[b][u]Relics[/b][/u] Some sort of common thread(s). Relics should probably have wildly different end powers, but what makes the powers work should be similar. Types of powers: Blood/lifeforce - These make sense to be the more war-like. Life/death - Surely something could be based on this? To give life, you have to take it. Possibly related to blood/lifeforce. Elemental (fire/earth/water/air/spirit) - It would make sense for these to be strong in one element but weak to its opposite. Draw from nature itself, maybe? Mind control would be in under spirit. Gifting - These relics grant a significant bonus to theirs owners, then a certain percent of that to those the Evoker gifts with it. Light/dark - Not sure about power source, but these are intangible. You can’t grab light or darkness. Attraction/Repulsion - This can be used in so many ways. Maybe this will be powered by self? Relics could use just one of those or several, but no one would have access to more than a few. For balance and all that. With the Relics stemming from the era of the Old Kingdom, it is likely that there was some sort of aptitude common to the people of that era towards the relics. When that realm fell, the people intermingled with others, causing the ability to link with relics to spread among almost everyone. In some, it is more common than in others. [b][u]Azukhar[/b][/u] [b]Seasons: [/b]When it is winter in one part of Azukhar, it is so in all other parts of the continent as well. (Granted, in the warmer climates, the winter might be more of a rainy season, but still…) [b]Moons:[/b] The world upon which Azukhar exists has three moons. Reliquia (lunar cycle: ten days), Gammel (lunar cycle: seventeen days) and Forlorn (lunar cycle: thirty-two days). [b]Language:[/b] While all languages on Azukhar originate from the language spoken in the Old Kingdom, over the course of a thousand and three years, each region has developed its own language. It is however rather easy to learn different languages (especially from neighboring countries) due to their shared linguistic origins. For the sake of communication and trade, an easy common language has been developed a few centuries ago. All people with a basic education are at least taught this language. [hider=Kalesian Empire] [b]Location:[/b] East of Othea (red on map), beyond the impassable Karak Claw mountains. [b]Relics:[/b] Evokers who loyally serve the Empress (may she live forever) are treated well by most Kalesians. They are, after all, agents of the Empire. Those who do not do so, are hunted and distrusted. If such a person should be captured, he or she will be put through “reeducation” so that (s)he can correct his/her ways. If this fails, the evoker is never heard from again, but rumors persist of a mysterious place deep inside the Older parts of the Empire where evokers are supposedly bred. [b]Culture:[/b] The Culture of Kalesia is well-balanced. Men and women have equal rights. Membership in the nobility is merit-based rather than inherited. While the Kalesian borders aren’t closed the way the borders of the Dominion of Idris are, not much is known about the workings of the empire within Othea. [b]Military:[/b] The Kalesian war machine is massive and advanced. It relies heavily upon creatures native to the Empire, including Mauler cavalry, Soldiers mounted upon the bear-like Bargals and Kalbeasts, who are essentially walking armored battering rams (they resemble a scaled-up crossing of rhinoceroses and Elephants). They also field massive armies of infantry and expert siege engineers. But even with these fearsome elements, it is the imperial war evokers who are most feared by nations sharing a border with the empire that isn’t made up like the impassable Karak Claw Mountains. [b]Climate:[/b] The climate and terrain of the empire is varied. In the north near the mountains the climate is colder, dominated by evergreen forests. Further south vast, lush grasslands are dominating, broken up only by the numerous rivers. The southwestern region, commonly known as the riverlands, is extensively farmed by the empire and is commonly known as the “Breadbasket” of the Empire. [b]Political Climate:[/b] Stabilized. The Empress (may she live forever) rules supreme. The nobility, which is merit-based, is well-respected and the army in firm control. The citizens are on average very pleased with the situation. [b]Religion:[/b] In Kalesia, there is only one goddess, of whom the empress is the corporal incarnation. Worship of the Goddess is simple, which is why religions in assimilated nations rarely survive many generations. Procreation (and attempts to do so). However, it is considered blasphemous if one party in the worship is unwilling (i.e. rape). [b]Vocators:[/b] Rumors exist in the Empire of a mysterious order of Imperial agents called [i]Vocators[/i], but little is known about them. They are essentially unknown outside the borders of the Empire. Exactly what they are, how many they are, who they are and where they are based is unknown. All that people in authority know is that they answer directly to the Empress herself (may she live forever). [Hider2=Vocators expanded]Vocators: The vocators are a sort of secret society within the empire, who answer only to their superiors, a select few in the imperial army, and the empress. If they have heard of them at all, people in the empire never really know much about them, and half of what they do know is partially or entirely wrong. The only thing that is certain is their unflinching loyalty to the Empress (may she live forever). Outside the empire, they are no more than a myth, with any who have seen them assuming they are some sort of branch of the Imperial army. All estimates put the Vocator order at around forty-five members at any one time, with one commander, for lieutenants and forty subordinates. However, keeping track of this is almost impossible, for not only are they dressed identically, but their personalities are almost identical, and they prefer not to answer to their birthnames. Its not because of shame or anything like that, but rather because they like to add to the mysticism surrounding them. All vocators are female, and they are all dressed in form-fitting black leather armor. This armor, while it covers everything except their heads, leaves no doubt as to their gender. They might wear robes, cloaks or similar on top of the armor to conceal it, but they do not like to be seen in public not wearing it. Vocators are trained to wield a plethora of weapons, from knives to swords to axes to throwing blades. But the signature weapon they are trained with is the sovnya, a long polearm with a viciously curved steel blade on the end. It has happened on more than one occasion that a single vocator has slaughtered an entire unit of soldiers using this weapon. While most Vocators themselves aren't evokers, they all are connected to a relic, that of the Vocator commander. The commander's relic is one of the rare “gifter” relics, capable of transferring some of its power into another object, which then imbues another person with that power. This ability is limited, which is why there are only forty-five vocators at any one time. However, when one vocator dies, the power fades from the object they carry, and the commander can imbue another object with said power. At the vocator sanctum, there are hundreds of women training to become vocators, ensuring that whenever someone is raised to become one, she will be the best of the best. This also means that while vocators may on occasion die, the ranks of the Vocators never drop for long. Most often, the object used by the regular vocators is an unadorned ring or bracelet, while the lieutenants have a necklace. Whatever the object is, it is concealed beneath the ebony-black leather armor. What this gifting grants the vocator is increased strength, agility, endurance and so forth. For the regulars, it is ten percent, while the lieutenants have a twenty-five percent increase. The commander has a fifty percent increase. The goal of any vocator, beyond serving the empress of course, is to rise through the ranks. So long as a vocator has her artifact, her personality and behavior will slowly be molded, ensuring that if she should get the chance, she is capable of bonding with the commander's relic. After a few years of being a Vocator, a woman's personality and behavior has changed to such a degree that she is in many ways identical to all other vocators, and is capable of taking up the relic. The only way to advance through the ranks is through a highly formalized system of challenges, where one vocator may challenge a lieutenant, or a lieutenant may challenge the commander. Exactly how this goes is unknown, for no one outside the vocators (and the empress, may she live forever) has ever observed one of these rites. One can only assume that if the challenger wins, the loser does not survive.[/hider2][/hider] [hider=Kalnach] [b]Location:[/b] North/Northeast of Othea. (Light green on map) [b]Relics:[/b] Among the lower classes, Relics are typically a road to a quick death unless some noble has use for you and hides you from the church. For women of any birth, being an evoker is a death sentence. No matter how noble your blood, the Inquisitors will see such a woman dead. In this, The Order of Idris also has full support from the nobility, who do not wish their power to be threatened. [b]Culture:[/b] Male-dominated. Women are hardly more than property, with the men of their families (or their husbands) having all the rights in society. Dowries are common among the higher classes. The lower classes have severely limited rights in conflicts with the higher classes. Serfs belong to the land, which in turn belongs to some noble. This essentially makes them property. Not quite as low as a slave, but effectively much the same. They cannot be traded the way slaves can, but come with the land, so when a Noble daughter is wed with a dowry of land, it will come with serfs to work it. Some nobles treat their serfs better than others, but none treat them particularly well. Slavery is utterly forbidden in Kalnach. Anyone even accused of dealing in slaves is leaned heavily upon by the Kalnachi Inquisitors. This leaning is generally very changing for their dealings, or rather deadly, depending on how harsh the offense was. Sure, Serfdom, which is very much the practice in Kalnach is not much better, but a serf has some rights, a slave has none. Female serfs have particularly few rights. It is not unusual for some nobles to use their female serfs basically as whores. Children born of such unions generally adopt their mother’s caste, unless the noble has other wishes. Crime, when done against the lower classes, is rarely paid much attention to by the higher classes, provided it does not inconvenience them. [b]Military:[/b] The Kalnachi are decent when it comes to their military, but they are no geniuses. Among the Nobility, minor wars and large tournaments are They are notorious for certain military traits: Assaulting fortified positions (i.e. Siege) Defending fortified positions Mounted close-combat cavalry Archery. Kalnachi longbowmen, who train from early childhood, are the greatest archers in all of Azukhar. Mounted on tall fortified positions, they can hold off whole armies with remarkable ease. It is these in particular who have made the Kalanchi a nation not to be trifled with. The unclaimed border territory between the Kalesian Empire and Kalnach far to the north near the coast is known as the field of bones because of these archers’ skill. However, while the above traits are areas they do well, they have never been experts at fielding regular infantry or extended mobile campaigns. They are generally too busy fighting each other for any attempts at expansive invasions to work out. As such, The borders of Kalnach have essentially remained static for several centuries, safe for the years of the Oragos Dominion. [b]Climate:[/b] Temperate. Fields, mixed forests and what comes with that. [b]Political Climate:[/b] Remarkably steady. The society is feudal, with a small royal family and decent-sized nobility. The classes below the noble class are larger. The largest caste is that of the Serfs. [b]Religion:[/b] The most notable religion in Kalnach is a derivative of the Church of Idris. Though they essentially worship the same god, they do not feel beholden to Idris. The Inquisitors of Kalnach hold firm dominion over the lives of the common people. Anyone showing any hint of being an evoker, proven or not, is of great interest to them. No matter what class they belong to, female evokers hunted down and executed. Since not all means can kill all evokers, the inquisitors are thorough about being sure someone is fully slain. First of all, they burn the prisoner at the stake. Then they are drawn and quartered. Their bones are ground to meal, and their flesh, if any remains, is put in jars. Inquisitors take extreme pleasure in performing this rite. If they can’t destroy the relic themselves, they will ship it to Idris for them to try destroy it, or if that too fails, for safe storage where none can get at them.[/hider] [hider=Othea] [b]Relics:[/b] Evokers are usually left alone by the commoners in Othea, although the Royal Relic Constabulary hunts down evokers for the sake of employing their service for the good of the realm. The actual royals have tried to remain neutral on the issue. [b]Gender:[/b] Women are treated with respect, have the right to own their own capital and are seen as heirs. However, the gender equality doesn't go all that much further than the economic aspect of life. Women do have chances to join the army, though are usually associated with weakness, so it will harder for them to climb the social ladder. [b]Climate:[/b] I was thinking that they would have a temperate climate, combined with the fertility of the soil makes Othea a blessed country to live in. Perhaps a combination of meadows, farmlands and forests. The forests would be mainly in the slightly less fertile areas near the mountains (in which a variety of local tribes live). [b]Political Climate:[/b] Othea was very warlike in the past, especially after they gained their independence from the Oragossi dominion (which was about 200 years ago.) but the last few kings have successfully brought their country peace. Aside from a few skirmishes now and then on the Oragossian border, the Kingdom has enjoyed peace for a few decades. The current king is not very popular, but the prince and the other members of the royal family are respected much more. [i]How is the nobility viewed? The merchants? The “rabble”?[/i] [b]Religion:[/b] The current king is very faithful to the church of Idris, who have helped him stay on his throne. As a non-evoker with power, he is ever fearful of being supplanted by some random person with a relic. The Archons of Idris, the leaders of the church, have used this to great effect to gain influence in Othea. However, the crown prince, Aral, (Milian?) has seen with disgust how the church manipulated his father and curries favor with the people, hoping to unite the kingdom even further upon his ascension to the throne. Exactly how deep their faith in the royal family is, can be questioned. The more the king curries favor with the Church, the further the less fanatic portions of Otheans are alienated. [url=http://student.umb.no/~henrgj/Relics/MapAmaryth]Map of Amaryth[/url][/hider] [hider=Oragos] [b]Location:[/b] West of Othea, East of Da-hyun. [b]Relics:[/b] The Oragossi government, being essentially puppets of Idris, tend not to want anything to do with Relics and Evokers, gladly passing them over to the Order of Idris. They care not what happens after that. [b]Culture:[/b] Women have an increasingly worsening position in Oragossi society. In many ways, they are hardly more than slaves and livestock, having no rights to property. Rape is virtually without punishment, especially if the man responsible is in any way associated with the Conclave or the Military. The culture is very much signified by the rule of the strong. [b]Military:[/b] The Oragossi military is plagued by highly inefficient bureaucracy. It has potential for greatness, and has proven its worth during the time of the Oragos Dominion, but with the current political leadership, it won’t be possible for the nation to extend its borders. [b]Climate:[/b] Oragos is a country dominated by rivers, canals and embanked grassland. These lands used to be boggy peatland, until the Oragossi developed a way to drain water from the multiple marches, leaving very fertile grounds. Because of these fertile soils, the number of inhabitants is relatively high. The system of drainage has also been used the other way around as a military tactic to create flood large pieces of land used for defensive purposes. While not utterly impassable, deep trenches hidden under the water surface0 makes advancing far into Oragos extremely difficult, with high losses to be expected for any invader. [b]Political Climate:[/b] Oragos used to be a great empire. That empire lasted about a hundred years, after conquering much of the western half of the continent. Upon the assassination of its emperor and all his heirs, the empire fell apart. The nations who broke out of the Oragos Empire at that time still look upon Oragos with suspicion, if not outright hatred. The leaders of the now-shrunken Oragos, try to regain their old power and glory. It is not unusual for them to attempt issuing commands and proclaiming to their former subject nations, but these decrees have no real effect beyond alienating them further. The Oragos Conclave, all that remains of the Empire’s ruling body, has widely fluctuating membership, frequently plagued with assassinations. However, should a single ruler once more rise to power without being toppled, the chances of Oragos reclaiming some of their former glory is quite possible. [b]Religion:[/b] These days, the Order of Idris is basically the only religion with any power in Oragos, after a treaty they made a few decades back. Before the order came to Oragos, the only religion that was present in Oragos was a small cult of nature worshippers. They were soon supplanted by the more organized, militaristic and religiously fanatic Church of Idris.[/hider]