coven gather to make decisions for the whole of the coven. It is a place where any titled witch may speak his or her will, and where the decisions of all become apparent. In truth it should be the leader of the witches that makes the decisions. Witches respect each other’s power in the craft, and as such it’s not uncommon for a mightier witch to “lay down the law” in the bone tent, but as such distinctions are often rather fine between titled witches, such an occurrence isn’t quite common either.

    The Potions Tent
    Spoiler
    Show

    This is where the witches develop and hone their craft, where rites and rituals are worked, and where the darkest secrets are told. It means death for outsiders, or even initiates to so much as approach The Potions Tent, and it is widely accepted that the Potions Tent is the most important of all tents when The Ancient Coven is settled. The potions tent is the largest of all the tents, sitting at the center of any occupied lands, and unsurprisingly it is generally given a wide breath . Colorful smokes and flashes of light can often be seen emanating from it, and the pungent smell of strong incents linger all about the area.

    The Healing Tents
    Spoiler
    Show

    The Healing Tents are not confined to one region, but rather are often erected and taken down as required. They are used to house those who are sick or healing, allowing cover from the elements even to outsiders. Often witches continue to scurry about the Healing Tents tending to the wounded, though it is not unheard of for the traveling or the poor to spend nights in the healing tents.

    The Tent of Charms and Stars
    Spoiler
    Show

    The Tent of Charms and Stars looks rather exotic, though for all its mystical ambiance the tent itself is often ignored. While it is used by those predicting celestial events and the sways of fate and time, such events are rare and far between. Perhaps someday this tent will be filled once more, though it’s unlikely unless the moon-commit returned or the dread-star rekindled to life.




    Technologies
    Spoiler
    Show
    Military Technologies:

    Scholarly and Civic Technologies:

    Transportation Technologies:

    Mystical Technologies:

    Mechanical Technologies:



    Foreign Imports
    Spoiler
    Show

    none as of yet


    Vassals
    Spoiler
    Show

    none



    Threads I want to put somewhere I won't loose them
    Spoiler
    Show

    dice
    IC
    IC
    recruitment
    rules

    [ulr=http://www.giantitp.com/forums/showthread.php?351078]nations[/url]


    Great Projects
    Spoiler
    Show

    begin great project furnishing the bone tent (1/5)
    begin great project furnishing the potions tent (1/5)
    begin great project furnishing the healing tents (1/5)
    begin great project furnishing the tent of charms and stars (1/5)
    Last edited by drack; 2015-08-21 at 02:57 PM.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  29. - Top - End - #89
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Thalmann Legacy
    NPC, vassal of Sobrida

    Rathenal
    Region 161

    Princess-Regent Celwyrr, for King Akonis


    Spoiler: Terrain
    Show
    Rathenal has a diverse range of features, going from beautiful coast-land to lush, green forest to steep, rugged mountainsides.

    The coast is predominantly filled with a sheer cliff, called Knife of the Sea by the locals, that juts out into the ocean for quite some distance. However as one travels alongside the cliff it slowly grows less steep and the height lowers so where it connects to the mainland it is almost ground level. On either side of the end of the Knife you come across great, flat beaches that stretch for miles on either side of the large cliff. While the beaches stretch for quite some distance it only takes a few minutes of walking before reaching the forest.

    The forest isn't actually one large forest but three with short strips of plains separating them. These plains are not suitable for farming thanks to the small area size and rough soil, so the only really remarkable feature of them would be the homes of the wood cutters. The forests themselves harbour large, hardy trees called Geras Trees along with a small assortment of smaller plant life. The Geras Tree has very long lifespan yet a surprisingly fast growth rate too, leading them to become giants of nature in these forest. One old Geras Tree is so large that it is almost twice the height of every other adult Geras Tree in the forest and has been nicknamed Father Geras.

    After the forest comes the final stretch of the region: the mountain. Although only one side of the mountain is considered to actually be in the region, it is still large enough to take up a third of the area. The side of the mountain is not very steep itself but is filled with small cliffs that make climbing it difficult. It also has an unusually large amount of caves, a few of which can go quite far into the heart of the mountain. The most obvious and striking feature of the mountainside would be the so called “Spear of the Mountain King” a huge, jagged piece of Orichalcum shaped, appropriately, as a spearhead that pierces the sky. The Spear is actually a small city as the deposit has been hollowed out by the locals over thousands of years, so much so that the locals cannot mine out any more of the Orichalcum or the entire city may start collapsing on itself.


    Spoiler: People
    Show
    The people of Rathenal are a diverse group of humans, culturally as well as physically. The humans that live in the forest are quite tall and muscular, fit for chopping down the large trees in the forest. The humans that live on the mountain side are short yet dextrous, excelling at both climbing the mountain’s terrain and navigating the caves. Those that live near the beaches or on the Knife are of average height but have a darker complexion than the others, but are good crafters and tradesmen to the other clans. But the one thing that all of the groups share in common is the long life span, able to outlive other humans by a decade, or in rare cases, two.

    Regardless of where they live, all tribes within Rathenal practice a basic form of eugenics, which has deep ties with their ancestor worship. This has caused intermixing between the tribes to be quite rare, rare enough for all of the tribes to keep their own distinct features but not for offspring between two different tribes to be unheard of.

    The only real city in Rathenal is Kayetek, which by global standards is a relatively small port on one of the beaches founded relatively recently during the reign of King Rythex. Still, it is here that most of the trade with foreign parts is conducted.


    Spoiler: Religion
    Show
    The people of Rathenal value heroic deeds and achievements in their ancestors, using these to help prove their own capabilities. This has lead to most households keeping a long and detailed list about their ancestors, as the longer you can trace your family line the more deeds you get announce. Performing great deeds while alive is considered the greatest honour you can give your ancestors and assures that your descendants have better position in the tribe.


    Spoiler: Resources
    Show
    Orichalcum [Good] - A rare metal, used to forge excellent arms and armors. Needs technology to be worked on. Veins of it are found through the mountainside, the locals using the cave systems to locate the majority of them.

    Timber [Good] - The local forests are filled with good quality timber. The locals may work for days to feel a single tree but that one tree provides a huge amount of timber to use.

    Geras Fruit [Good] - The local trees produce a fruit, the size of a orange but with a gooey texture. It tastes extremely tart. Locals that eat it throughout their lives tend to live a few years longer than their average fellow.

    Needed Resource: Meat - The Rathenal region has a defency of game. The forest does not provide enough food for large animals, leaving birds as the primary source of meat. But as the population has grown, even the birds are not enough to sustain Rathenal.


    Spoiler: Technologies
    Show

    Simple Clockwork Automata
    Clockwork
    Efficient Building
    Geras Fruit
    Inspired Militia
    Mithril-Forging
    Ocean-Faring Ships
    Plate Armour
    Prosthetics


    Spoiler: Ruler and Family
    Show

    Family tree here

    The nominal king is Akonis Thalmann, born in 529, the posthumous son of Prince Vathek. It is widely rumoured however that Akonis is not Vathek's son at all. Given his youth, his mother Celwyrr of clan Jarrow governs on his behalf as regent.

    King Rythek had more than fifteen legitimate children by three wives, but only seven survived to adulthood. When he died he left a number of descendants:
    • Princess Rumina (b.505), granddaughter by his eldest son Prince Nyerik. Believed to be simpleminded.
    • Rella (b.426), great-granddaughter by his second son Prince Berax.
    • Tyek Eller (b.497), grandson by his daughter Vykin.
    • Nyerik Kensin (b.518), great-grandson by his third son Prince Lythik.
    • Akonis (b.429), grandson by his fourth surviving son Vathek. Crowned as king.
    • Princess Nibey (b.529), granddaughter by his youngest daughter Gaskin.
    Last edited by Aedilred; 2015-06-06 at 04:28 PM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
    League Wiki

    Spoiler: Previous Avatars
    Show
    (by Strawberries)
    (by Rain Dragon)

  30. - Top - End - #90
    Dwarf in the Playground
     
    RangerGuy

    Join Date
    May 2015
    Location
    Utopia
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)


    Razdis
    Region 13 (below ground), m9p909




    Mormaer Alikai
    Current stats:
    Diplomacy: 3
    Military: 4
    Curiosity: 5
    Faith: 6



    Population: 659,000

    Original stats:
    Diplomacy: 2
    Military: 4
    Curiosity: 5
    Faith: 4
    Luck: 3


    Region details:
    Terrain:
    Spoiler
    Show

    Razdis is located below Lyradis, primarily beneath the Dis range to the northwest. Due to the tropical climate many caves and tunnels were eroded by streams within the mountains (though they remain chilled), and the doughy Dwarves have added more carved passageways to this.
    Three landmarks are:
    Andbar's Forest: a massive cavern network below the southwest of Lyradis, filled with giant fungi of all types. Named for the quasi-legendary first recorded king of the Razdissi. Now the source of edible mushrooms.
    Finbael's Deep: located in the deepest tunnels roughly within the center of the country. A great pit, superstition says it is bottomless. Named after the foolhardy dwarf pioneer who attempted to reach the bottom. They were not successful, and resided in a madhouse till the end of their days.
    Kalpraz: meaning "below sky" this is a sinkhole open to the air in the northernmost reaches of Razdis. Water cascades down into it from one side, and on the other is built the Razdissi capital.
    People:
    Spoiler
    Show
    The Razdissi people are dwarves, believed to be related to the dwarves of Sulvan's Fury, but many differences have emerged during their separation, mainly due to hybridisation with Ore Elves from Eyrecradia in ages past. Razdissi are still tough and bearded, but their skin is normally greyish black, similar to burned charcoal, and they tend to be nearly man-height. Their hair is most commonly iron grey, but rust red and coal black occur nearly as often. Eyes are black, orange or blue in most Razdissi. They're not as long lived as Keldagrim dwarves, with their lifespans being closer to humans. This is probably due to slight incompatibilities between Elven and Dwarven metabolisms. In personality, Razdissi are passionate about their work and tools; a common joke is that when you give a Razdissi a shovel, he'll spend a week getting to know it's name before using it to dig. Razdissi worship the very ore that they mine, in a somewhat odd animistic tradition. It is believed respectful to make a small sacrifice of plant matter (such as smoking a pipeful of pipeweed) before beginning mining. The population is low at 13,000, mostly in the capital Kalpraz with some in the minor holds of Dismil and Lunderbog. Due to the long-standing alliance with Lyradis, a rising number of the population are half-dwarves. They appear as slightly short humans with thick hair, grey-tinted skin and in some cases dwarven hair and/or eye colour.
    Resources:
    Spoiler
    Show
    Stone is very common, as the Razdissi constantly quarry and dig to expand their lands. It is transported out of the pits by a breed of particularly small and strong horse.
    Iron is also frequently mined.
    Coal is mined in the south and east; it is used as fuel for furnaces and forges throughout the world.
    Mithril was discovered in 363.

    List:
    -[Good] Coal (3/3) (to Domhan Abheile, Lyradis and Zargrim)
    -[Good] Deepflame (0/3)
    -[Good] Iron (3/3)( to Domhan Abheile, Qarimos, and The Jewelled Cities)
    -[Great] Mithril (5/6)(to Domhan Abheile, Niskovia, Pyronia, Raaneka, Rannara)

    The Razdissi are in constant need of wood, as little is to be found beneath the earth.


    Religion:
    Spoiler
    Show
    Razdis follows animistic principles, but is unusual in applying them to ores, gems and stone instead of the usual plants and animals. Indeed, it is respectful to ritually destroy a small sample of plant matter before beginning mining or construction work. There is also the Children of Kina religion which is spreading through the Razdissi population. Razdissi don't generally agree with Rh'llor the Fire Lord; in the sweltering heat of the tropics or the coal-heated tunnels underground, fire is less important.
    Technologies:
    Spoiler
    Show
    Razdis has normal technology for the early Middle Ages, with the addition of the knowledge of how to create Steel, forge Mithril, print paper, wear plate armour, grind Deep lenses and normal Lenses and construct primitive hovercrafts.
    Ruler:
    Spoiler
    Show

    The current ruler is Mormaer Alikai, son of Mormaer Ogier who rose to prominence in the years after Mormaer Cogan's sudden death. Mormaer Alikai has a proper brother( and a bastard brother who are

    Imports:
    Spoiler
    Show

    Heartwine (from Raaneka)
    Moss ( from Eyrecradia)
    Nitrates ( from Galie-Noiret)
    Sulphur( from Galie Noiret)
    Inventors ( from Guilder)
    Crystal ( from Pyronia)
    Grain ( from Lyradis)
    Wood ( from Domhan Abheile)
    Rhinos (from Selyra)
    Wood (from Tar)
    Engineers (from Niskovia)






    Military:
    4000 Land Units

    Fluff:
    Razdissi Clan Structure
    Razdissi Lexicon
    Razdissi Music
    Razdissi Bestiary

    Colonised Elbaraz, region 14b.

    Elbaraz
    Name means "under Farsight" in Razdissi.
    Region 14 (below ground), m9p909


    Population: 776,000
    Military: 4000 Land

    Region details:
    Terrain:
    Spoiler
    Show

    Elbaraz is located beneath Guilder, significantly deeper than Razdis is beneath Lyradis. Some links to the surface exist, but most traffic to the region is done underground.
    Three landmarks are:
    Hykeholt: The major city of Elbaraz, consisting of a network of tunnels filled with ramshackle shacks constructed of animal bone, leather, and hard fungus.
    The Mouth of Elbaraz: a cave system that spirals round and round, ending in a pool. Within this pool dwell large (shark-sized) blind white fish, and multiple species of squamous oozes. The area constantly stinks of vinegar, from ooze secretions.fossilised animals, resembling fist-sized stony coins. Enterprising Elbarazi sell them to
    The Coins of the Earth: a massive domed cavern, with the walls encrusted with circular Guilderine merchants as memorabilia of the caves beneath them.
    People:
    Spoiler
    Show
    In order of commonality: Guilderine half-dwarves, a subspecies of dwarves closely akin to both Razdissi and Keldagrim dwarves, exiled Guilderines and least commonly of all, goblins.. Torches are only found in areas populated by the still not entirely cave adapted exiled Guilderines.
    Resources:
    Spoiler
    Show
    Tin is mined, as it is in Guilder.
    Copper is also frequently mined.
    Andbar Mushrooms were discovered in 391. They are a variety of large edible mushrooms, with a very slight hallucinogenic effect if consumed in excess. They are believed to have been transplanted from Andbar's Forest in Razdis in ages past, probably by the Elbarazi dwarven subspecies as a food source.

    Resource list:
    -[Good] Andbar Mushrooms (3/3) (to Cuan, Malkavan, Rannara)
    -[Good] Copper (1/3) (to Wenyavuk)
    -[Good] Tin (to Wenyavuk)
    Imports:
    Dearg Sreang (from Cuan)
    Witchlight (from Malkavan)
    Elbaraz is in constant need of food, as little grows in the cramped tunnels.

    Religion:
    Spoiler
    Show
    The same mineral animism as Razdis, with some Guilderine money-worship as a minority.
    Technologies:
    Spoiler
    Show
    As Razdis.
    Ruler:
    Spoiler
    Show
    As Razdis.


    Note: Guilder counts as having access to the resources of Elbaraz.

    Please PM me if there is anything I forgot to update

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •