[center][color=FF0000][b][u][h2]Kingdom of Karkarth[/h2][/u][/b][/color] [img]http://th05.deviantart.net/fs70/PRE/i/2013/215/e/e/the_elder_scrolls__flag_of_the_ebonheart_pact_by_okiir-d6gfu42.png[/img] [/center] [hider=NATIONAL] -Popular Name(s): The Scorched Lands, The Dragon of the East -Capital: Djerad Thymar -Government Type: Meritocratic Dictatorship -Motto: [i]"We Do Not Kneel."[/i] -Economy: The Jahun-ka reject private property. They also don't have currency, nor do they engage in direct bartering: they don't buy and sell things amongst one another. "Merchants" in Jahun-ka cities have the job of making sure goods are distributed appropriately. They will however, trade with the rest of Avara in what they need. To the Jahun-ka, this trade is less a way to obtain goods as an opportunity to learn more about those who do not yet accept their ways of law. Efficiency is the primary concern in the economy. The Jahun-ka actively work to improve methods of production via research and borrowing from conquered people and neighboring cultures; the Tome of Battles is a fine example of this. On the other hand, demands of the individuals are quite limited, as having "more houses and clothes" would mean more work to maintain them. In the countryside, Jahun-ka houses are identical and arranged along perfectly orthogonal lines. -Sayings: [i]"Born of Iron, Ash and Flame."[/i] -Population: 4.8 million -Realm Size: Empire, (98 squares) -Unique Trait #1: Ebony Steel- The craft of the Jahun-Ka in terms of iron and steel is practically unrivaled. No more is this seen as in their highly-skilled smiths, who forge masterwork weapons and armor of such beauty none can deny. Though, Jahun-Ka may be seen as headstrong savages in many realms of the north or west, they are recognized as the finest blacksmiths in Avara, and Jahun-kun arms and armor are prized by warriors and craftsmen everywhere. The term blacksmith may have in fact been born from other cultures interactions with the Jahun-ka, who are widely known as dark skinned fire giants of a sort. The strength of their unique steel has allowed them to be rather lax in the development of firearms, to even hardly depending on missile units. -Unique Trait #2: Dragon Legacy- To be a Jahun-ka is to stand above the masses of mortals, to be something more-kin to the majestic and mighty dragons, and bearers of the legacy of once great Arkhosia. As scions of the greatest empire of ancient times, their dragon heritage left them with advanced seafaring, agricultural, military and even thermometric knowledge that allowed them to thrive in a place where others merely hoped to survive. The Jahun-ka thus now possesses the most technologically advanced nation in Avara in arts of engineering, having perfected the Art of War over eons of conflict since time immoral. Jahun-ka society is extremely martial, and nearly everyone is expected to have a grasp of basic weaponry and combat, although only the Patriarchs or Matriarchs are generally expected to have detailed knowledge of strategy, formations and tactics. -Unique Flaw #1 Land without Trees Access to fertile land and or sources of timber presents two major problems of Karkarth. The lack of the latter means the realm cannot field reliable ranged units and almost completely lacks a mounted force. -Unique Flaw #2 Ash Lands Due to the harsh clime of their homeland, the Jahun-ka have been forced to adopt rather unique forms of agriculture's just to survive. However, the Scorched Lands is still a harsh world to live in, with little in the ways of varied food for it's inhabitants. If not for the trade of it's allies and neighbors, Karkarth would hardly be able to support itself. To this end they are entirely reliant on foreign trade to support themselves. [/hider] [hider=GEOGRAPHICAL] -World-Realm Map: (Fill in desired blocks on world map) - Geographical Trait: The land of Karkarth are also often referred to as the Scorched lands, due to it being a dry, inhospitable wasteland characterized by clusters of stone obelisks; minimal, highly-adapted vegetation and wildlife; and bubbling ash mires. It is a largely alien and inhospitable place where the sky is darkened regularly by furious ash storms belched forth from the mighty Dread Mountain, the largest volcano in Avara, and it's smaller brothers. The familiar flora and fauna of Avarais is exchanged for bizarre and twisted forms that can survive the regular ashfall, and violent thunderstorms. In the ash lands, cloaked and masked dark skinned Jahun-Ka herd large groups of insect-like creatures called Lerinka. The Ashen Deserts to the central south are surrounded by active volcanoes, leaving the region covered with volcanic ash. The far north houses Dread Mountain, and that region has the largest flows of lava, great clouds of ash and smoke, but also is the seat of House Dracon. The region in the east is simply called the Plains, this region of the Scorched Lands is generally flat and is broken up only by the occasional volcanic fissure or actual volcano, and is mostly wide open savanna. It is believed that the lands contain high concentrations of metallic minerals, which increase the likelihood of air to ground lightning storms. What the Scorched lands lack in arable land, it makes up for in higher than normal concentrations of ore deposits. As a side effect, Jahun-ka have become masters of forging iron and steel, reportedly housing the greatest blacksmiths in all the realms. The lands to the west that open toward the plague lands is bordered by great peaks and mountains. - Geographical Flaw: (created by me. Only applies to nations not adjacent to the Plague Lands. Generally speaking to nations beyond the green geographical zone in the center.) - Internal-Realm Map: (A zoomed in map of your controlled blocks and major cities/castles/locations within it. PLEASE NOTE: My map key zones are more like 'general guidelines' than a straitjacket. There are many different types of 'temperate' or 'desert' landscapes, for example, so please build on the general outline I gave w/ specifics. Make your region your own.) -Major Cities: Valenar: Valenar is a moderately sized, sprawling city beside the sea and is best known as a haven for the arts, both martial and architectural. The majority of its inhabitants are involved in overseeing fishing or trade, and it is considered notable for its imposing aqueduct. Valenar is also the Scorched lands largest and most notable true port city. -Major Castles: -Buildings of Interest: -Geographic Features of Interest: Dread Mountain- The largest volcano in Avarais, Djerad Thymar sits near it's foot, ingeniously built partly into the mountain and thus using its fierce fires for many kinds of industry. Dragonsthroat- The smallest of the mighty volcanoes of Karkarth but the most violent and active. Black smoke always bellows out of the mountains mouth, and there are no communities that live anyway near the dangerous region. [/hider] [hider=RACIAL] -Majority Race: Jahun-Ka -Majority Race Appearance: Jahun-Ka are larger and taller while considered to be more physically robust than humans, tending to live longer toward the age of 100 or more, though few ever surviive that long. Most stand between 7 and 8 feet tall and weigh between 280 and 340 pounds. The Jahun-Ka's innate strength and prolific level of endurance allows them to excel in any activity that demands sustained effort, most notably combat. They are likewise blessed with a very hardy constitution that allows them to resist most light poisons and extreme heat as well as the constant ash fall of their homeland. Jahun-Ka also tend to be well muscled and sturdy, while a very rare few even grow horns. The horn itself has no nerve endings and can be painlessly removed much like human nails or hair. But once a horn is cut off, it will not grow back. Horns are a unique and rare genetic variation in some Jahun-ka, much like red hair in humans, which hints at their ancient dragon blood. Another oddity is unlike with most other races, there is no appreciable difference in height or weight between male and female Jahun-Ka. Jahun-Ka have dark ebony skin, to rare lighter browns of Jahun-ka living to the east, their hair texture ranges from thick and wavy to tightly curled and wiry and always dark, with a rare few with bright orange. Jahun-ka often have dark pupils that slightly resembles a reptile's. Their dark hair on their heads is grown to great length and always kept braided. Jahun-ka wear beads in their hair and these serve an interesting meaning in their culture. Jahun-ka add a new bead to their braided dreadlocks for every victory they have. A Jahun-ka with numerous beads is likely to be a deadly warrior. The purpose for such briads is simple, for as important as honor is in their culture, to reveal one's own personal achievements in personal combat serves to reveal his pride and skill. Thus, no duel issued is one where the challenger is ignorant completely in the skill of his opponent. -Majority Race Characteristics: Due to their swift and decisive conquest in their early years, the Jahun-ka are renowned as arguably among the most fierce, versatile and naturally gifted warriors in Avarais. Jahun-ka also have a well-known dedication to honor, though, how deeply rooted this trait is, remains debatable. However, all Jahun-ka tend to view all living things, even hated enemies, as deserving of courtesy and respect. To Jahun-ka, honor is more than a word and is often considered more important than life itself. Cowardice is not simply undesirable amongst Jahun-ka, it is considered outright repulsive. Part of the roots of this honorable attitude lies in the Jahun-ka's drive for self-improvement. The fierce nature of Jahun-ka gives them a strong self-consciousness and a tendency for strong emotions. Both of these combine to make Jahun-ka particularly wanting of the approval of others. Jahun-ka place great value on the skill of an individual, including themselves. Failing at a task is anathema to Jahun-ka and as a result they can sometimes push themselves to unhealthy extremes of effort. It is this reason Jahun-ka are such skilled craftsmen and warriors. The race as a whole places great importance to one's skill at arms, as well as ones skill in the art of working iron and steel, or any trade consisting of physical work. This aspect of the Jahun-ka mind means few of the race take a laidback approach to any skill or ability, striving ever to become the masters of a particular skill and Jahun-ka respect those among other races that approach life in the same manner. Jahun-ka smiths are the most prominent Karkarthian craftsmen for the products of their labor are circulated throughout Avarais. Jahun-ka tools, armor, and weaponry command high value and are prized by artisans, warriors and noblemen alike. Implements produced in Djerad Thymar bring the highest prices, for the Jahun-ka smiths of the Dread Mountain are considered the best of their race. The legacy of those descended from the Line of Korthar, combined with the long years of cultural exchange with the beast of Noldor, provide the smiths of Karkarth with a wealth of experience and knowledge concerning both metallurgy and enchantments. Jahun-Ka skills breed Avarais's finest tools, implements which, in turn, make it easier for the artisan to turn out his next piece. -Minority Races: (If any) [/hider] [hider=RELIGION & MAGIC] -State Religion: Takariens, or Those of the Dragon, Justinian -Religious Information: Since the founding of the realm now known as Karkarth, it’s people have held a strong belief in Takataren; Goddess of war, honor, glory, and death. Takataren tenets are simple and tied to her draconic nature. Takataren is said to possess three great heads when in her true dragon form. Her center head is blood red, the color of crimson with two horns on either brow curling over its skull and represents her domains of fire and war. The rightmost head is silver and crowned with gold scales that run down the back of her neck. This head represents her portfolio over honor and justice. The last head, the leftmost, is covered in midnight black scales and possess great menacing horns like that of a ram. This head is known as the black maw, the head representing death and dishonor, those who break oaths are said to be devoured alive by this head and cursed to the infernal colds depths of the abyss. All dragons are believed to have been birthed from Takataren herself, the greatest of her children serve under her pantheon. Her first born is her trickster daughter Chatentarea, bringer of storms and shaker of mountains. Her second born was a son, Hephata-ran, and as Takataren had given dominion over the skies and mountain tops over to her daughter, she gave her son power below. Hence, Hephata-ran is known as the laborer, the great-smith, and the patron of all craftsmen as well as humanity. The fellowship of Takataren and the power of her priestesses has always remained strong throughout the Scorched lands. Enjoying great political power among the five clan tribes of the Jahun-ka. The [i]Tarak[/i] is the official name of this religion of the Jahun-ka, though it is closer to a philosophy than a full-fledged religion. It governs every part of Jahun-ka life and is undoubtfully the root of their honor system, even the governing structure of Jahun-ka culture is dictated by their tenets under the Dragon Goddess, and it gives every Jahun-ka a defined and fixed place in their society, either as a soldier (part of the body), as a craftsman (part of the mind) or as a priestess (part of the soul). The primary symbol used to represent the [i]Tarak[/i] as a people is a three-headed dragon, which symbolizes the Jahun-ka triumvirate of body, mind, and soul. The "body" is represented by the Ixelin (the military), the "mind" by the Ricin (the craftsmen), and the "soul" by the Sepa (the priestess-hood). It is this triumvirate which governs all of Karkathian society by acting as the three pillars or their three primary leaders in all matters—the Vanquisher (Rimem caex in their tongue and always of the Dracon Line) who leads the armies, the Cep-pliso (Either female or male) who leads the craftsmen, and the Shakhvoxiv (Always female) who leads the priestesshood. All three are the head of their respective "paths" and work in unison to complete the whole of Jahun-ka society. Duty is paramount in Jahun-ka culture, and their society is seen as a living entity, whose well-being is the responsibility of all. Each person is like a drop of blood in the veins of the being, and they must not do what is best for them, but what is best for the creature. Years of having to survive in the Scorched Lands has forced the Jahun-ka to waste no able body among them. Jahun-ka have no "family units": they do not marry, choose partners, or even know to whom they are related. A father's role ends at conception. A mother's ends at birth. A Jahun-ka's "family" consists of his or her peers, called brothers and sisters often assembled within the Cradles. Or his warband if they are raised in a kihdas. Jahun-ka usually do not associate mating with love. They do have the capacity to love like all species, even having friends and forming emotional bonds with one another. However, they simply do not have sexual intercourse with each other to express it. If they do, then they are sent to be re-educated by the Nom-Svaanku. If a child is produced, the same thing happens as with all other Jahun-ka children: it is sent to be raised by the Ankin, evaluated, and assigned a job. Jahun-ka do not waste resources unnecessarily, people included. They cannot afford to in their harsh world. Jahun-ka have been bred for specific roles for a very long time. Parentage is no longer the issue, more like pedigree. However, breeding does not determine a Jahun-ka's assigned task. If a Jahun-ka was bred to be a soldier but turns out to be more intellectual, the Ankins may move him into the priesthood, researching weapons technology, or the Nom-Svaanku, policing the populace, depending on what roles need to be filled by someone with their specific traits. It comes as no surprise given their Goddesses nature that Jahun-ka are known to hold dragons sacred. Some of this comes from physical similarities, while others have rumors that they have cultivated dragon blood years ago when Dragons still soared the skies, allowing some present day Jahun-ka to tap into combat abilities they possess today. A corpse is considered an insignificant husk that is no longer the individual that it once was and thus is afforded no special treatment, rather disposed of whatever manner is most practical. -Religion Demographics: -Holy Relics In Possession: -Holy Sites Under Control: -Magical Schools and Curriculum: Jahun-ka have held a deep distaste and distrust for magic outside the organization religious institutions. Placing more value on hard work and personal skill over uncontrollable magicks, thus explains their devotion to the Sublime Way. Jahun-ka society is based upon learning as well as military might. Few speak the common tongue that is used among Avarais, and even fewer speak it well. For this reason, Jahun-ka often keep quiet among foreigners, out of shame—in a culture that strives for perfection and mastery, to possess only a passable degree of skill is humiliating, indeed. The Ankin wield a great deal of influence in Jahun-ka society. As it is primarily a female gender role (as all administrative and religious tasks are), this might lead an outsider to believe that their society is female-dominated. Jahun-ka do not, however, look upon government in quite the same way. The brain could be said to rule the body, but so too does the heart, the lungs, the stomach. All are part of the greater whole. The Ankin raise all the children within structures known as Cradles, give them their general education, and evaluate them. Jahun-ka are officially assigned their roles at twelve years of age. The Ankin do conduct some tests, but nothing that requires a quill. They also have something of a head start on the process, as they are the ones who control the Jahun-ka selective breeding program. When it comes to their military studies, those found most physically capable are separated from its parents and sent to the kihdas of their Great Clan. Children in these war cradles (a kihdas) are taught to unify, encouraged to define their own social structure, and are thus forced into a Fistratat (warband). During this time a Janikup is largely in charge of their education and upbringing. They are given a name to claim, from which the children within a single warband derive their surnames, such as Fierceshot or Ashborn. During this time, the parents have no hand, or interest, in the education of the child. Instead, the young Jahun-ka's Host, and more immediately their warband, become their family. [/hider] [hider=MILITARY] [b]Training[/b] The Ixelin is Karkarths well organized and disciplined fighting force. The force is broken into five Host, each overseen by one of the five Great Clans. Recruitment is simple, men and women are drafted at the age of 12-13. The populations large support of the state means many are willing to offer their children to the Cradles as according to the tenets of Takataren. These massive structures are used for the housing and rising of the young and very young. Here they are educated and brought up under the core values of Karkarthien philosophy and religion. They are also closely monitored by their caregivers, watched closely for traits and skills they might possess. Once a talent is discovered (often by the time they reach the age of 13) the child is drafted over to trainers for their chosen profession. In this way the state grantees a pool of skilled workers for the next generation. Those who do not seem to favor a typical skill or talent still find uses as shroom farmers or miners. The exception to trades, are those who are handpicked for the Ixelin. Often families, especially poorer ones, will offer their newborns into the Ixelin, which is seen as among the highest honors due to living in well-organized military society. These families are in turn often taken care off, with coin and foodstuffs, with the community deeply approving. Most however are chosen for the Ixelin at the age of 13. These chosen sons and daughters are taken not to the Cradles, but to specially designed fortresses designated as training schools of the martial arts called kihdas. Here Jahun-ka are trained in designated groups from birth, perfecting teamwork, tactical thinking, martial skill, and discipline, often sparring with weighted mock swords and shields. Though the exact nature of training differs from clan to clan, as well as the harshness, all are generally expected to have detailed knowledge of history, strategy, formations and tactics as they study from the Tome of Battles. Only the strongest, fastest and smartest Jahun-ka are then accepted into the demanding military, and they are expected to prove themselves worthy by facing death. Even their cultures entertainment, like pit fighting, bears some risk to it. Upon reaching their sixteenth birthday, Jahun-ka endure a rite of passage in the desolate wastes of the Ash Lands as a last test of endurance and discipline. Only the strongest survive. Jahun-ka who succeed then go on to carry out training common to every host, from initial muster, arms and weapons drill, formation marching and tactical exercises. The typical training regime then consisted of gymnastics and swimming, to build physical strength and fitness, fighting with armatura (which were wooden weapons), to learn and master combat techniques and long route marches with full battle gear and equipment to build stamina, endurance and to accustom them to the hardships of campaigns. [b]Organization[/b] The Ixelin organizes using a simple yet rugged chain system of ranks. Directly beneath each Great Host's Firstsword are the Overswords; there are rarely more than five Oversword per host, and this office oversees an entire theater of war or large swath of controlled territory. Swordcaptain's command a number of Hunken (a "company") known as a single Formran and coordinate maneuvers on a broad scale under a Oversword's authority. Telswords lead their Hunken on missions and guide them to victory. Under their command are the Fistratats. Once a soldier has finished his training they are typically assigned to a host along with their assgined group which often is made up of the men and women they grew up training with, they make the basic mass fighting force serving one of Karkarths five clans, and all of which serve under the Vanquisher. The host are split into ten sub-units called Fomrans. The Fomrans are further sub-divided into six Hunken, which in turn can be split down into ten Fistratats. The first Fomrans in a host are usually the strongest, with the fullest personnel complement and with the most skilled and experienced men. Fistratat(Fist for short): "tent unit" of 8 men, overseen by a Blade Hunken: 80 men commanded by a Telsword Formrans: 6 Hunken or a total of 480 fighting men. Added to these were officers with the rank of Swordcaptain. The first Formrans was double strength in terms of manpower, and generally held the best fighting men Host: made up of 50 Formrans lead by a Oversword Great Host: a grouping of several Host and auxiliary Formrans. Lead by the Vanquisher himself or the Firstsword of the army. Equites: Each Host was supported by 300 cavalry (riding bladetooths), sub-divided into ten turmae Non-combatant support: generally the men who tended the Hammertails, forage, watering and sundries of the baggage train. [b]Tactics[/b] The host of the Ixelin approach war in a similar manner as Jahun-ka do most things, and that is straightforward and decisively. First there is the approach march. Once the host is deployed on an operation, the marching begins. The approach to the battlefield is made in several columns, enhancing maneuverability. Typically a strong vanguard precedes the main body and includes scouts, light bladetooth mounts and light troops. A Swordcaptain or other officer often accompanies the vanguard to survey the terrain for possible camp locations. Flank and reconnaissance elements are also deployed to provide the usual covering security. Behind the vanguard comes the main body of heavy infantry; the core of the Karkathian war-machine. Each host marches as a distinct formation and is accompanied by its own baggage train. The last host usually provides the rear force, although several recently raised units might occupy this final echelon. [b]Jahun War-craft[/b] The Jahun-ka’s fondness for physical things is deeper than a simple predisposition for machines and martial skill. Jahun-ka like activity, which is the root of their commitment to toil, and of all their pastimes, fighting is one of their favorites. This is not to say that Jahun-ka like killing; rather, they enjoy the contest of sport and of battle. A Mock combat or wrestling match suits their needs, so such tests are frequent, within their famed fighting pits and without, particularly even at feasts and fests. In addition, military training requires rigorous pseudo-melees and exhausting brawls. Jahun-ka take challenges, even playful ones, very seriously. With the advent of war, then, the Jahun-ka simply change the rules of the contest and resolutely face their foes. Cooly, efficiently, they withhold nothing and go about settling the dispute quickly and methodically, without sorrow, pity, or quarter. Although Jahun-ka are emotional, in the heat of battle they channel their passions. Every ounce of energy is directed at their enemy, until no opposition is left. The Jahun-ka mourn only after the struggle. [b]Armor[/b] While Jahun-ka prepares himself mentally and physically for combat, Karkarthian smiths labor to assure he is well-equipped. In this they excel, for the armories of the Ixelin are superbly well stocked, and trade in tools of war adds considerable wealth to the coffers of Dracon Lords for centuries. More importantly, smiths produce high-grade steel and bloodstone alloy armaments which are fitted to the soldiers size and needs. Jahun-ka favor three principal forms of armor. Plate, scale, and lamellar varieties predominate in Karkath. Each of these types is used to make loose corselets, breastplates, fitted shirts, and leggings. What a warrior choose or receive is based entirely on his position within the host. Uskdos who make up the majority of a host are often outfitted with the classic Karkathian super heavy battle plate; An exotic heavy armor consisting of reinforced metal plates, a layer of padding worn underneath the armor, and a suit of light chain worn between the two. The armor includes gauntlets, metal-shod boots, a heavy helm with a tail of red helmet plume made of indigenous dyed ash weeds, and carefully wrought joint guards. As with full plate, buckles and straps distribute the weight over the wearer’s body, so Karkathian battle plate hampers movement less than heavy plate through masterful ingenuity even though heavy plate is lighter, the the suit is blackened as to not catch the light of the sun. Drong-jira also wear their own heavy army known as Mountain plate. Made of thick metal plates bolted and fused together, this heavy armor is incredibly massive. The suit includes plated gauntlets, metal-shod boots, a heavy helm, and reinforced joint guards. Lamellar armor consists of small, rectangular steel plates called lamellae. These are laced together in rows by threading wires or leather thongs through the punched holes. The rows are then laced together as overlapping units. This pattern is like scale, but employs upward, rather than downward, facing overlays. It is a strong and protective, yet somewhat specialized. Scale is preferable for foot melee among the light infantry, since lamellar is ideal for defense against upswings and strikes from below, thus is used almost solely by cavalry. These warriors wear sleeveless, knee-length corselets which permit ease of arm movement and allow javelin throwing. Scales sees great use in comparison. Most comprise a downward oriented pattern of oval or rounded square scales. These are arranged in rows, akin to the lamellar, except that the rows are staggered instead of having vertical alignment. Units of Karkarth’s heavy infantry militia are equipped with sleeveless near giant-scale shirts, which they wear over light chain hauberks, and a few lords own lined coats which have two layers of smaller lighter scale. Poorer men of the skirmish units can afford only leather scales of the large reptilians known as clawfoots, which is equivalent to hard leather. resisting slashing and cutting. All in all, even Karkarths heavy plates are startlingly uncumbersome, as these designs require exquisite and exacting steel-work and, in the case of Jahun-lords, occasional use of uncompromising bloodstone alloys. [b]Helms and Greaves[/b] Jahun-ka propensity for extensive battle-dress translates into a love of full helms and strong greaves. They hardly have a choice; in light of their love for close combat, these trappings are an absolute necessity. Nearly every warrior has a true helm, and most use some form of greaves. As a result, a collection of Jahun-ka are completely covered when embroiled in an engagement. Only their ash reddened eyes gleaming out from their armored masked faces. This unbroken protection obscures the individual Jahun-ka and presents problems for the for the often times prideful Jahun-ka, who often fights for the honor of his clan and fistratat. In order to identify themselves, then, they rely on meaningful decor, particularly on the prominent surfaces of their shields, greaves, and helms. Thus allowing warriors of a unit to identify themselves and keep cohesion while winning glory. The Jahun-ka Blades also wear sculpted helmets which are shaped like heads of cruel and fantastic beasts. In fact, a host of helmeted Jahun-ka equipped such can be a terrifying sight. Jahun-helmets have purposes beyond simply scaring the meek or demoralized foes. They provide unequaled resistance to penetrating strikes, and each has a fire-resistant inner mask, Unlike the standard forms elsewhere, helms are made with reinforced, tempered steel ridges and molded skull cap with a another segment protecting the lower face like a mask. Jahun-ka greaves, famous for their strength and utility, are based on splint construction. Basically, they are a group of long, thin, decorated plates sewn into a heavy fabric lining. Both the arm and the leg varieties use the same pattern and allow a fair degree of free movement. [b]Shields[/b] To supplement their armor, Jahun-ka frequently carry shields. These come commonly in two shapes, the primary one for heavy infantry which is a diamond shaped heavy tower shield 7 feet long, and a round shield for light infantry and mounted units. The former is built by first constructing pieces of hard yet light pieces of chitin together then reinforcing it with banded steel skin over the front, a cost effective and light alternative to full metal shields. They are rounded at the bottom, allowing them to be easily stuck into the ground when needed, and curve only slightly to allow a line of them to be easily joined together to create the Jahun-ka famous steel walls. Aside from missile weapons and some ships not made of chitin, round shields consume most of the wood found in Karkarth and traded in. Stout oaks, and ironwoods are seasoned, treated, and lacquered. The are then cut, fitted, and shaped. Another lacquering ensures for both types, just before parts are glued and nailed together. Since three thin layers of wood or chitin are needed, this is a demanding process. Once complete, a tanned and colored leather covering is stretched over the finished wood and metal strips are bolted around the edges. As a means of providing beauty and reinforcements, metal plate or designs are then placed on the shield face. Weird animal depictions and runic friezes are Jahun-ka favorites. Regardless of the pattern, though, the work surrounds or intersects a metal boss, which juts from the center and covers a hole for the principal handle. The circular boss is sometimes sculpted into an animate form, but most are simply spikes or enruned domes. Behind the boss is a padded handgrip, actually a covered crosspiece which spans the concave rear of the boss itself. This grip is used by the warrior when flexibility or mobility is crucial. When strength is paramount, the wielder simply slips his arm through a series of criss-crossed leather slings and grasps another fixed grip. [b]Weaponry[/b] Due to their fine armor and overall lack of subtlety, Jahun-ka utilize “belligerent” rather than defensive weaponry. In melee, Jahun-ka rely on heavy coverings and shields to deflect strikes or allay the impact of blows. A Jahun-ka rarely parries with his weapon; instead he likes to bull through and carry the offensive. Their assortment of heavy steel crossbows (use only by city militia) and shafted weapons or heavy bladed weapons -axes, short swords, maces- reflects this prejudice and emphasizes their aggressive pasture. The sword however is the staple of the Jahun-ka’s arsenal, for they see it as a weapon of skill deserving of true warriors. Many of these among their older elites are two-handers which betray the Jahun-ka boldness and aggression, for they know no other race of men can match them in size, reach, or strength. Karkarths weapon-smiths, like her builders and engineers, create lasting objects, items whose strength exceeds usual needs. For both armor and weapons, they ordinarily employ specialized steel. Light steels replace the wooden shafts found in other weapons of other races with axes and maces, and heavy steels supplant iron blades and mace-heads. Only missile weapons, such as the heavy javelin retain wood as a significant element, for they must be light and pliable. Karkarth mining implements differ little from their martial wat mattock counterparts. Aside from daily care, ornamentation, and occasional incantations, they appear and perform much like the wares of a warrior. Following are the weapons of Karkarth. [i]Montu[/i] The Montu is a short sword with a tempered steel weighted head to allow easy piercing of armor. The Jahun-ka’s shorter weapon proves deadly in the crush caused by colliding formations where it is capable of being thrust through gaps in the enemies shield walls and armor were there was no room for longer weapons. The groin and throat were favorite targets of the tenacious Jahun-ka. [i]Riliw[/i] The lightweight yet deadly waraxes of the Jahun-ka. These often well sharpened bladed tools are specifically designed for piercing heavy armor and sundering shields. They are also equipped with spike heads to allow for easy thrusting while in tight formations. [i]Jennuith[/i] Great hammers capable of smashing a mans head in a single swing. These big, heavy hammers are a favorite of Jahun-ka pit fighters and Janikup warriors. The incredibly heavy head of the hammer allows it to make particularly devastating strikes against weapons and shields. [i]Sventer[/i] Sventer are the Karkarthian version of the longsword, though in practice more resemble greatswords, and are so large as to be unusable by most other races. They a straight blades with that curve near the trip sharply so that the point turns into something of a pike. Made with specially tempered steel they are remarkably light, but have enough cutting power in the hands of a Jahun-ka to sever five heads in a single swing. The sharp tempered pike tip is designed for piercing heavy armor and dragging men off horses. [i]Drongcha[/i] Drongcha or Jahun-warpike, resembles a halberd with a greatly elongated shaft, to the end of which a counterweight has been added. A Jahun-warpike has impressive reach especially when wielded by the tall Jahun-ka. One can easily strike opponents a little over 15 feet away with it. Normally, one strikes with a Jahun-warpike’s axe head, but the spike on the end is useful against charging opponents. These long two handed polearms can thus be easily set into the ground in defense against enemy mounted units. It should come as no surprise the warpike was first introduced after the Jahun-ka came into contact with the Charlins, some of the greatest riders in Avarais. A wielder can use the hook on the back of a warpike to drag enemies from their steeds or even pull a foe off his feet. -Total Military Size = 80,000 Standing army, 120,000 are in reserve. 184,000 split among the other Four houses. -Military Details Valartin: The Valartin are young warriors who seek to prove themselves worthy of the Formran iron walls. They serve the all important task of light infantry, and screening skirmishers. Tasked with loosing throwing javelins into enemy ranks while the main force moves up. Equipped with reinforced light round shields, tempered blades called xiphos and grabbed in light mail, valartin make a potent force. Being well equipped and better trained then most skirmishing forces allow them to hold their own in melee once their ammo has been depleted. Uskdos: The Realm of Karkarth has fought numerous wars against numerous enemies. Their Lords are very experienced in the arts of war and fighting, and the citizens of Karkarth are all expected to earn their keep when the horn of Karkarth sounds and the host are assembled. Most of the brave men of Karkarth are trained as super heavy infantry, armed with a solid metal shield and a steel Montu. For centuries, the kingdom of Karkarth has relied on the strong traditions of these heavy infantry, Uskdos in the dragon tongue. When the ashstorm clouds begin to gather once again and the Dragon Goddess children must answer the call, most of the Karkathian Infantry eagerly anticipate the opportunity of serving their country with arms in their hands. Armoured with full plate mail, they are the backbone of the Karkarthian Army. They are often also equipped with a single throwing javelins that bend when caught in an enemy shield after being thrown. Drong-jira: Only the bravest and strongest of Karkarth's men get the honor of joining the ranks of the Drong-jira who are made up mostly of veterans. These are the Elite soldiers of the Kingdom of Karkarth, always ready to defend and die for their beloved city of Djerád Thymár. When called upon the battlefield, they tend to use long solid spears and heavy shields. They wear full plate of the highest quality, ebony-colored armour, and a black robes, making them a terrifying sight for any enemy. Janikup: Nheegargh, flowered vales and fertile land for shrooms of the western swamps, brings fierce warriors to Karkarth's forces. Warriors who are slightly swarthier and shorter than other Jahun-ka from the mixing of blood with Charlins come bearing great battle-axes or warhammers called jennuith and are well-armoured. They are a great unit for shock attacks and for bloody close combat with skills mastered often times in the fighting pits throught Karkarth. Othi-Jedark: Any true Jahun-ka is a swordsman first and a farmer, trader or boatman second. The culture of warfare is taught in the very air of the far east, it is sung of in every song from time immemorial. For Karkarth, the sword could be just as much the symbol of their nation as the fire and ash. Like sergeants these experienced masters-at-arms, known as Othi-Jedark, have for the most part retired from life in the Hosts, but in Karkarth's hour of need they are ready to take up arms once more and fight or even die valiantly in battle. Perfecting the skills needed to wield the two-handed greatsword known as the Sventer takes a lifetime, it takes bravery and wits. These hardy men have honed their martial arts through years of toil and bloodshed. Carver riders: The cavalry of Karkarth are rare because the terrain of The Scorched lands isn't suited to horses, but in recent years they have created an alternative with the perfection of taming wild carvers. These new breeds are called Great carvers and are larger versions of normal carvers. Like their smaller counterparts, they use their powerful legs and great speed to hunt down their prey. Great carvers are also carnivorous, and stand about twelve feet tall and are about twenty-four feet long. [url=http://vignette4.wikia.nocookie.net/eberron/images/e/e2/82982.jpg/revision/latest?cb=20120129004050]Battletitans[/url]: Battletitans are giant bipedal dinosaurs with powerful jaws, massive teeth, and thick bony plates. They are frequently used as mounts by Overswords, with steel half-plate barding and saddles attached to their backs. Battletitans are not a true species of dinosaur, but rather are cross-bred in captivity. Most battletitans are trained at birth to be used as mounts in combat. Training usually takes six months, and a young battletitan can fetch up to 100,000 gp on the open market in other lands. Battletitans are naturally sterile. Battletitans rely on their strong legs and jaws to pounce on their prey and rend it in half. In addition, the battletitan has a spiked tail, which it can use as a mace. Battletitans can swallow whole prey of size of a horse or smaller. Like most dinosaurs, bladeteeth can track by scent and possess low-light vision. Battletitans were first breed in ancient days by the dragons of Arkhosia, where they were later adopted by the Jahun-ka. [b]The Silent Host[/b] In the ancient days of the Empire of Arkhosia the region now inhabited by the Moonlands, Charlin, Karkarth, and the Marchlands was ruled over by the mighty dragons of old. Above them all was Takataren, Mother of Dragons and Empress of Arkhosia. Among her most favored children were the Jahun-ka, Dragonborn in the Draconic tongue. To they she blessed with the strength and wisdom of their mighty forbearers. Some among these ancient Jahun-ka were hand chosen by her to become her champions and protect the great dragon hoards. They became the first Heartblades. It is among the oldest orders in Avara, predating the Dominion. A heartblade is chosen from the most skilled dedicated of the Jahun-ka, often chosen by Takataren through visions by her priestesses. Then if the individual is willing, they go through the great 'melding.' This is a grueling, long, difficult, and dangerous ceremony. Wherein the subjects heart is ritualistically cut out then thrown into a furnace before the ashs of this organ are then smelted down into an ingot of steel, before finally being forged into a sword. All the while the priestesses unceasingly chant prayers of power. The wound is sewn shut while the subjects tongue is also removed before being sewn closed as well. By the rituals end the man or women that Jahun-ka once was, ceases to be, and they become the embodiment of Takataren's will. Fathers of the Iron Heart discipline, there exist no greater masters of blade or sword. In return for giving up so much, the subject becomes practically immortal, never fearing the bite of steel or the heat of fire. While their souls are tied to their spiritual weapon, the weapon in which lies the ashes of their heart, the Heartblades, or the Silent Host as they are often called, know no fear and no equal. It is said they can only be killed by the will of a priestess, who themselves alone know the means to do so, and is reserved for those who fall out of Takataren's favor. Beyond this only the removal of their heads can stop a heartblade for good. Of the chosen, there is always one favored most of all, and this person is handpicked to become Voice of the Ash. He reads the signs in the blood of the Jahun-ka's enemies for the will of Takataren, for the Silent Host is Takataren's thirst for battle made flesh. The Voice of the Ash is also the only one who's tongue is not removed and he leads the rest of his brothers and sisters. The ritual still exist today, though has not been performed in near 200 years. Not requiring food, rest, or water, the Silent Host has been detained by Tiberius recently due to being to barbaric for his taste. They are unlikely to see action in wars under him. A blessing for the enemies of Karkarth. [b]Karkarth Host of the Sea[/b] Karkarths naval might in the east was a power that was much slower to grow than their land armies. Karkarth has in modern days become a predominantly urban and maritime realm, with most of its population confined to the great port and trade cities of the east coast. The interior of the west is sparsely populated with small shoom farms and beastherds. The Jahun-ka of the savannah have fallen in love with travel, adventure, and the high seas have dispersed them as sailors, mercenaries, and adventurers in ports of call throughout the Avara. They have also become natural seamen, and have benefited from nautical trade since Karkarth expansins years forced them to take to the sea to conquer new lands. House Orlious in particular captains and crew many merchant fleets, and may be found all along the coasts of Avara with their unique chitin ships. Karkarth has always suffered from a lack of lumber and wood, so to combat this the Jahun-ka engineered a truly marvelous breed of ships using composite materials and natural chitin from the giant insects native to their land. Molik'drii (Skin boat”) as these ships are known in the Draconic tongue. Thanks to their unique design and construction material, Molik'drii are lighter and faster than their wooden ship counterparts. While be very difficult to burn or catch fire. They are however, much more frigil than wooden ships when involved in ramming. To combat this, Jahun-ka created the Usk’driik, massive fortresses of armored warships using lighter steel and using four great masts to allow enough propulsion for combat. Stable in heavy seas, and roomy enough to carry provisions for long voyages, these sturdy ships are well armed, sporting broadside firing cannon arrays, as well as large compliments of onboard marines. Ships Molik'drii Molik'drii are often used for long range patrols, with larger designs also serving as trading vessels in times of peace. They are often armed with 24 cannons, 12 on each side with Jahun-ka crossbowmen for close range engagements. They are often nicknamed “Wings of the East” due to their unique rigid wing sails, its name also derives from its speed and great lightness; mariners who have sailed her likening the experience to riding the waters as if borne aloft by wings. Though light and manoeuvrable she is still a ship of war, however, and should not be underestimated. For her size and draught she can outmatch most other vessels. =60 Karifwoari This heavy yet adaptable warship makes up the backbone of the Fleet of Karkarth. It can be provisioned for longer journeys than the Molik'drii, hence its name, Karifwoari, which means 'far-wanderer' in the High Draconic of the East. It can take on a Dominion Interceptor warship and hope to win, and if engaged by a Kynnis class warship might even hope for a draw if captained skilfully. Karifwoari are also armed with up to 32 cannons using 36-pounder shots. =140 Usk’driik Usk’driik means 'Castle of the Sea' in Draconic and well does this ship suit its name: Multiple masts like towers, raised decks like small fortresses at both prow and stern, with crossbowmen and highly trained mariners to defend her steel 'walls'. Yet she is not cumbersome but fast and relatively quick to turn in battle thanks to lightness of Jahun-ka metal. These ships also carry large explosive kegs of grounded nitroshroom for deep sea beast. Not even a Kynnis Marauder can outmatch this glorious sea-going vessel, this floating monument to the House Orlious's maritime heritage! It holds 64 guns in total and uses 46 pounder guns. =32 Number of warships: 232 Number of marines: 60,000[/hider] [hider=NATIONAL DRAMATIS PERSONAE] -Head of State/Monarch: Karkarth is partly ruled by the Scorched King, Lord of Blades, King of Ash and Flames, Vanquisher Tiberius, more a general than a true monarch. The realms government is a mix of a Kratocracy and Meritocracy, with the Vanquisher (Rimem caex) handling foreign affairs and oversees the host armies, the Cep-pliso handles internal diplomacy of the Houses while also oversee the treasury and expenses. The finally Shakhvoxiv is the spiritual mother of Karkarth, Overseeing the religious institution and administration. The fortress-city of Djerad Thymar is the current seat of power for the highly militant Karkarth Realm. The Ixelin the kingdom's highly trained army, is well funded and the population is ever-ready to take up arms should the realm be threatened. [img]http://fc06.deviantart.net/fs70/i/2011/077/9/7/warlord_by_tamplierpainter-d3bw04a.jpg[/img] Scorched King, Lord Tiberius of House Dracon Lord Tiberius Dracon is head of the five clans of Karkarth, with each ultimately owing allegiance to him. Proving himself in the succession among his brothers after the death of his father, Tiberius defeated all five of his siblings in single combat, the last duel taking place near the mouth of Dread Mountain. The conclusion of which left him scarred in more ways than one. Since establishing his rule near 25 years, prior Tiberius has lead Karkarth to both victory and prosperity over many of its rivals. The newest threat to his homeland, and to all of Avara, in the form of the dream plague, will test his abilities like never before. His success or failures will either cement his name in legend or see it fade to obscurity. Stern and of an iron resolve, Tiberius possess a keen intellect and a poets skill with words. An oddity among many of his kin. While a proven leader, he has been shown to be a rather cold individual to many closest to him. Gregarious though intimidating, Tiberius has always been one mistrusting of most foreign realms trusting in the strength of his own nation and people. Something that has proven wise in the past, but the changing times my force Tiberius to consider other roads if he is to preserve Jahun-ka way of life. Tiberius still strives to keep the precious balance of his and his people's devotion to the Dragon Goddess, and their loyalty to Justinian. Though overall, his true loyalty will be with his House and People. (Full titles Vanquisher Tiberius Patriarch of House Dracon, Scorched King of the Lands Iron, Ash and Fire, Lord of Blades, Scion of the Dragons of Old and First of his name.) -Ruling Dynasty: House Dracon -Firstsword The Army: [img]http://archive.4plebs.org/boards/tg/image/1365/67/1365675404886.jpg[/img] Fire Prince Kelnzo of House Dracon is firstborn of Tiberius and destined for the throne. He has proven to be a skilled leader and stratergist, but his tendency to answer with violence first from any perceived slight reveals a weakness in his diplomatic talents. Kelzno has strongly been shaped by his environment, hearing of the great tales of his father's rise to power has bolstered a strong sense of pride in Kelzno. He ever seeks to make his own place in history; despite his headstrong nature he has already mastered the Art of the Iron Heart discipline in a remarkable amount of time. He has ever strived to push himself harder and harder than even Jahun-ka norm. He has also gained the respect of many of the older generation because of this. His real center of support comes from the younger warriors of his people, however, as they patiently await the day when Kelzno becomes Vanquisher and returns Karkarth to it's rightful place as the powerhouse of the east with new and glorious conquest. Already he speaks of future plans of battle against old enemies of Karkarth, the Moonlands, in particular. -Religious Head: [b]Grand Archon Shurdan[/b] Shurdan of House Turannun is currently the grand Priestess of the Temple of Fire and advises the Scorched King as part of the inner circle. Unsurprisingly devote, she belongs to the popular view that Justinian is in fact Hephata-ran reborn in human form. Shurdan has made great strives to make this the popular view for the Temples devoted to Takataren across Karkarth and has met with mixed success. She has met personally with Justinaion several times in the past, which may explain her zealous loyalty to him as well as he exceptional power she displays in his name. -Persons of interest: [b]Ash Princess Kiha[/b] The only daughter born to Tiberius, her father and her have always had a close relationship. Like her older brother she has displayed a talent for leadership, and possess signfcant degree of personal combat skill. She is not as ambitious as her brother though, but tends to be more level headed and carries herself with a level of personal pride. She has not become as popular as her brother, as she has remained aboard on campaigns against the Ghûls of the Northern wastes. She has proven as masterful tactician as he father, gaining the turst of those under her command. Kiha herself possess a degree of racism toward other none Jahun-ka while holding a grudging respect for Charlnites. She is rather cold to strangers, slow to trust and quick to anger. [b]Prince Taldon[/b] Youngest of Tiberius’s children, Taldon was born with a sickly disposition, with her mother dying in labor. While normally this would have been grounds to dispose of the child in Karkarthian society. Tiberius decided to take pity on the child and keep him, as the last memory of his beloved. Taldon has had a rather distant relationship with his father, not due to the latter blaming him for his wife's death. But because Taldon reminds him of the boys mother. Taldon is rather short for a Jahun-ka, and lacks much of the races custom physical advantages. He does however possess a keen intellect, honed from years of book reading as he was not allowed to take up sword training proper deemed ‘unfit’ to be a true warrior. He strives to prove himself worthy in his fathers eyes, and that of his older siblings. [b]Warsword Kayun Vervesh[/b] [b]Matriarch Nasun of House Turannun[/b] [b]Patriarch V'uld-e of House Orlious[/b] [b]Patriarch T'ijer of House Gimloran [/b] [/hider] [hider=CULTURAL] -History: (please include the reaction of your nation to the outbreak of the Dream Plague) -List of Historical Grievances -Relations Kingdom of Charlin: Military alliance, Military Access Hokksulgugae: Trade agreement Otnemarcasan Empire: Trade agreement Mirithwood: Protectorate, Satrap [b]Culture[/b] Much of Karkarthian culture is dominated by one aspect; War. Much of Karkarth's history has been one of conflict, internal and external. Thus, Jahun-ka possess a militant culture and their society, technology and relationships are very much focused on supporting the army. Society is built around military units which jahun-ka become a part of from childhood. This has thus shaped their arts, architecture, and even religion. Karkarthian architecture tends to be heavy and symmetrical, with a militaristic uniformity and lots of decorative elements, such as monoliths and obelisks. In many ways, the typical Karkarthian city street resembles a museum, with heavy stone buildings, ornate sculptures, and free standing statues. Fountains get a lot of play in Karkarth as well, with many of these serving as well points in case of fire from the ash storms abundant in the region. Two subjects also turn up consistently in Karkarth art— war and religion. Images of grand battles in flat, two-dimensional renderings demonstrate an emotional connection to physical strength and perfection. Jahun-Ka are also usually very practical about the arts. Few items are created for purely artistic reasons, instead having a functional purpose behind them. In spite of this, Jahun-Ka arts are not at all ugly or mundane in appearance and Jahun-Ka crafters take time and care in creating new works. As pieces representative of the skill of a crafter, Jahun-Ka art pieces often possess a distinctive flair that is militant or elemental in nature and are often embroidered with jewels or precious metals. Karkarthian cuisine itself tends to be as heavy and complex as its architecture, with filling, multilayered casseroles one of the mainstays of the typical family meal. Jahun-ka consider sausages- and cheesemaking to be exotic delicacies from Charlin, and all kinds and varieties of these foods can be found throughout the land from trade. Because of the harsh environment, alien stews and soups using the indigenous creatures of the ash-rich Scorched lands are a staple of Jahun-ka cooking. Brewing, another popular Jahun-ka pastime, has created some of the most flavorful and potent beers and ales in Avara, and kegs of Karkarthian brews find their way to markets across the continent. The Jahun-Ka drive for honor carries on into the culture of the race. Amongst Jahun-Ka the most horrible crime is oathbreaking and honesty is expected whenever a deal is struck. Commitment to a word is expected to be carried out to the letter and all parties in a transaction are held accountable and responsible for failings. Ultimately, those who fail to meet their word are expected to accept the consequences and, in fact, most Jahun-Ka do; with the worse offences being subject to duels of honor or being thrown into Dread Mountain. So widespread is this value of honor and honesty that it is commonly believed that Jahun-ka never break their word. Jahun-Ka society in the nation of Karkarth, partially because of its martial origins, is extremely rigid in its organization, with hierarchical castes and strict laws. The nation is divided into five large clans, each organized more like a military organization than a government. However, while the laws of Karkarth may be unforgiving the nation is also highly meritocratic and Karkarthian leaders are those that have proved their ability for command. In all Jahun-Ka are a culture that is very martial by nature born from circumstance. Those handpicked man and woman are schooled as children in the art of war and combat from a young age. This would explain why they have never truly been defeated by any invading force since their nations birth. [b]Technology[/b] The Jahun-ka are highly industrious, their forging superior to younger races and nations, and are renowned and feared for their military technology – weapon development, war machines and mass production, having pioneered the creation of ironships and siege cannons. Karkarth's elaborate and extensive smith-halls churn out tools and parts required for the production of clever machines. With a host of high-quality steels and specialty metals, and a fondness for mechanical things, Jahun-ka engineers assemble phenomenal devices which lessen toil and accomplish feats undreamed of elsewhere. Simple machines like pulleys, levers, counterbalances, coiled tension-springs, wheeled carts, sledges gears, and screws are common place in Karkarths major cities. Combinations of mechanisms, often very complex and sophisticated engines, are deployed where required. Most are located in the Mines, Smithies, Craft-halls, and Lord-halls, or in areas critical to Karkarthian defense. Certain themes frequent the engineering plans of the Jahun-ka, as do specific types of machines. A few of the most common designs are quite naturally worthy of discussion, since they are fundamental to Karkarths workings. However, not all of their advancements involve weapons – they also make some of the finest clockwork and spring-driven devices in Avara. Their development in technology eventually led to the printing press, which in turn propagated the widespread use of the High Draconic language. While the average Jahun-ka is willing to embrace technology, many view the use of magic as a sign of weakness and will distrust magic-users as a whole. [b]Industry[/b] The Scorched Lands main source of agricultural stability come in the form of mushroom farms, a unique form of a plantlike organism capable of surviving in the harsh environment. Supplementing these are the mass bred Lerinka who provide both food and a ready supply of natural milk. Beyond these are creatures known as Geyser Hoppers, who sustain themselves on bacteria and other organic material that can be found near the Scorched lands numerous sulfur geysers. As a byproduct of this feeding, they produce and store oxygen and hydrogen in gas form, using it to propel themselves from one place to the next in the ever-constant search for more food. Hence, not only do these non-violent creatures replenish the breathable air, they serve as a constant source of food for nearly everything else. Karkarth's true achievements are not in it's agricultural sector, but that of it's massive and impressive forges called Chambers of Making. The Jahun-Ka have long since mastered the art of working with iron and steel, from it forging such works that many master blacksmiths elsewhere would turn green with envy. Karkarthian's have little in the ways of natural resources, lacking lumber, pastoral land for great herds of elk, horse, or cow, but they do possess the riches ore veins in Avara, and they have been sure to use it. The practice of sword and armor smithing in particular has become something of an art among the Jahun-ka. [b]Jahun-ka Trade[/b] Despite their pugnacity, The Jahun-ka prefer to deal on more civil terms. Jahun-ka envoys travel to courts of Krax in Charlin and the clans of The Otnemarcasan Empire and couriers frequently pass between Somnus Imperium and The Dominion. Emissaries to other Jahun-ka halls assert the needs of the First House. Most of this diplomacy revolves around trade, for Karkarth's Jahun-ka sign no treaties and war only on behalf of Charlin or their race. Karkarth is sufficient thanks to Charlin produce and Jealously guarded. With their hunger for still greater wealth and their many resources, however, the Children of the Dragon Goddess enjoy healthy exchange. They're hard bargainers who revel in any debate that involves money or precious goods, and their steady flow of craftwork requires strong markets. [b]Exports and Imports[/b] Karkarth exports cut-stones and salt and a host of smelted metals, notably iron, steel, and a little copper and bronze. Singular gems and anything of Bloodstone bring high prices because of both quality and monopoly. Refined weapons and armor command revenue, as does finished tools and steel implements. Specialized items and enchanted things also provide the Jahun-ka with a considerable income. Like all Jahun-works, these products are made to last and, although utilitarian, possess a sense of pride and grace. Karkarth imports a number of foodstuffs, especially grains, red meats, dairy-goods, honey, and strong drink. Jahun-ka are fond of coarse wheat and barley-bread from Charlin, sweets and spirits from Somnus, and delicacies from Otnemarcasan. These supplement the usual Jahun-ka diet of spring-water, fish, fowl, mountain-lentils, and mushrooms. Beer and mead, particularly varieties from Charlin, are in great demand. The Dragon folk fight hard, work hard, and play hard. They also love to eat. A Jahun-ka feast is a thing to behold. [b]Architecture[/b] Karkarth buildings vary from simple stone houses to the sturdy domed structures of the cities which incorporate many Jahun-ka advancements. The latter are renowned for their rigidity, flexibility, heat transference, and general ornate beauty. They are much easier to repair than most Dominion stonemasonry. While much Imperium construction requires demolition and rebuilding after conflict, many of the Jahun-ka accent pieces, such as the flying staircases or ornamental domes, are designed to crumble after an attack or an earthquake, which allows them to be easily replaced in sections afterward. However, these structures are still solidly built; they stand tall and firm against the harsh environment of the Scorched Lands. They are characterized by thickly-built walls to help insulate against the heat of the ash wastes, as well as a carefully-planned system of ventilation ducts. These ducts are built alongside windows high on the walls, and are covered by horizontal slats which keep out the ash while permitting the wind to enter. Each building is designed to channel even the slightest breeze from these ducts down to the floor. Jahun-ka carver stables have been recognized for their lavishness and the ingenious design which makes them perfect for the environmental hazards the Jahun-ka face. Their enormous mausoleums are thought to be the purest, undiluted representations of Jahun-ka architecture in their society. The most famous example, Takataren's statue in the Ash Wastes, is also a monument to the many Jahun-ka who died when the Dread Mountain erupted, and it receives many pilgrims seeking to pay their respects. [b]The Tenets[/b] The Takataren Tenets of Honor was created by The Goddess as a means of abolishing the savage history that guided the Jahun-ka people for generations before her rise. It was created as an unusual perfection in the governing principles of a Jahun-ka's life; it has given birth to their present heritage, while also protecting it, and has shaped others' views upon the Jahun-ka, by giving the Jahun-ka a better sense of purpose, and a better image to the rest of Avara. In the end, the tenets of Takataren combined three notions that guide the Jahun-ka ways: The Tenets of Honor, the Wer'idol, and the Great Law. The codes are now seen as a way to maintain the strength the Jahun-ka as a martial people, and so is seen as a way a Jahun-ka ought to behave in battle, and times of war. The Wer'idol has become integral in everyday living and the identification of a Jahun-ka, and as such the followers of the Goddess have adopted these as a means of becoming a Jahun-ka. Finally, it ultimatily governs how a Jahun-ka ought to fight in battle. The Tenets of Honor were composed of no fewer than four simple facets of life and each repesnting an aspect of the Goddess: Strength, Honor, Loyalty, and Death. To a Jahun-ka, strength is equated with life. The strong have the right to rule and conquer the weak. If an opponent fights back then they are not seen as weak, even if they could not defeat the Jahun-ka; the act of defending oneself instead of capitulation is seen as giving one both spiritual strength and honor. To a Jahun-ka, honor is very important. Honor is gained by fighting, no matter the odds or situation. Once battle was engaged, victory brought honor. And while defeat was not desirable, even fighting and losing gave honor to the defeated for at least they acted and fought. It is considered more honorable to die fighting than to survive though dishonorable means. Equally important to honor is loyalty to one's clan. A Jahun-ka is required to fight not only for his Fistra(fighting men or warband), but also for his Host. If one's actions did not bring honor to his adopted House, then they held no place for being a member of that clan, or a Jahun-ka, and became what Jahun-ka call thric'tiichi. Death is another important part of the code. Everyone dies. But what matters to a Jahun-ka Warrior is how a person dies. Did they pass on with Strength and Honor, or some other way? Strength is life, for the strong have the right to rule. Honor is life, for with no honor one may as well be dead. Loyalty is life, for without one's clan one has no purpose. Death is life, one should die as they have lived. [/hider]