-Faction name: Drathan Union -Faction Type: Magocracy/Oligarchy -Flag/Banner:
Motto:From Wisdom, Power. From Power, Right.
NATIONAL (if applicable) -Capital: Zar Dratha -Government Type: Mageocracy/Oligarchy -Currency: Drathan Teeth -Population: ~3 million humans -Unique Trait #1: Wizard-Lords: The Union is governed by the (often fractious) Congress of Masters, a group of extremely powerful mages. Drathan sorcerers are famed for their skill and knowledge of hidden arts, as well as for their almost complete lack of scruples. Magical inquiry of (almost) all kinds thrives in the cities of the Union. All forms of magic, including necromancy, blood magic, and the other branches of dark arts are permitted and indeed actively studied in the Union. -Unique Trait #2: (Created by me) -Unique Flaw #1: Subjects, Serfs and Slaves: Except for the relatively small members of the Drathan ruling caste, and for mercantile plutocrats, the denizens of the Union are deprived any political participation, and the vast majority of the population are serfs and slaves. The Congress of Masters lords over a diverse empire encompassing a huge, racially and culturally diverse population. For the most part, they are forced to rule with the lash, and inspire little loyalty or love from their subjected populations. [practical effects = police state, heavy revolutionary activity and often mutinous armies] -Unique Flaw #2 (Created by me)
GEOGRAPHICAL -World-Realm Map: Zar Dratha sits on the swampy shores of the Sour Sea, in the northern Ashlands of Azoth. The other cities of the Dratha are scattered along the banks of the Varyon river, with a few deeper in the Ashlands to the north.
-Major Cities: Zar Dratha (capital) Zar Pellos, the City of Nightmares Near Ryloth Zar Mythrad Tripantos Kurnug, Hive of the Ungol
-Major Castles: The Tower of the Sun and Moon Zar Varyon Far Ryloth
-Buildings of Interest: The Seven Libraries of Dratha The House of the Masters The Ungol Breeding-Pits
-Geographic Features of Interest: The Sour Sea The Varyon River Northern Ashflats Mount Dagoth
RACIAL -Majority Race: Human. Most humans hail from the ashlander tribes subjugated by the early Dratha.
-Minority Races: Dratha (ruling caste)
Ungol known to many as the Spiderlings or Ghul-Eaters: an insectoid race that has been described as resembling a cross between a spider and a beetle-grub. The Ungol are a fierce, cannibalistic species, highly intelligent and endowed with a strong penchant for magic. They dwell in underground warrens in the northern ashlands, preying on each other, their own young, ghul tribes, and anything else foolish enough to get too close. They have served the Dratha for centuries, ever since their kind was nearly wiped out in the Ravening Wars. The Mage-Lords noted their skill at fleshcraft, and have employed them in breeding vast slave armies of ghul and mutants, as well as using them as mercenary soldiers in their own right. Their only major remaining settlement is Kurnug, a hive to the north of the Sour Sea.
Ghul: used as slaves and conscripts, many variants are specially-bred by the Ungol to serve the Dratha as slave soldiers, such as the fearsome Trollkin. The Dratha have also hired the ghul tribes of the Ashlands as mercenaries.
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: Khalul the Magnificent, Archmagister of the Congress of Masters, Primarch of House Velym
-Persons of interest:
Magister Athalus Velym, Lord of Zar Dratha
Magistrix Kai daz Syfo, Ruler of Zar Varyon, Primarch of House Syfo
Banipal, Chief Fleshweaver of the Ungol
CULTURAL
The origins of the Dratha are shrouded in myth. Legends say that the First Sorcerer, Othman Dratha, stole the secret of magic from the Moon-King Ithumarius- though details on how this was done differ. Some say he slept with Uan, the Moon-King's favored concubine, and so stole the god's virility. Others, more sinister, report that he conspired with Uan to sacrifice the King to ancient powers, and shared with her in eating the divine heart. Few Dratha believe such superstitious nonsense, but tales of Othman's ruthlessness and ambition illustrate the guiding tenets of Drathan society.
Whatever the truth about Othman Dratha's origins, it is clear he founded the grand city of Zar Dratha on the shores of the Sour Sea to be a place for the gifted and clever to practice the High Art, free from the disdain and scruples of the masses. From its inception, therefore, Zar Dratha has been a city of slavery and sorcery, where the magically inclined are supplied with the wealth and leisure necessary for the pursuit of Mastery by the toil of the many. The wizards of the city carefully tended their bloodlines, practicing specialized eugenics to ensure their offspring were of unparalleled magical inheritance. Their race became known as the Dratha, divided into four great bloodlines: the Syfo, Nagath, Velym and Sura. These Houses each have their own traditions and affinities, and the Velym and Syfo readily adopt new members outside the bloodlines.
New cities were founded by the wizard-lords of Zar Dratha along the shores of the Varyon River and amidst the ashflats of the north. The native tribes and populace became their subjects, tending to their grub and fungus farms in service to ever-more demanding Masters, whose pursuit of magical power, wisdom and immortality became increasingly ambitious. Great cities blossomed in the dark soil of the northlands to rival Zar Dratha itself, and internecine wars between and even among the Houses became common. The slave trade, along with the export of rare foodstuffs and exotic leisure goods formed the foundation of a rapidly developing economy.
A nearly successful invasion by the Azar and a series of increasingly serious slave revolts [room for expansion/collaborative history] forced the Dratha mage-lords to consider their mutual interest, and so the Congress of Masters was founded in Zar Dratha, a political body whereby disputes between the ruling caste could be arbitrated with limited bloodshed (murder of ones opponent was and is still an accepted practice among the Congress, especially if it helps to avoid an unnecessary civil war). From the Congress was born the Drathan Union, a nominal confederation of the Drathan lands and cities. In time, the Union came to include the Ungol spider-people, whose magical mastery (and chilly ruthlessness) was second only to the Drathans themselves. The Ungol have contributed their secret arts of flesh-magic to the Union, providing them with slave-armies of ghuls and mutants to fend off the avaricious southerners and the threat of domestic revolt.
-Relations Farai Osmuli The College Qarthine The Azure Guild: The Drathan lords welcome the famed slaving guild in all of their cities, and are pleased to do business with such a reliable purveyor of flesh. Oqer Empire of Azar
RELIGION, MAGIC and ARCHEO-TECH -State Religion: Old Ways -Religious Information: the Old Ways are commonly followed among the masses of the Union, with the upper castes adhering to more philosophical variants. Red god worship among the ghul slave armies is common, and the Ungol revere their own cthonic divinities.
-Archeo-Tech:
Ungol Flesh Engines
MILITARY -Total Military Size -Military Details (Unit Types and distribution of numbers)
-Faction name: Farai -Faction Type: City-State -Flag/Banner: Red date frond on a background of white silk
NATIONAL -Capital: Farai -Government Type: Autocracy -Currency: Farai does not mint its own coins. Coins from all across Azoth circulate through the bazaars of Farai. Official exchange rates of recognized currencies are determined by the minders of King Nerej. -Population: Highly variable. Nomads, herders, merchants, and caravans drive the economy of Farai, but typically only inhabit the city for a moon or so before leaving again. Consistent trade generates enough income that Farai hosts a permanent population of craftsmen, settled merchants, and commoners. On average, however, the population is generally 40,000 souls. -Unique Trait #1: The Font: Farai was built around a narrow crag that reaches deep into the world. At the bottom of this pit is a well of fresh water that provides life to the city's inhabitants and its thriving economy. -Unique Trait #2: (Created by me) -Unique Flaw #1: Barbarians: In the wasteland beyond Farai, the unsettled people of the desert could endanger to Farai's vital trade. They don't mean to sack the city - they just want their cut of the income. However, their pacifism is not cheap. -Unique Flaw #2 (Created by me)
GEOGRAPHICAL -World-Realm Map: -Major Cities: While some small towns in the surrounding wastes pay King Nerej a protection tax, Farai is the only city of any importance in its dominion. -Major Castles: The House of Chakul: When the Marajun sand people usurped Farai from its previous masters some four hundred years ago, their warlord - Chakul - was underwhelmed by the keep his predecessors left behind. He tore down their rude stone edifice and constructed a castle built in the likeness of the great foreign cities. At the time of his passing, Chakul's home was a castle of smooth, orange plaster the sprawled across the hill overlooking Farai. In the intervening centuries, his sons have expanded his home into a labyrinthine citadel towering above Farai. Beyond the rooftop parapets, pleasure gardens of twining plants and potted palms provide King Nerej and his courtiers a luxurious vantage over the teeming bazaars below. -Buildings of Interest: Pomegranate Bazaar: While it would not be inaccurate to call Farai as a whole a bazaar, much of its trade occurs in a stone-paved plaza built around the life-giving Font. During the day and well into the night, traders of all varieties and walks of life hawk their wares to the throngs of shoppers looking to spend their hard-earned gold. The plaza earns its name from an ancient pomegranate tree that shades the Font from the intense desert sun and serves as the bazaar's focal point. Coliseum of King Jakand: Arenas are relatively common in Azoth's larger settlements, and Farai is no exception. While it is neither the largest, most reknowned, nor most architecturally-advanced coliseum, the arena on the outer fringe of the Farai is plenty grand to attract visitors - and, more importantly, trade revenue - from far and wide. Equestrian sports are hosted regularly, for King Jakand was an avid horse-racer. However, the arena in Farai infrequently hosts bloodsports, which never fail to fill the two thousand-person coliseum to capacity. Eager spectators permitted to watch from the walls or rooftops when there is no room left in the coliseum.
-Geographic Features of Interest: The Font: Underneath the pomegranate tree's leafy canopy, a stone dais opens into a jagged chasm that descends into perfect blackness. It might be easy for a careless passerby to fall through to their doom were it not for the guards posted around the well keeping constant vigil over the Font. Only water-fetchers recognized by the guard are permitted to lower their water-pots beyond the pomegranate's gnarled roots into the cool blackness.
RACIAL -Majority Race: There is no clear majority race, as Farai is a highly-cosmopolitan city and plays host to races from all across the world. Racial unrest is relatively subdued in Farai, as King Nerej welcomes just about anyone willing to spend their money at Farai. The population's makeup is therefore quite diverse in terms of culture and ethnicity. There are a handful of exceptions to the policy of openness: Ghul are strictly unwelcome in Farai due to their reputation as troublemakers.
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: King Nerej -Ruling Dynasty: Dynasty of Chakul -Chieftan of the Guard: Rhuk, son of Panar, son of Ushkuk before him -Persons of interest: * Raiza - the eldest of King Nerej's two legitimate children. She is twelve years old, and is fast approaching marriageable age. She appreciates the finer things in life - which she finds in abundance as Princess of Farai. * Ismal - The ten-year old son of King Nerej and heir to Farai. He detests the courtier's life that Raiza seems to enjoy, but instead lives for adventure and excitement. He has a knack for getting into trouble. * Kali - The eleven-year old daughter of the King's ferrier. She is a commoner's child, but she and Prince Ismal get along famously. Rhuk has given his guards strict orders to keep a careful watch when the two are together. (More characters will be added as plots develop)
CULTURAL -History: Farai has been inhabited for a very long time. The oasis around which Farai is built has made the location very choice land for settlement, for the Western Erg stretches all around for hundreds of leagues. Scholars estimate that the Font was likely discovered about 1,500 years ago, when caravans began using the Teeth to guide their way out of the trackless desert to fledgling cities and trade hubs. The settlement became a trade center itself before very long, as 1,100 year-old coins dating back to the Akarrid Empire have been unearthed up during building projects.
Farai's modern history, however, begins 400 years ago, when the native Marajun tribe under the leadership of Chakul besieged the settlement and conquered it from a house of foreign rulers. Under the leadership of Chakul and his sons, Farai transitioned from a caravan waystation to a trade destination in its own right. King Chakul and King Jakand were notably shrewd rulers, and King Nerej seems poised to continue the legacy of capable leaders.
RELIGION, MAGIC and ARCHEO-TECH -State Religion: King Nerej does not appear to have any religious preference and does not enforce any religion upon the people of Farai. All faiths are welcome so long as their rites "manifest no evil magics or imperil free men or their property". -Archeo-Tech: A hundred years ago, a waterboy drew a heavy vase of water from the depths of the Font. Its weight was too much for child to heft out of the waters below, and so the container sank to the very depths of the well. It took a guard to help the boy retrieve the laden. When the guard retrieved the container, a shimmer of blue light at the bottom of the container drew his eye. Half-buried in sand scooped from the bottom of the Font was a fist-sized cube of Godsteel - the fabled blue-gray metal found in abundance in the ancient ruins. On each of its six faces was a window of black glass looking into an empty void. And from within that darkness, flashes of blue light manifested for a brief moment before disappearing into the blackness.
The artifact was brought before then-King Jakand, who consulted with his courtiers and advisers to know the secrets of this curious relic. He invited foreign scholars from thousands of miles away to study the device. Archaeologians from across Azoth were fascinated by the relic, but could not agree as to what it was or divine its purpose. Disappointed by their inconclusive studies, Jakand and his descendants came to regard the relic from the Font as little more than an ancient curiosity.
MILITARY -Total Military Size: 2,500 professional guards keep order in the city and stave off the numerous external threats. But to conduct operations beyond Farai's walls, the King must rely upon the sandpeople and mercenaries.
NATIONAL -Capital: Osmuli -Government Type: Merchant Republic/Plutocracy -Currency: Osmong -Population: 3 Million -Unique Trait #1: A Million Spears: To defend her precious trade routes, the Grand City needed a military force capable of defending her authority. Thus, during the days of the Iron League, slaves eunuchs and heretics were drafted and forged into the Million Spears. If there were indeed a million spears is up for debate however. Regardless, since the days of the Iron League the Grand City has held a tradition of enlisting her damned into the Spears and sending them off to defend the trade of the Grand City. -Unique Trait #2: (Created by me) -Unique Flaw #1: Hive of Scum and Villainy: The Grand City has seen far greater days. Gangs, more often than not enlisted and controlled by rival merchants, dominate the lower quarter of Osmuli and duke it out for control over inner-city power. Though as of yet this violence has yet to affect the higher echelons of power, it is only a matter of time until someone takes it too far and the Gold Council will have to take a stand... -Unique Flaw #2 (Created by me)
GEOGRAPHICAL -World-Realm Map:
-Major Cities: While the Grand City stakes claim over lands outside her walls, the 'center of the world' remains in Osmuli and the rulers of the state have had little interest in changing that stance. However, minor settlements scour the claimed lands of the Grand City and often make up the trade routes and paths leading to Osmuli.
-Major Castles: The Golden Palace: Since the first days of the Grand City, before it was quite as grand, the Golden Palace has loomed over the city as a reminder of the grandeur and power of the Gold Council and the Viziers who have ruled. It is said that the Palace existed before the formation of the Grand City, and that the Golden Palace is indeed a restored ruin of a former civilization.
Sand's Edge: The Sand's Edge is the only fortification that stands outside of the Grand City. Sand's Edge stands solitude along the route known as 'The Widow's Tears'. The fortification also remains a favorite spot for caravaneers to rest and settle after a long march through the seemingly endless wastes.
-Buildings of Interest: Spicer's Rest: Spicer's Rest is a brothel within Osmuli famed for it's exotic and 'interesting' variety of tastes and flavors. The brothel has also gained infamy for being the home of many secret deals and negotiations between the Merchant Lords of Osmuli.
-Geographic Features of Interest: Saliblah: The great mountain that houses the valley of Osmuli and her Grand City. Saliblah is a sand mountain stretching sixty miles and centering at the Grand City. While the mountain is passable, and many merchants take the risk to avoid Osmuli tax, they also remain treacherous and make the perfect home for ambitious bandit gangs wanting to stake their claim to riches.
The Widow's Tears: A river cleaving directly through the Grand City. The Widow's Tears is the central trade route of the Osmuli and their claim to economic fame. A canal has since been formed within Osmuli so as to centralize the Golden Council's economic domination of the water-route, though the canal guards are known to let ambitious merchants through without tax given the proper amount of coin or goods.
RACIAL -Majority Race: The Grand City is predominantly human culturally and aesthetically. However, races of all creeds and colors have permission to enter and live within Osmuli so long as they follow the laws, regulations, and customs of the City alongside pay a 'foreigners tax' for each year of their stay. While the City's lower quarter has become a melting pot culturally, the Golden Palace is off limits to foreigners and non-humans cannot join the clergy or enter governance of Osmuli.
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: Grand Vizier Asil Faruq -Ruling Dynasty (If applicable): N/A -Constable Of The Army (If applicable): Serdar Abu Rasidiq -Religious Head (If Applicable): Asam Yarila Parsha -Persons of interest: - 'Laesh': The faceless proprietor of the 'Spicer's Rest'. Few have met Laesh personally, and fewer live to tell the tale. Though some wander the streets, tongueless, knowing the true identity of the Brothel-owner... - 'Tamar Sarek': The current face of the merchant lords and owner of the largest caravan in Osmuli. Rumored to associate with Iron League sympathizers.
CULTURAL -History: The origin of Ahmet Yarish has been lost to the sands, but his legacy stands in gold today. In folklore, Ahmet was the workboy to an old merchant lord, an abusive old man in a city forgotten to time. In retaliation to the abuses of his master, Ahmet stole a ruby gemstone and hid it away. However, before he had hid the gem, the ruby showed the young man a vision. In this vision, a golden palace rose from a sea of coin, and in the center Ahmet sat upon a throne that shined so bright it was blinding. In just those few moments Ahmet knew, he must make this vision reality. Thus, one night after torrent of physical and emotional beatings, Ahmet poisoned the old man's wine. The following day he took the man's wealth and possessions and rode with a caravan of his own to find his destiny in the sand.
Decades past, and Ahmet never found the sea of coin that promised his throne. Finally, after so long, Ahmet fell to his knees at the Widow's Tears and cried. In a rage, he prepared to throw the cursed ruby into the waters and forget it's false visions. A new vision came, one of Ahmet standing at the Widow's Tears, the waters turned to coin. It was in that moment that he realized what his vision had originally meant. Water is coin.
In the following years, the Grand City came to birth with Ahmet as the First Vizier and the Vizier's Eye as his crest. Historians have debated when exactly the Grand City was proclaimed, but the general consensus remains that these tales came to be over 400 years ago.
Modern history for the Grand City began only a mere 100 years ago, during the reign of Grand Vizier Abu Gana in 2914. Gana met a bloody death at the hands of his own counselors, who had grown tired of his whore-mongering and reckless behavior. These counselors, all merchant lords, agreed that no mere man should hold control of a city such as Osmuli. These men agreed to share their power, and the Iron League came to be. The lower quarter did not take well to this new plutocracy, viewing it was unjust and not the way Ashesh or Vizier Ahmet had willed Osmuli to be run. To quell these whispers of illegitimacy and demands for a new election, the League used fear and terror to stomp out these 'ill thoughts'. In a single day, 150 men and women faced the blade in a series of beheadings known as 'The Wrath of Iron'. In addition to this rise of authoritarianism, the League crafted a new armed forces to replace their small and untrained predecessors. Taking bastard sons, eunuchs, and slaves all no older than 12, the Million Spears were born. Boys beaten and forced to fight to survive in rigid training and live combat. Forged by fire, the Million Spears fought for the League with devotion and loyalty.
The League was birthed in blood, and thus would die in blood as well. In 2956, 42 years into their reign, the League collapsed. Infighting between the merchant lords hit a boiling point, and Million Spear legions had to take sides and choose which lord they felt most loyal to. In the end, however, the Million Spears banded together and showed loyalty to the city of Osmuli. Thus, with their own blades turned against them, the Iron League conceded and a new election came to pass. Grand Vizier Kemal Raka began his, subsequently uneventful, rule. While the Iron League officially disbanded, many believe ambitious merchant lords meet in secret to this day and speak praise of the League; perhaps hoping for a revival of the bloody regime.
RELIGION, MAGIC and ARCHEO-TECH -State Religion: The Eternal Waters, Ashesh. -Religious Information: Azoth was not always such a barren landscape. Once, water flowed in vast rivers and interconnected streams, filling the world with life. The eternal god, Ashesh, cut pieces from their immortal coil and bonded forever with this world as a showing of their love. The pieces of Ashesh filled Azoth with magic and arcana, and all the world was plentiful. However, mortals turned their back on Ashesh's blessings. They began praying silently to other gods, gods above the sky and below the earth.
To punish mortals for their foolishness, Ashesh brought pestilence. In a single swipe of rage, the waters of the world boiled so hot they turned to mist, the ground became flame, and Azoth was forever changed. Now, the world is barren, and water is scarce. However, this is not the end. Followers of Ashesh live in, and pray and beg for their gifts once again. They confess their sins, their ignorance and foolishness, in the hopes that some day Ashesh shall give mercy to Azoth and restore the waters of life.
-Religion Demographics: A large majority of the common folk and merchant lords of Osmuli follow the Asheshi faith, alongside those in the outer limits of the Grand City, though exact numbers are difficult to say.
-Holy Sites Under Control: The Water's Light: Also known as Tarasha, the Water's Light is the central authority in the Asheshi faith. A giant temple covered in ancient runes and script that give praise to Ashesh and to the waters of the Widow. Within Asheshi water-priests and priestesses give long, often drawn out, sermons speaking of Ashesh's blessings to mortality and how all mortals are filled with Ashesh's gift. The Head of the Faith remains to be Asam Yarila Parsha, the 'Water Father'.
-Archeo-Tech: Vizier's Eye: The origin of the Vizier's eye is lost to time, however it's prominence is not. Since the first Grand Vizier, Ahmet Yarish, the ruby gemstone has been passed to each subsequent Vizier. The jewel, within folklore and legend, gives it's wearer visions of the future and paths to wealth. The legend extends to believe that most of the wealth and success of the Grand City is due only to the Vizier's Eye. Thus, the gem is said to be more valuable than anything within the Grand City and perhaps the known world.
MILITARY -Total Military Size: 3,000 Million Spear Infantry, 1,000 Million Spear Horse Lords -Military Details: 2,000 Infantrymen remain in the Grand City at all times, the remaining Infantry and Horse Lords are distributed predominantly to the Sand's Edge or to taxation and protection duties to caravans entering Osmuli limits.
Faction Type: An institute of education and understanding. Similar in hierarchy to a guild, but monastic in the pursuit of and devoutness to its craft.
Flag/Banner:
National/General
Capital: The College, oft called 'The Observatorium', is its own being. The College is situated on the slopes of the Moon Reach, one of the largest mountain ranges that break up the wastes of Azoth. Only a couple kilometres downhill, sits the large town of Aurum Valya. The town, and college, have grown and fed off of each other. The town relies on the college's renown to attract would be Astrologians and tourists, and to give the town any significance at all. Likewise, the college relies on the very little fertile land the town claims, for food and water. As with many a town in this harsh world, Aurum Valya was founded on and survives because of a small underground river which exists the mountain near the College. The town and college are separate entities but are commonly regarded as being the one; even amongst the townsfolk and Astrologians.
Outside of the college, there is nothing significant about Aurum. It is a decent size, with several thousand people living there. It retains enough arable river bank to sustain itself and export a small amount of produce. On the whole, it imports most goods and is by the by, a quaint and extraordinary settlement.
Government Type: The College is essentially a dictatorship, run by the Master Astrologian, though works in effect more like a minature meritocracy whereby the Master confers at all times with the current Seers. All Astrologians are afforded weight to voice their opinion, and open forums are regularly held when decisions that affect the College arise. Ultimately, the Master Astrologian has final decision.
Aurum, is less clean in its politics and is run by all intents and purposes by a mildly corrupt Sultan. The Sultanate historically has not been overtly corrupt in being despotic, but have all worked hard to keep their fmaily in power and taken countless bribes allowing certain traders unfair advantage. Nay sayers have claimed the royal guard little more than fancy mercenaries. Though, Hez Al Vut, the current Sultan, respects her people and has worked to crack down on more violent crimes.
The two facets of power on the slope, meet often to discuss mutually important topics.
Currency: Both the College and Aurum Valya trade in coined gold, silver and copper, much as any nation in the wastes does.
Population: The College itself houses at any one time, around two hundred astrologians, though the number of course changes with time. Around that many also work in the field. Aurum Valya is a moderate township with a little over ten thousand residents.
Unique Trait #1 ~ Wisdom & Wit: Knowledge : It is power, and the College has amassed a great quantity of it. Though primarily focused with the understandings of the world, and universe at large, the College has rather astutely collected innumerable tidbits of information. Much of which the associated parties would not wish disclosed.
-Unique Trait #2: (Created by me)
Unique Flaw #2 ~ Dependent: The College is heavily reliant on Aurum for its foodstuffs and other basic needs. The town, in turn, imports a huge majority of its basic supplies. Thus, the College exists in a fragile state, with an enemy being able to tighten a noose on its neck, by cutting trade access.
-Unique Flaw #2 (Created by me)
Cultural
History: WIP ~ Shared historical events will be edited in in the near future so this is intentionally brief. The history of The College of Celestial Arcana Observation is, as one would imagine, a very storied affair. Not least due in part to the fact that the Astrologians themselves are prone to weave a tale or two. What is hard fast fact is that the College is over a thousand years old*. In its beginnings it was little more than a cult. For deep beneath the modern College is cavern network below Moon Reach, in which is situated a door; The Anshk, The Truth, The Salvation. Though called a door, it bares little resemblance to anything the average person would name a door. Perfectly circular in shape, and fifty metres in diameter, the Anshk is a foreboding and evidently artificially made object. In the centre of the Anshk, is a head-sized carving of what is clearly an eye, surrounded by the most intricately detailed runes on the entire door. This section, is called The Truth.
It was first discovered by modern explorers that thousands years past, by an expedition intent on scouring the Moon Reach for archeo-tech. At this time, early settlements existed in the area, but the Moon Reach was rather unexplored. Amongst these were a pair of ancient astrologians, whom upon discovery of the Anshk, were able to transcribe many of the seemingly chaotic runic markings that adorned its surface. Very quickly, the new goal of the project became unlocking the door and its secrets. Days, weeks and eventual months passed as did word of this discovery. Soon, dozens of would-be scholars, explorers, treasure hunters and archaeologists swarmed the site.
Over the years, interest in the Anshk dwindled among the general populace of the surrounding wastes. The nearby river had begun to become a vital resource in the area, and a former trading crossroads, was quickly a village, and eventually expanded to become the Sultanate of Aurum. During this time, a permanent house of study was erected on the mountainside and a small group of astrologians, convinced the Anshk's purpose to be divine, made it their sole mission to unlock it. The runes depicted, stars, moons and great constructs among them. Thus, the the key to its mystery must lie in the stars; in the art of Astrology.
Fast forward several hundreds of years and the College had begun to develop into the modern institute which it is to this day. Formal organisation and teaching was slow to overtake the initial goal of decrypting the runes. Eventually however, the day to day running and maintenance of the College itself became more readily dealt with than the Anshk. In modern times, the College has grown side by side with Aurum, which itself became an important northern* trading hub. Reputation spreading like wildfire, the College once again became a novel attraction for many in Azoth and viewings of the Anshk, became an easy way to extract money from people. On a more functional level, Astrologians are regarded as being unbiased diviners, not tied to any set of beliefs and have sold themselves as being able to therefore apply to their craft to any set of beliefs. In essence, they may be naught other than the greatest snake oil salesmen in Azoth.
Religion, Magic And Archeo-Tech Three concepts within the College, which couldn't be any more closely connected, are those of religion, magic and archeo-tech. The Anshk is considered by everyone now, with modern foresight, to in fact be one of the most complex pieces of archeo-tech as of yet discovered. This realisation high up within in the College, has brought about the acceptance of the fact that they very likely will never be able to decipher its secrets, or at least not for many more generations. This of course, is not something the College touts, instead it presents itself as constantly edging closer to great world changing contents of the door.
Abuse of this widespread faith in their mission and craft has lead to the College having people embedded in almost every culture across Azoth, within reason. Though many commoners miscontrue Astrology as a magic-based art, it is in fact a physical and mental craft. Reliant on mathematical precision, a natural eye for understanding celestial movements and armed with visorscopes*, astrology is wholly a human, though extraordinary art. There are however, quite a number of minor magic users amongst the College's ranks. These Astrologians often assume field roles and thus have spread the misconception that the Astrologians are arcane in their nature. The naming convention of 'arcana' a now dead word actually meaning 'mysteries or secrets', hasn't helped the cessation of this rumour.
The Astrologians are deft-handed in their speech, and a sharp tongue is as important in the field as a polished scope. Easy manipulation of those blinded by faith, has lead to much of the College's current esteem, power and knowledge base.
-Faction Type: Confederacy of Arthropod-dominated City States -Flag/Banner:
NATIONAL -Capital: Krellish Gen -Government Type: Familial Hierarchy -Currency: Various barter systems, some coinage in use. -Population: ~1 million ? -Unique Trait #1: Environmentally Acclimated; Arthropods thrive particularly in sparse regions, open desert, craggy mountains. There bodies are simplistic and require little in the way of sustenance and nurture. -Unique Trait #2: (Created by me) -Unique Flaw #1 Xenophobic; Arthropods, especially the Stygia are highly mistrustful of other races especially the Dratha. Ghuls are killed on site or held captive for later feedings. -Unique Flaw #2 (Created by me)
GEOGRAPHICAL
-World-Realm Map: -Major Cities: Opopulox Ghar (The Ghar)
-Major Castles: Krellish Ghen On a flat desert plain, the Ghen is a massive fortification jutting up from the parched earth. If not for the highly valuable water source hundreds of feet below, it would be a pointless stronghold. The fortress is an appropriated Sphere ship of some ancient alien race. Over the millenia, winds have pushed dirt, dust and debris onto the northernmost side of the downed craft creating a steep, easily defended hill that the Scaablin workers have fortified further with walls and towers at the base. The reverse side is the only exposed portion of the ancient ship, a semi-sphere of unknown alloys immune to the effects of the harsh terrain. The fortress protects a highly valuable source of water, thousands of feet below. The Scaablin have built labyrinthine tunnels beneath the spheroid superstructure with barracks, armories, food-stores and workshops. -Buildings of Interest: -Geographic Features of Interest: The Rotting Mound Excess chitin, the bones of devoured ghul.
RACIAL
Arthropoda & Sub-ethnicities The Arthropoda race covers a variety of distinctually 'insect' like creature of notable sentience. They are intelligent and multiplicitous. They are traders and travelors, priests and adventurers. Appearance: Scaablin Scaablin are a mix of insect and human. Their heads are also human-like, two double-lidded eyes and a lip-less mouth. Instead of teeth they have hundreds of tiny mandibles which tear their food apart. They have nose-holes but it is unclear whether they can smell or not. Skin tones range from brownish-green to deepest black. Where uncovered by chitin skeleton, tiny grey bristles clump together.
They are the most numerous of the Arthropoda and although reviled by many on Azoth can be found most places. The Scaablin are hardy scavengers, traders and travelors.
Stygia The Stygia are a segmented creature with several clutching legs that can serve as a grabbing arm when needed. They prefer to move on their bellies. Stygia, when fully erect stand about 4'6'' tall, but this is strenuous on their respitory system. Stygian heads are vaguely human-looking; human mouth and eyes, but dozens of dark beady eyes closely forming in the center of their face. They have no noses or ears and rely on vibration and tasting for those senses. They are voracious eaters but prefer either dead things or vegetation especially roots of the dröm tree which send them into an ecstatic fit followed by a dreamlike state.
Adak The Adak are yet another sub-race of Scaablin, albeit quite rare. They appear as a mound of fleshing white translucent viscera because of their continuous moulting exoskeleton (which they then eat) Adak's have one gibbering mouth on the top of their heads and one sunken black eye who's location varies from body to body. Adak's use a sticky adhesive and undulating body movements to move food to their mouths. They are quite immobile and rely on other Arthropoda to protect/move them. They are regarded as holy among the Arthropoda-Majority Race Characteristics:
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: -Ruling Dynasty (If applicable): -Constable Of The Army (If applicable): -Religious Head (If Applicable): -Persons of interest: The Scarab Apparently the last of his race, the ancient Scarab holds assembly deep in the heart of the hive city Opopulox Gar. Surrounded by his choir of Adak mnemosynes, the Scarab functions as what might be called a religious leader. The noble families often seek the Scarabs advice and prophecies. The Scarab is known among the greater world as a great psychic and keeper of history. Scarab is a massive black beetle, appearing to be confined to the cave and underground pool in which he sits. His choir of a dozen Adaks sit on a cylindrical dais at his side. CULTURAL -History: -List of Historical Grievances -Relations
Farai Osmuli The College Qarthine Slavers(arawak) Sacred Martyrs(chapatrap) Oqer Empire of Azar
-Cultural Notes
RELIGION, MAGIC and ARCHEO-TECH -State Religion: While there is no official state religion there exists a few cults worth mention.
-Religious Information -Religion Demographics: -Holy Relics In Possession: -Holy Sites Under Control: -Magical Information -Archeo-Tech: (I'm going to regret this, but I will allow factions to utilize recovered ancient tech found in the ruins of the Old Ones, an ancient space faring civ. I will allow players wide discretion in inventing types of archeo-tech, but this tech has to fit the setting (eg, no mech suits with missiles capable of taking on entire armies), and used as appropriately. I will need to approve archeo-tech details. See more under the tech tab above.)
MILITARY
-Total Military Size -Military Details The Tarsus The Knighthood of Arthropod society, the Tarsus are those who have excelled in martial combat, often hand to hand (claw to claw) or with simple weapons. They are fiercely loyal to their families but also to one another. Only a family head can declare one a member of the Tarsus. They enjoy impunity from the law in most cases.
Disregard Kwaalish. Keeping for posterity.
The Immutable Kwaalish
Despite the sandstorm, the slavers pursued Ooma into the Dune Sea. The vagrant stumbled frantically through the wind and sand, which became tiny daggers tearing at his arms and face. He pulled his tattered black cloak over his face to keep the sand from sticking in his mouth. He paused to turn and see the men still chasing him. They were a dozen black shadows in a swirling brown mass. He could hear shouts and curses that seemed to come from all directions and the terrible whoooosh of the storm.
He hurried on with no real sense of direction; just away... he thought. The black monument appeared so suddenly out of the storm he nearly cracked his head on it. The stone was solid black and smooth. It was so hot Ooma could not lay a hand on it. The pillars of Gix. He could not believe the slavers were chasing him, a mere beggar into this storm, past the pillars of Gix. What cursed luck.
He fumbled through his clothes for the tiny wooden idol of Matra the protecting mother. Ooma looked at the pregnant belly of the figure through the swirling storm. The pleasantly carved face. The clasped hands. It was a crude rendition but it had traveled with Ooma across the land. He held the figurine between his weathered hands and started praying. The shouts from his pursuers grew louder. He shook the idol of Matra fiercely and cursed. He flung the idol at the black pillars of Gix. It bounced away and was lost. Ooma cried out and fell to his knees. He pushed the sand away frantically searching for his goddess.
The slavers were upon him now. Even through the madness of the sandstorm he could hear their foreign words. Oomas hand came upon something in the sand next to the pillar. It was cold and hard, maybe a large ring. Ooma pulled. The thing pulled back and down taking Ooma with it, plunging him into darkness. Someone else was falling with him, screaming. He landed suddenly with a jolt and a groan. An intense pain gripped Oomas knee. He cried out and rolled to his side. He opened his eyes and could see one of the slavers on his hands and knees on a pile of sand. A thin streak of light from above was slowly growing dimmer. The slaver looked up and cried out in his native tongue. Right before the light was completely gone, the mans gaze fell upon Ooma.
-Faction name: The Immutable Kwaalish -Faction Type: Mercenary/Religious Order -Flag/Banner: The Kwaalish have no banner. Their words are: "...death also follows and ...death is not change, it is the continuation of the journey or something like that. (it sounds better in kwaalish, I'm sure.)
NATIONAL
-Capital: Vaskar Grotto Vaskars location is a carefully guarded one, and not easily accessed. In one of the valleys near the Godfang mountains there exists a certain talus, a jumble of rocks and boulders concealing the entrance to the Grotto. It is said that only by a guide, having ingested the root of a dröm tree can one make their way to Vaskar. -Government Type: Theocratic Despot -Currency: -Population: Precise numbers are unknown. The Kwaalish have 500-1000 warriors and approx. 5,500 civilians (members of the tribe, the old, children non-combatants etc.)
-Unique Trait #1: Divine Loyalty; The Kwaalish are ferociously loyal to the Ooma family, the ruling house of the Kwaalish. They revere the patriarch Ooma as a diety and would rather die then betray them. -Unique Trait #2: (Created by me) -Unique Flaw #1 Unchanging Culture. The Kwaalish are not open to change. They are culturally diminished in almost all ways (other than warfare). -Unique Flaw #2 (Created by me)
GEOGRAPHICAL
-World-Realm Map: -Major Cities: -Major Castles: -Buildings of Interest: -Geographic Features of Interest:
RACIAL WIP
-Majority Race: Kwaalish, an ethno-subgroup of Humans -Majority Race Appearance: The Kwaalish have dark olive skin and narrow eyes, prominent noses and curly hair ranging from black to deep brownish-red. They are not a large people, most are lithe and strong and hard from surviving in the desert. They suffer from rot-lung, because of their close proximity to an Ichor Font at Vaskar Grotto. -Majority Race Characteristics: The Kwaalish are a quiet people, unknown to most 'civilized' races and common people. Rulers and Nobles seek them out for training in single-combat. Kings contract them for assassinations and to bolster their bodyguard. WIP -Minority Races: various non-Kwaalish humans exist within the inner circle of the tribe
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: Avek Ooma, -Ruling Dynasty: The Ooma Family -Constable Of The Army: Borog Talik, the Lionspider -Religious Head: Avek Ooma -Persons of interest: Avek Ooma Borog Talik (this guy will be a different race, waiting on other sheets) Jal
CULTURAL
-History: -List of Historical Grievances -Relations -Cultural Notes
RELIGION, MAGIC and ARCHEO-TECH
-State Religion: -Religious Information -Religion Demographics: -Holy Relics In Possession: Oomas Hand -Holy Sites Under Control: -Magical Information -Archeo-Tech:The Lotus Chamber. Belonging to the revered and semi-godlike family of Kwaala, Oomas predecessors, the Chamber is located somewhere in the Dune Sea, in the ruins of a crashed ship. The Kwaalish use the chamber in divine rituals, healing their warriors with great ceremony and pomp. The Chamber is a healing pod capable of reducing age and curing wounds. It is unknown how long the pod will continue to work nor is it known precisely how the thing works. All the Kwaalish know is that when they lay inside of the pod, (sometimes) the person will be cured.
MILITARY
-Total Military Size 1000 warriors, of which 200 are trained assassins. -Military Details (Unit Types and distribution of numbers)
REVOKED=====I hereby Revoke my app, for I have not enough time to do this and my other RP's and give my best for them all. I am sorry for my own foolishness. Faction name: Brothers of the Blade Faction Type: Religious Military Order Flag/Banner: A upward pointing sword on a field of white. Will attempted to get a proper image in due time.
-Faction name: Great Qarthine -Faction Type: City-state -Flag/Banner: TBA
NATIONAL -Capital: Qarthine -Government Type: Monarchy led by the Sorceress-Queen Amidasura, but effectively a Triarchy ruled alongside her constable Relan Kil, and arcanist Salas Athal. -Currency: Qarthine currency comes in the form of golden chain links, and are referred to as 'links'.
Qarthine currency carries some subtle symbolism. The city was founded largely by slaves, who now pay with broken chain links.
Great Qarthine sits at the heart of the Sea of Giants; a vast desert expanse littered with the colossal remains of metal constructs. The colossal beasts of metal jut out from the desert sands like the half-buried carcasses of long-dead giants.
The River of Sorrows/The Sorrow -
The Sorrow is a river running through the Sea of Giants. When Sorceress-Queen Amidasura led the freed slaves of the Drathan Union to Qarthine, their tears formed The River of Sorrows.
RACIAL -Majority Race: Human -Minority Races: TBD
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: Sorceress-Queen Amidasura -Ruling Dynasty: N/A -Constable Of The Army: Relan Kil -Religious Head (If Applicable): Lorespeaker Salas Athal -Persons of interest:
Sorceress-Queen Amidasura -
A Drathan, Sorceress-Queen Amidasura is a powerful master of the arcane, and the ruler of Great Qarthine since its founding almost five-hundred years ago.
Relan Kil -
Relan Kil is the leader of the Inheritor Guard. In the days of the Telavin Empire, the Guard protected the heirs to the Telavin throne. Now, the Guard protects Great Qarthine and the Sorceress-Queen Amidasura.
Lorespeaker Salas Athal -
Salas Athal is an adviser of Sorceress-Queen Amidasura and the leader of the Lorespeakers, an influential monastic order of academics and arcanists loyal to Qarthine and its Sorceress-Queen.
CULTURAL -History:
-List of Historical Grievances: Having been founded largely by freed slaves, Qarthine is extremely hostile to slavers and states in which slavery is practiced. In particular, the city has had a long-standing rivalry with the Drathan Union. -Relations TBD -Cultural Notes
Slavery and Masks -
Great Qarthine was founded by the freed slaves of the Drathan Union, led there by the Drathan sorceress Amidasura. This has shaped Qarthine society in many ways, as is reflected in their disdain for all forms of forced servitude.
Another cultural aspect linked to its slave founders is the use of masks. Residents of Qarthine are almost never seen without their masks on, and to show their face is a sign of great trust. This custom has its origins in the Drathan Union. There, slaves were forced to wear metal masks tightly locked around their heads; a harsh form of deterrence against the organizing of slaves for rebellious purposes.
The masks worn in Qarthine today are not so harsh, however. Often, they only cover the eyes, and are made of light materials like ceramic or wood. Wealthy citizens wear more ornate, colorful masks made of more expensive materials like gold.
Qarthine Steel -
Qarthine Steel is an unusually strong metal characterized by its iridescent, grey-blue appearance that is often shaped into weapons and armor. The metal is made from the same material found in the Sea of Giants, but the secret to reforging it is closely-guarded by the Lorespeakers. The methods used are unknown but wildly speculated to involve magic.
RELIGION, MAGIC and ARCHEO-TECH -State Religion: Cult of Amidasura -Religious Information TBA
-Religion Demographics: TBA -Holy Relics In Possession: TBA -Holy Sites Under Control: TBD
-Faction Type: Slave trading nomads with guild-like order. -Flag/Banner: (A cyan diamond at the center of a black-grey-black banner) -Population: 5,000~ -Unique Trait #1: Power of the Sands, they have great experience wandering the sands and do not suffer heat stroke nearly as much. This does not apply to recruited acolytes, only those who are part of the Azure Guild by blood. -Unique Trait #2: TBD -Unique Flaw #1: Slaving reputation. Their reputation means there are factions who will pretty much attack them on sight. -Unique Flaw #2: TBD
GEOGRAPHICAL -World-Realm Map; The Azure Guilds tends to travel around the Dried Sea to the various city states of the wastes. -Major Cities: N/A -Major Castles: N/A -Buildings of Interest: N/A -Geographic Features of Interest: 1. The forgotten vault, in the middle of the deserts, completely forgotten by time itself, a vault holding the Azure was found. It currently is empty, but it stands there somewhere in the most lifeless parts of the dried sea, forever isolated from the rest of society.
2.The corpse of Zakyrs, the immortal one. Located in the middle of the dried seas west of the Godfang. The massive statue's ruins suggest a massive, massive man of craftwork akin to Bronze strewn across the dunes preserved by the dry expanses. It is slightly north of the Sea of Giants, acting in a way as the point where the dried seas end and the Sea of Giants begins. (Not really related to the Azure, just a Point of Interest someone else may find of interest)
RACIAL -Majority Race: Humans. -Minority Races: Rockmen. The rockmen inhabit the Godfangs in the East and have been taken in by the Azure as draft animals who will snack on pretty much anything you hand them, including your own hand. They are a dense people who are deeply resilient and hard to kill, however easy it is to keep your distance from them. They are capable of welding tools and if too irritated will be all too willing to maim whoever strays too close. What keeps them in line are the staffs, naturally.
What makes them so useful is how they are able to go such long distances and days without ever needing to eat, even than a slave that has gotten too sick to sell usually placates them.
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: Ardash Layadro, the Unstoppable Master Welder of all the Azure -Persons of interest: The 15 welders who hold the staff; those who weld the staff hold the greatest power in the Guild, he who slays a welder must become a welder. Those who deny their ascent to the status are left to the fate of another welder.
CULTURAL -History: Once, a few traders wandering the sands out in the desert happened upon a vault in the middle of the dried sea. In that strange vault, there was 21 staffs and nothing else. It was in a region so lifeless it never rains, in a regions few ever dare go. These traders grabbed these staffs seeking fortune, but as they travelled through the dried sea the staffs begun to speak to them of war true wealth is. But at the time, the traders greedy as they were sold two of the staffs and with those staffs gained the wealth to have a personal army of mercenaries who progressively became convinced of the power of the traders as they progressively changed in their identity, becoming the first welders.
These welders gained a reverence on what first were hired swords as they saw the power of the Azure themselves in their travels, smiting horrifying monsters with light and telling events of the old gods themselves. The thaumaturge, the primordial forge, the Azure all being known.
The taming of the rock men took time, but with patience and the infallibility of the welders (well, with a powerful staff) allowed them to take control of these beast-men and in time gained a relationship most strange. The rock men if you could speak their primitive, script less dialects would speak of how much food they now have by letting the little men move them around and burden them with cages.
Now today, the Azure Guild has been a successful group of slavers whose markets penetrate several of the city states and even empires. Their unique craft works and ability to ration their resources well has made them a periodic, but very noticeable presence. They do not trade in slaves alone (spices being one of their major secondary trades), but it is certainly their speciality.
-List of Historical Grievances; They have lost four of their staffs to deserting welders and they seek annihilation of these thieves.
-Relations; Works with city states who buy their slaves in exchange for gold (which they than use for water and food, which they are very unitary about). Those who do not buy slaves from them tend to be who they prefer to raid, and may attack other groups of other nomads for slaves if the opportunity arises. Their way of life is reliant on being able to leverage their archeo technology and control of the rock men to make their smash and grabs. They are well equipped due to having equipment from across the lands, with former mercenaries having become part of the Guild.
It goes with no need to state, that the Great City of Qarthine will attack the slavers on sight.
-Cultural Notes; The Azure Guild is basically a nomadic group which pretends to be a guild, and acts as such. Some people in the guild joined from city states, others have been part of the Guild by blood since the first staffs were unearthed, and many in the guild are expected to participate in raids. Not everyone in the guild is part of the raiding forces, instead they tag along as craftsman working on the back of rock men or as maidens of the warrior mercenaries who make up a large share of the Acolytes. The craftsmen are well reowned for their mastery of human skin and hair, and have been able to work on their craft in their personal caravans gained from their merchant work for the guild.
RELIGION, MAGIC and ARCHEO-TECH
-State Religion: Azure Faith
-Religious Information; More a philosophy than a religion as it does not predicate the existence of the gods, if anything affirms their existence. For the Azure knows. The Azure knows of the thaumaturges from before time who crafted it in the primordial forges of reality.* Those who weld the staffs will know of the Azure, and soon enough of its infallible wisdom. That being the value of flesh, of which is why slavery is so important- there is no currency more valuable than the descendants of gods. And there is always need for more slaves. To let a corpse rot is waste, it must be used to nourish the rock men and be made into cloth, fabric and construction material. Their banner even, is made from the refined skin of man. It is a honor to the dead in a way, proper burial being a privilege of the settled. The nature of flesh, in a world where nothing grows makes it all of great value. Value comparable to that of water, and with the power of the Azure making those who are weak into slaves is redemption. As now the weak have purpose.
*More belief than fact, how reliable it truly is being quite unknown.
-Religion Demographics: Tends to be multi-faith, simultaneously devoting themselves to the Azure cause while also adopting religions from various city states they trade from to and fro. However, the dominant faith outside superstitions of the Azure is pretty much reverence to the Old Gods who they believe the Azure descended from. In particular, they believe of a primordial forge which the staffs were crafted from, by a powerful thaumaturge millennia ago.
-Holy Relics In Possession: Their 15 energy staffs are considered holy relics by the Azure. They named their guild after these staffs, called such due to the
-Holy Sites Under Control: N/A
-Magical Information: No magic other than sigils and runes they have attained from other factions in their trades.
-Archeo-Tech: They have energy staffs collectively referred to as "The Azure". The staffs are highly ceremonial in design, lined in intricate craft work with alloys from the primordial forges millennia ago, giving a gleaming bronze-like alloy duller than gold, yet just as vibrant. At the head of the staff, highly stylized wings at as a podium for metallic orb which in the light shines a intensive shade of cyan. The staff's head must be concealed in darkness for the light to not make a welder's approach obvious. The staffs have two judgements which not even the welder knows- it is the Azure alone who decides who is annihilated or who is enslaved. dispels intense, paralyzing pain to its victims making them easy to capture while the kill mode causes the target to be electrified. The user does not get to pick which mode, it is the staff which seems to decide; so it is to fate on if you shall be a slave or die. They are few in circulation, having only 15 of these staffs. The Azure once had only 21 staffs, the 6 lost staffs they persistently search the lands for. They are willing to kill whoever has the staffs, but are just as likely to make attempts at converting those who possess a staff to accept their role as a welder. The staffs tend to require a period of time in the sun until they are able to smite even the imposing rockmen with a jolt of energy which a particularly agile person may be able to dodge. There are welders who claim the staffs speak to those who weld them, compelling the welders to be ever merciless. Speaking to them what is wise, what is just. And through every strike against those it is acted upon, making judgement upon its victims. These staffs are referred as Azure, and those who weld them hold total power in the Guild.
MILITARY -Total Military Size; 15 Staff Welders (also on horse back), 30 rockmen, 90 Enforcers and ~300 acolytes, acolytes tend to fluctuate unlike the other groups.
They have a several caravans pulled by horse back that tend to keep a distance from where the raiders occur; usually trying to be beyond the horizon. Welders themselves go into the raids, and after a set amount of time must begin retreating should anything go wrong. But that is rare; the Welders are wise and know best when to strike, with timing that is impeccable and with a nature that is always opportunistic. Or if you are out there alone, and see giant rocky men with cages on their back, run. Run as far as you humanely can and never look back. Or else the azure shall find you.
-Military Details;
The staff welders always seek the sun, for without the sun the Azure is blind and unable to channel its power of judgement against the enemies of the guild or against those who are to be enslaved. They tend to go on horse back, said horses either being stolen in raids or bought with slaves (or having to use currency from the slaves to buy the horses, ridiculous step they demand of you).
Thirty rockmen in total have been under the control of the Azure. They tend not to be used in the actual raids due to their slow speed, instead they are used as mobile storage places, often carrying a dozen cages with those they have captured fastened onto the backs of the rock men. Rock men also carry food, water, goods and so forth. The welders never place their staffs near a rock man, out of fear a rock man may get too opportunistic and steal the staff for themselves. Sometimes a rock man may also grab and maul to pieces someone in front of them, so being in front of a rock man is also avoided.
Rock men are usually followed by a man on horse back with composite bows and curved blades. Their sole purposes is to punish and kill slaves who attempt a escape, and should the rock men take actions unwanted (which is rare in reality- the rock men perceive their relationship as just getting lots of free food and aren't too bothered by the burdens the little people place on them since it means potential morsels). In that case, the curved blade is used the slash the tendon of the rock man. An it must be a blade, for rock men are huge creatures however slow they are. Enforcers tend to be from well experienced allocates, and have skill in both bow and sword.
The Acolytes are diverse and comparatively disorganized, being promoted to enforcers be welders should they need to replace a fallen Enforcer. Acolytes tend to go on horse back or foot, depending on what they have brought with them. Those who serve the guild are paid in virtue for their service, with weapons, food and water. 60-70 of these allocates tend to act in raids.
Capital: Bailiwick Government Type: Theocratic Order Currency: Bartering but coins are accepted. Population: Approx. 25,000 Unique Trait #1: Legacy of Beylik: The Orders members, due to their reverence of Beylik and his Martyrs, do not fear death in battle as they believe it will bring them straight to the Above. Their tactics in battle, despite risky and suicidal, can result in incredible victories but also devastating losses. Unique Trait #2: (Created by me)
Unique Flaw #1: Poor crop yield: The poor soils on the plateau and the wastelands beyond mean that famines and food shortages are becoming more and more common. This has led to an increase in raiding and a bad diet among the Oymak people.
Unique Flaw #2: (Created by me)
GEOGRAPHICAL
World-Realm Map: TBA Major Cities: Bailiwick is the only notable town under Martyr control. Major Forts: Bailiwick, Sengdak, Nemruk. Buildings of Interest: -Fort of Bailiwick A large fort in the centre of the town of Bailiwick that houses a majority of the Order and protects the town from raids.
Geographic Features of Interest: Oymak Plateau: Deep within the wastes of Azoth, the Plateau is an isolated part of the world inhabited by dark skinned Oymak tribes, who are mainly sedentary animal herders. Due to its high elevation, the plateau occasionally receives rain and small pools of water are cut into the rocky exterior. Most of the plateau is sandy or rocky but green patches do exist and it is these areas that are the most sought after. Soil is poor on the plateau, so potatoes or root vegetables are the most common foods, followed by goats milk and other delicacies.
RACIAL
Majority Race: Oymaks Description of Race: Oymaks are a sub-group of humans who live on the Oymak Plateau, deep within the wastes. They are of an olive or occasionally swarthy complexion, with light green/brown eyes and darker shades or blonde curls. Oymaks stand around five and a half feet and typically live in clan structures on the Oymak Plateau. Minority Races: Non-humans (unless they are slaves or merchants) are not tolerated within the borders of the Order, as they are believed to have weak or evil ancestors.
NATIONAL DRAMATIS PERSONAE
Grand Aghas: Osman Grand Boluk: Rumme Grand Seljiq: Kermun Persons of interest: -Sokullo, a boluk tasked with mapping the known world outside of the plateau with his entourage. -Murat, a seljiq within the frontier fort of Al-Dehn.
CULTURAL
History: The Order of the Sacred Martyrs, commonly known as the Martyrs or the Martydom, is a militant religious order that was founded hundreds of years ago, shortly after the death of the semi-mythical hero Beylik and his revered Sacred Martyrs. The Order was founded by the sons and brothers of the 200 Sacred Martyrs, who died in battle with Beylik against an unknown force far outside the plateau. It is centred around the fortified town of Bailiwick on the edge of the Oymak Plateau, said to be the homeland of Beylik himself and various exclaves dot the Plateau and beyond.
Beylik was said to be a prophet who lived hundreds of years ago. According to the stories, with the help of powerful beings known as his "ancestors of the Above", he united the Oymak under his rule and founded the short-lived Oymak Empire, which spread into the deserts and wastelands surrounding the Plateau. The worship of ones ancestors became widespread on the plateau following the Empire founding but was never a centralised religion. Beylik's armies rushed across the wastes, conquering settlements and fighting many battles. It's said that Beylik's ancestors led a group of men known as the Sacred Martyrs, who were the strongest unit in Beylik's army. During a great battle with the demons of the wastes, Beylik was said to have realised that it was to be his last battle and on the advice of his ancestors, led a suicidal death charge against his adversaries with the Sacred Martyrs. The battle was not lost, however, as it was said that his ancestors and the rest of his army, inspired by his heroism, fought harder and won. The ancestors, after the battle was won, lifted his body and the bodies of the Sacred Martyrs to heaven and were never seen again.
Upon Beylik's death, the empire split and rapidly fell back to the plateau, where it fractured into the pre-imperial system of tribes. The Order was founded in Beyliks homeland of Bailiwick with the intention of joining him and his Sacred Martyrs in the Above. Over the years, the Order has fluctuated in size as clans rise and fall and has built imposing forts across the plateau. Oymak men are often encouraged to join the Order and honour their ancestors by becoming Boruk (knights) and dying in battle.
The Order seeks to expand out into the wastes and has been known to raid trade routes for resources not found in their own lands. Despite the only "civilised" state on the Plateau, it is still seen as a barbaric organisation by outsiders and religious fanatics by the Oymak clans.
List of Historical Grievances: Relations: The Order does not participate in international politics, due to their isolated spot in the world but the Order is known to raid trade routes and occasionally join mercenary bands, leading to a somewhat negative reputation among the so-called civilised races. Cultural Notes: The Oymak are an extremely xenophobic race, due to their position on the isolated plateau. People who look or talk differently are said to be demons in disguise and treated with suspicion. The Oymak are not within a unified state and the plateau is inhabited by hundreds of bickering tribes. Orders such as the Sacred Martyrs are an exception to this, as tribal loyalties are surrendered in exchange for a feudal-like system. Oymak mercenaries outside of the plateau are famed for their bravery and suicidal ("heroic") tactics, due to their almost fanatical beliefs in the Above, an afterlife that can only be entered by the most heroic of Oymak. There is not a written Oymak script and Oymak documents are written in [noble lingua franca].
Oymak's outside of the Order live in sedentary clan societies but feudal hybrids occasionally pop-up across the plateau. Women are generally left at home but some have been known to give their life in battle and join their ancestors in the Above. Oymak society is built around their religion and the frequent wars fought between clans. They believe that the more powerful someones ancestors were, the more respect they deserve. However, as Oymak's do not have surnames, they are identified by their clan name or the area they reside in, leading to false claims by some. It is a great crime to lie about your ancestors and can be punishable by death in some areas.
Within the Order, ones clan or ancestry is often irrelevant, as the Order believes themselves to be the descendants of Beylik and the Great Martyrs. Slavery is practised but usually only by those who can afford to.
RELIGION, MAGIC and ARCHEO-TECH State Religion: Martyrdom
Religious Information: Martyrdom is a form of ancestor or hero worship, which believes those who live lives worthy of their ancestors will be admitted into the Above. Those who live lives unworthy of the Above are forced to wander Azoth for all eternity. The definition of "worthy" is open to interpretation but it is generally accepted that those who honour their ancestors through suicidal heroic acts are accepted into the Above. Famous martyrs, such as Beylik, are prayed to in small shrines or temples and have achieved almost god-like status among some tribes. The religion is unorganised and can be incorporated into neighbouring religions with ease. Due to conquests by Beylik centuries ago, the religion is widespread across the tribes of the Oymak but is rarely found outside of the plateau.
Holy sites and artifacts are practically lost to time, as Beylik himself was a nomad who died leading a suicidal charge into the midst of battle. This does not stop the Order having an interest in discovering and preserving relics of the time. There is only no holy book and the religion is generally spread by word-to-mouth. However, memoirs of Martyrs are popular among those who can read [lingua franca]. As is within Oymak culture, foreigners are viewed with suspicion and other religions, despite existing on the plateau, are viewed with hostility. Magic is viewed with fear within communities and powerful users of magics or ancient technologies have been known to intimidate weaker clans for their own gain.
Religion Demographics: Nearly entirely Martyrist apart from a few slaves or merchants within Bailiwick. Magical Information: Magic is an unknown and terrifying concept to most of the order but some ambitious members wish to harness it for themselves to use in battle. There is some debate as to whether magic use in battle is a cheating way to the Above and whether or not their ancestors used magic in battle. Archeo-Tech: The Order possesses some relics from the time of Beylik, including a curved sword said to have been used by him throughout his life. Unknown to them, these few relics are actually rare pieces of old technology that, despite probably being used by Beylik, are not touched and instead locked away deep inside the Fort of Bailiwick.
MILITARY
Total Military Size: 800 Boruk (knights), with up to 1,000 religious fanatics serving as their foot-soldiers.
Military Details: The boruk, who live in forts across the plateau, are known to recruit local, fanatical Oymak men as foot-soldiers. Selijiqs, who act as spiritual advisers to the Boruk, are an extremely militarised group of priests within the Order and participate in battle alongside warriors.
NATIONAL (if applicable) -Capital: -Government Type: Tribal Feudal Despot
The Oqer live in tribes or hordes with each being unique in some way. In most cases, each settlement is lead by a Warboss with several settlements forming a tribe lead by a Warcheif.
-Currency: -Population: ~2.5 Million -Unique Trait #1: 'Ere we go! 'N we a go! - Like all Oqer, the Vazkolhorn have an unbreakable iron will and are ferocious in battle. Always craving a fight, these tribals are warriors beyond proportions, willing to take on anyone in a fight not matter the odds. -Unique Trait #2: (Created by me) -Unique Flaw #1 Animosity - While craving a good fight is always a good thing when it comes to battle, its a problem when there is none. Outside of not ever really developing culture, infighting between tribes is more than common and someone will always end up dead from an arguement, even over the pettiest of things. -Unique Flaw #2 (Created by me)
GEOGRAPHICAL -World-Realm Map: -Major Cities:
-Major Castles: -Buildings of Interest: -Geographic Features of Interest:
RACIAL -Majority Race: Oqer
-Majority Race Appearance: The Oqer are a tall and strong people whose bodies were literally crafted for war although evolution has taken over their genes. They have pronounced muscles and thick, leathery skin with shades of green, grey or brown varying between the population. Compared to a normal human, basically everything about them is larger or bigger: larger hands and fingers, longer legs, bigger chests, etc. An interesting note is that they all lack hair outside of their head with few sporting even facial hair, though can retain heat purely through their thick hides. The Oqer also have two, fang like teeth on their lower mouth that are very pronounced with females having slightly shorter, stubbier "tusks". The rest of their teeth constantly fall out and grow back
-Majority Race Characteristics: The Oqer are not a natural race, but instead one created by the lost civilization to fight their wars for them. Of course, when they were first made, they were very different, much more savage and brutal than today's Oqer with smaller brain capacities to ensure they didn't get any funny ideas about rebelling. In those days, the Oqer were even taller, stronger and meaner than they were today, a thought that can unnerve many. However, evolution and natural selection meant that some traits have been reduced or increased.
In modern times, though still able to live in harsh conditions for well over two centuries, the Oqer are more "human-like", having become shorter and a little more passive than their primordial cousins, a littler. Oqer are still very aggressive and will prefer to use violence instead of wit and diplomacy, for a while, the most advanced kind of diplomacy they knew for a while was to bash their head against the door of the place they wanted to raid while shouting cursing as loud as they could. The race as a whole excels are combat and some are even willing to do stupid things to provoke fighting, even in fighting.
No longer able to use the high tech breeding vats of their creators, the Oqer instead are now very fertile with each female able to produce at least three children in one go. However, many of these children do not make it to adulthood due to two reasons:
A mysterious disease known as "Moon Blood" which the child's blood turns a pale white and dies in a few days. Its unknown what causes this but its thought to have been from something the creators came up with or higher beings "purging the unworthy" has some, more superstitious Oqer will say.
Oqer aging rituals requires the child to go through a set of increasingly difficult tasks on their birthdays until they reach adulthood at about the age of 20. Needless to say, some of them will die before then.
It should be noted that Oqer cannot cross-breed with other races due to the high acidity of the male sperm. The only real way to create a "half Oqer" is through the use of advanced technology or magic, neither of which have proven themselves to be very good at appearing the world.
The Oqer have less fine motor skills than humans, resulting in cruder construction, again, probably due to something about their intelligence being reduced from their creators. However in place of intelligence, the Oqer have an incredible sense of resourcefulness, able to quite literally make everything from anything. This translate well into survival in combination with their natural stubbornness and willingness to go whatever it takes. As extreme omnivores, they can eat almost anything and will eat anything they can get their hands on, even seeing the consumption of other sentient races and cannibalism as "acceptable".
-Minority Races: (If any)
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: Warboss -Ruling Dynasty (If applicable): -Constable Of The Army (If applicable): -Religious Head (If Applicable): -Persons of interest:
CULTURAL -History: -List of Historical Grievances -Relations -Cultural Notes
RELIGION, MAGIC and ARCHEO-TECH -State Religion: (If applicable. Either create your own local religion or take on a major religion. If creating your own, I will need to approve.) -Religious Information -Religion Demographics: -Holy Relics In Possession: -Holy Sites Under Control: -Magical Information -Archeo-Tech: Phalharamkore - A seemingly anceint wonder drug capible of speeding up growth, induce
MILITARY -Total Military Size -Military Details
Oqer Warriors - Standard soldiers clad in whatever armor they can find and crude weapons. It is impossible to say what a "standard" Oqer Warrior looks like as they all have vastly different outfits unless the tribe's warchief personally finances the troop equipment, which rarely ever happens as more elite warriors get preference.
Often fighting in great big regiments or "Chunks", they're basically an organized mob given cobbled-together weapons and armor and pointed at a direction and hope they don't kill each other on the way there. Their weapons are often great crude cleavers and axes to hack apart flesh and armor of metal plates, bone, wood and even stones for those who are strong enough.
Oqer Feral - Oqer who haven't really gotten around to this whole "evolution" thing completely. These Oqer are more like their vat-grown ancestors if someone had put caveman into the mix as well. They are even larger and tougher than normal Oqers and can be identified by their lack of armor or clothes, instead using runic symbols and drawings to call upon their gods to bless them.
Ferals speak only in grunts and hand gestures, able to speak with enough training. They are far more aggressive than bog standard Oqer, often ending having to be chained or restrained when not fighting. However, Ferals wield terrifying great cleaving swords or clubs as big as they are, making them incredible shock troops for cutting holes in enemy lines or even battering down walls.
NATIONAL -Capital: Vuel'Niranis -Government Type: Theocratic Monarchy -Currency: Vanian Sigils -Population: 40,000 High Nier 2,000,000 Lesser Nier 500,000 assorted other races.
-Unique Trait #1: Power Unrivaled: The Dominion has access to a substantial and rather standardized amount of archeotech from a particular source. It is the tool through which so much of their ancient power is based and it still makes them a force to be reckoned with in the modern era. The beings who can command lances of the sunlight itself, shield themselves behind barriers of light, and once could call forth the legendary dragon engine, are quite potent and both respected and feared by many for what they once did.
-Unique Trait #2: Lords Beneath the Earth: The Dominion is mostly set below ground and this makes their cities very difficult to besiege and easy to defend. Further to fight the Nier on their own home turf beneath the ground in tunnels of their making is a nightmare.
-Unique Flaw #1 The Diminishing: The same source of much of the Dominion's ancient strength is the very reason that it has been slowly diminishing. It is dependent upon its technology and as time marches onward more and more things have failed. The technology that still works is fickle and loses charges quickly, and while the Dominion strives to recover all traces of Emissary technology the wear and tear of so many millenniums has taken its toll.
-Unique Flaw #2 The Problem Of Parasitism: The Nier require other lifeforms to reproduce. This puts a fairly hard cap on the Nier population and also means that despite their potential ability to quickly spawn thousands of larva doing so would risk critical failure of the carefully constructed system of host creatures.
GEOGRAPHICAL -World-Realm Map:
-Major Cities:
The greatest city in the Dominion, Vuel'Niranis is a hallowed city, built within and around one of the greatest mountains in the known world. It is said that when Maev'Sil'Vien, the Bringer of Light, Mistress of the Emissaries descended from the Source above this mountain was her landing place. The name Vuel'Niranis means 'where light first descends'. It is perhaps the most impressive city in the world, at least in terms of sheer architectural achievement. It's halls are great caverns in the earth merged fluidly with the spires and domed architecture of the Nier. The very peak of the mountain city houses the Sanctum of the Radiance, where the Radiance retreats to commune with the Emissaries of the Light above. It is also the only city of the Dominion that is built even partially above ground.
There is another side to Vuel'Niranis however. It is not merely a great city, rich in culture and architecture, nor is it just the seat of a powerful nation. It is also possibly the sight of something more. Theories abound about the nature of the strange mountain and the Nier have never let anyone delve too deep into the heart of the mountain itself. There are rumors of great machines, of sacred relics, of ancient power housed within, but how much is a rumor and how much is truth is unknown.
The other cities of the Dominion are hidden away beneath the earth and seldom visited. Though most of their locations are known to other nations at least approximately due to the presence of trading enclaves above them on the surface it can still be difficult to find one's way through the outer networks of tunnels to reach the cities without a guide.
-Major Castles: Due to the underground nature of the Dominion's settlements and the fact that they can be difficult to find and only really invaded through the Warrens there are few surface fortifications of note with the exception of the walls of Vuel'Niranis itself.
-Geographic Features of Interest:
The mountain that the city is built within and above is a truly massive mountain that reaches high into the sky, it is noteworthy for not being volcanic as well as being one of the tallest mountains in the world, with no real explanation of how it got there.
Beneath the surface of the world are a network of tunnels, some built by the Nier in their long existence beneath the earth, some that appear to predate them, and some that seem to have been carved perfectly with no signs of any tools at all. It is within the Warrens that all of the cities of the Dominion save Vuel'Niranis exist. They are largely free of hostile creatures though there have been reports of ghuls roaming some of the more isolated areas of the Warrens. The Warrens stretch throughout much of the world though even the Nier do not know them all and many outside of the Dominion have fallen into ruin with collapsed tunnels and weak points that make wandering them hazardous.
RACIAL -Majority Race: The Nier -Majority Race Appearance:
The High Nier are peculiar if beautiful creatures. They possess a humanoid top half from the waist up. The top half of their bodies appears to be similar to that of a humanoid female with a very delicate build. Their skin is pale white and strangely hard, almost as if it was a mix between chitin and skin. Their eyes are large and black, vaguely insectile. Their hair is typically a pale silver white in color as well. Their arms are longer than a humans and tipped with 5 fingered hands. Each finger has an inch long point at the end of it. Due to their delicate appearance and the fair forms of their top halves the High Nier are often regarded as aesthetically pleasing. They do possess certain secondary sexual characteristics common to other humanoids.
Below the waist however they are less humanoid as from waist down they instead possess a set of 6 tentacle limbs that are a full 12 feet in length. Normally the High Nier stand with 4 feet of their tentacles used to elevate their bodies in an upright and humanoid fashion, with the other 8 feet remaining free to stretch out and serve as prehensile appendages. High Nier are capable of rearing up to a full height of 14 feet, but it is the equivalent of standing on tip toes for a human and is very difficult to maintain for more than a moment or two, it also makes their balance poor. The tentacles of a High Nier are long and white, and actually coated in a rather delicate membrane that is easily torn by sharp or rough objects.
High Nier are typically clothed in the following manner. There is an inner layer of clothing that consists of the tentacle 'sheaths' and the tsrin. The sheaths are carefully made coverings that surround the tentacles and protect them from injury during the normal course of moving and other business. Each of the sheaths has a hole at the end to allow the tentacle to extend outwards when fine dexterity is required. The tsrin is a tube like garment that covers the upper half of the High Nier's body and ends slightly below where the tentacles emerge. Above the inner layer are the various kinds of vetsrin. The vetsrin are most comparable to extremely long dresses if put in human terms. These voluminous garments are often fairly form fitting in the upper body and then flow downwards and extend outwards into large pools of fabric on the ground. There are multiple reasons for the vetsrin, including appearing less alien to the majority of humanoid races who often find the lower limbs of the High Nier unsettling to behold. Should a High Nier stand to its full height the vetsrin will just slightly leave the ground, otherwise the voluminous garments are very effective at concealing the lower limbs unless the High Nier wishes to show them. Some vetsrin styles can include armor, and others can include finery depending on the situation.
*Servitors: Servitors are the smallest of the Nier variants and stand in at only about 4 feet tall. They have a body composed of two orb like portions, one of which is smaller than the other and set atop it. From the lower orb extend 6 spiderlike lower limbs. Also from the lower orb, though the higher part of it emerge two humanoid hands. The second orb is what functions for a head and has a pair of large insectile eyes and set of mandibles. Servitors are not very impressive physically and wear no clothing with rare exceptions.
*Builders: Builders are the largest of the Nier, hulking creatures nearly the size of elephants. They are built similarly to the servitors, but their lower limbs are massive and so is the rest of their body. Their two upper limbs are large and end it shovel-like appendages that are used to dig and tunnel. Builders also have larger and more powerful jaws, along with an ability to spit an acid, mostly used to soften rock as they dig through it. Builders also do not normally wear clothing, though they are at times fitted with armor and used as incredibly stupid and slow, but useful shock troops
*Soldiers: Soldiers are larger than builders at roughly 6 feet in height and are much less spindly. Their front two lower legs are able to be raised and leveled to serve as spears and their upper limbs are heavily coated in natural armor but still retain the dexterity to be used to hold weapons of various kinds.
-Majority Race Characteristics:
The High Nier are graceful and refined beings of typically high intelligence. However as a general rule they are physically frail and somewhat easily injured. There have been stories told about them and some believe that they are a product of experimentation by the old ones, or perhaps created by something else entirely as the Emissaries and Old Ones while similar in the stories do appear to be accompanied by different strains of archeotech The High Nier themselves have proclaimed that they are the chosen servants of Maev'Sil'Vien and that she had ordained that they watch over the other species of the world and ensure that the light of the Source was never threatened.
Some have equated this Maev'Sil'Vien and her Emissaries with the old ones. The High Nier are the only beings among the Nier capable of reproduction, and the way in which they reproduce is not really a secret. The Nier are a parasitic species that reproduce through the injection of larva into a living host. The only known restrictions are that the host has to be of a sufficient size for the larva. The High Nier can control what sort of larva they implant, for example choosing to birth a new High Nier rather than a servitor. Their parasitic reproduction also serves as a check on the number of Nier in existence. It is a delicate balance that must be maintained. High Nier are capable of speaking both the languages of other humanoids and the language of the Nier.
The lesser Nier are not particularly intelligent. The most intelligent of the lesser Nier are the servitors who perform most of the menial tasks in the Dominion. Second most intelligent are the soldier Nier and third are the builders who are dumb enough to make trollkin look like geniuses. The lesser Nier with the exception of the builders can learn to understand human languages but are incapable of speaking them due to their inhuman mouths.
-Minority Races: A smattering of all sorts of races from around the world.
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: Radiance Quislia XXIV -Ruling Dynasty: The Line of Quislia -Constable Of The Army: High Alduvin Eliseeri -Religious Head: Radiance Quislia XXIV -Persons of interest:
CULTURAL -History:
The Dominion is a truly ancient nation that supposedly traces its existence back to an age when the world was not ruined. But the truth of this is questionable at best. At any rate the Nier claim that in the distant past the 'Goddess' Maev'Sil'Vien descended to the world of Azoth bringing with her the Emissaries, her holy servants and guardians. It is said that Maev'Sil'Vien created the Nier and lifted them up. And that in those days the world was a blessed place where the light of the Source filled all with its wonderful radiance. And then it is said that things changed, that a cataclysm struck. Maev'Sil'Vien and the Emissaries vanished with a last command, to keep watch for the enemies of the light for just as she and the Emissaries would one day return, so too would the enemies of the light.
The departure and the time surrounding it are lost in the mists of time and the fading memories of the Crown of the Radiance. As long as anyone can remember the Nier have dwelt in Vuel'Niranis and the surrounding underground tunnels and hidden cities. In the less distant past they fought with the Dratha and against the ghul incursions but aside from their drive to search and find as much of a particular kind of archeotech that they claimed was their right the Nier were largely isolationist, though friendly isolationists, willing to offer aid to those fledging nations that were in need.
Things changed a few thousand years ago when the Imperishable Empire of Azar began its rise. The Radiance at that time declared that the Shaniatu were anathema, dark ones, enemies of the light and called for the Dominion to strike against them with the full force of their might. And this early strike was nearly successful in large part due to the presence of the Dragon Engine. But just when victory seemed assured the Empire did something that seemed impossible, they struck down the Dragon Engine and in the shock the Dominion forces were forced to retreat.
Since then the Dominion has remained openly hostile to Azar, offering its aid to the enemies of the empire and has several time engaged in open warfare.
-List of Historical Grievances
(Dependent on approval from other parties) It is said that long ago the first Radiance took counsel with the Emissaries and Maev'Sil'Vien herself, that the enemies of the light were described in detail, and that the High Nier were to keep watch and remain vigilant for any signs of their return. The Shaniatu, self proclaimed Gods of the Imperishable Empire resemble one of the ancient enemies of the light. The Nier also hate them for having the audacity to damage the Dragon Engine during the Dominion's early attempt to exterminate them. When The Shaniatu first appeared and began to build their empire the Dominion struck, attempting to eradicate them and seemed on the verge of succeeding before the Dragon Engine was crippled. Since then there have been many conventional struggles between the two.
-Relations: To be determined
-Cultural Notes WIP
RELIGION, MAGIC and ARCHEO-TECH -State Religion: The Way of The Source
-Religious Information: The Way of The Source is a simple belief system that venerates three things. The sun, seen as the holy Source of all light. Maev'Sil'Vien, the Queen of Emissaries and Mother of Light. And the Emissaries themselves, holy servants of the Source and Maev'Sil'Vien. If one lives their lives according to the tenants espoused by the Radiance, the representative of Maev'Sil'Vien upon Azoth, then they will one day ascend to become a part of the Source above. The fact that the Radiance demands little other than expressions of faith and occasional donations and signs of commitment from most believers makes this an easy and convenient faith to follow for many even outside of the Dominion.
-Religion Demographics:
-Holy Relics In Possession: The Crown of the Radiance, The Scepter of the Radiance, The Dragon Engine(defunct)
-Holy Sites Under Control: Vuel Niranis, The Cradle
-Magical Information The Nier as a race have only a single debatable magic ability. Many who have attempted to kill a High Nier have spoken of some power, a strange compulsion that struck at eye contact, a compulsion that forced them to leave, to abandon their efforts to kill. But those may only be folk stories as if the race had such an ability to compel others, would it not use that ability in situations other than self defense?
-Archeo-Tech: Relics of the Emissaries: From the Cradle and other sources within the warrens, and occasionally other places in the world(though rarely), the Nier have gathered all the relics they can find that they claim come from the Emissaries. It is notably that these relics differ from much of the archeotech more commonly found, with a heavy emphasis on light manipulation. Further aside from the Nier who seem to have no issues even beings like the Shaniatu have a difficult time wielding these relics which may be indicative of something. Some common forms of Dominion archeotech are found below. It is not a comprehensive list but most are variants of this and all of it is in similarly poor condition by this point.
Beam Staves: These are long metallic rods of nearly 6 feet in length that when activated charge for several seconds before firing a beam of deadly light. They are more accurate and deadly than primitive firearms but suffer from rapid depletion of their charges. It is said that they once held charge much better than they do now, with most requiring a recharge after a mere handful of beams. These are the most common relic of the Dominion.
Shields of Sacred Light: Basically a force field that projects a golden aura around the being bearing it. The shields are nearly impervious but can only last for a minute or two of sustained use without exhausting their charges and needing to be recharged. The shields are much less common than the beam staves.
Seedlings: These are basically power cells. Charged with energy from exposure to the Seed of the Source they are then used as mobile batteries to recharge things such as the beam staves and shields of sacred light. Similarly to the staves and the shields the seedlings last far less long then they once did.
The Seed of the Source: The Seed of the Source is something seldom seen by any who are not either High Nier or extremely trusted within the dominion. In the hidden bowels of Vuel'Niranis are the preserved relics of a structure of some kind that. Within this facility is the thing that is called the Seed of the Source. Within a special chamber in the facility is a massive sphere of an unknown substance that blazes with intense heat and light. It is said to be a seed from the stars above and a holy object. It is from this that all of the Dominion's artifacts and weapons are powered.
The Cradle: The Cradle is the remnant of a structure of unknown origin deep within the bowels of Vuel Niranis. The Nier believe that it was created by Maev'Sil'Vien and the Emissaries and it is one of their holiest sites. The Cradle gets its name from one of the most common structures within it, strange constructs of metal and other materials that contain within them fluids along with what appear to be exemplars of the various types of Nier and some things that look like mixtures of the Nier and other species of the world.
The Dragon Engine: The Dragon Engine is perhaps one of the most terrifying weapons remaining in the world. Or at least it would be if it was still functional. The dragon engine, called such for its abilities to fly and vomit forth streams of what appeared to be a superior form of flames, is a highly advanced relic of the Emissaries and was once the Dominion's ultimate trump card ages ago. However it was badly damaged in a battle against one of the Dominion's rivals, (Dead Cruiser or Flagg, either of you would be great candidates for this.) and despite their efforts the Nier have been unable to restore it to full functionality.
Crown of the Radiance: The Crown of the Radiance is a crown that has been historically worn by every single Radiance of the Dominion. It is an impressive affair with golden spokes that appear to represent the rays of the sun and it covers the top of the face as well, with holes for the eyes to show. The Crown's actual purpose is something like a phylactery. It takes an imprint of every single Nier who dons it and adds that imprint to an amalgam. Like most of their artifacts the crown is showing its age, where once it was nearly perfect, creating an unbroken line of memories that the current Radiance could draw on, now it merely offers vague whispers of memory that can at times be useful.
MILITARY -Total Military Size The standing forces of the Dominion come in at roughly 31,000 combatants. In times of total war the Dominion can raise up to 120,000 more, though it should be noted that most of the additional combatants would be servitors armed with weapons and not the hardened and bred for war forces of the Soldier Nier.
-Military Details The vast majority of the Dominion's armies are made up of the soldier Nier who are naturally armored and blessed with natural weapons. They are blessed with combat instincts and are completely impervious to fear themselves, they exist to fight and that is what they do best. At the same time they aren't very intelligent and can easily be outsmarted. With the exception of a few elite units of Soldier Nier the Soldier Nier do not wield any of the relic weapons in battle. The High Nier serve primarily in an officer roll over the masses of Lesser Nier in battle. All High Nier who go to war are at least equipped with a Beam Staff and most are also defended by a Shield of Sacred Light.
-Specific Units and Combat Styles of Note
The Sword Dance: An ancient combat form originally created and practiced by the High Nier. While there have been a few humans who had studied under High Nier mentors they can only rise so far due to their possession of only two blades. The rank of a Sword Dancer can be identified by the number of blades they wield, Blade Master, Two Blade Master, up to the highest echelon of the Eight Blade Master. The Sword Dance is an artistic form of combat that involves the wielding of many blades in a fluid fashion to create unstoppable storms of death. The blades used for the Sword Dance are nearly always light and thin blades chosen for sharpness and speed.
NATIONAL -Capital: Zhodul -Government Type: Monarchy -Currency: Zho Coins -Population: 1.4 Million Humans 1000 High Nier 300,000 Jakai -Unique Trait #1: -Unique Trait #2: (Created by me) -Unique Flaw #1 (Created by the player, needs to be approved by me) -Unique Flaw #2 (Created by me)
GEOGRAPHICAL -World-Realm Map: -Major Cities:Zhodul, Jewel of the Rift -Major Castles: Scimitar Keeps One of several Fortresses set up along the Zhodul's western border, this Keep and others like it, were built as the first line of defense against foreign invasion, be it that of the Azur Empire, the Dratha Union, Oqer or renegade Jakai raiding parties. These strongholds have stood strong for decades. -Buildings of Interest: -Geographic Features of Interest: Rift Sea The Zhodulan Principality has prospered thanks in part of the Rift Sea. With the mountainside oasis, Zhodul would have fallen many years before. The City itself was built around the river connected to the Rift coast, establishing itself as a center of trade in the region, trading with other settlements established along the coast. RACIAL -Majority Race: The Majority of the Zhodulan Population consists of humans. -Minority Races: Zhodul is home to a very small number of High Nier. These individuals often occupying high positions in Zhodulan Society, be it religious or otherwise. Also living among the humans of Zhodul are the tribal Jakai.
The Jakai are a race native to the Rift Valley. Quite similar to humans by a quick glance, the Jakai however have a few minor cosmetic differences compared to baseline humans. Namley that being their tough, leathery hides, of which aids them in traversing and surviving the harsh dunes of Azoth. The Jakai are a hardy, fierce people and semi-nomadic. Jakai tribes that have swore loyalty to Zhodul have been allowed to establish permanent settlements around the frontier, many also as well live among the citizens of the City itself.
NATIONAL DRAMATIS PERSONAE -Head of State/Monarch: Prince Andric Hultan III -Ruling Dynasty: House of Hultan -Constable Of The Army:
-Persons of interest:
CULTURAL -History: -List of Historical Grievances: -Relations: -Cultural Notes:
RELIGION, MAGIC and ARCHEO-TECH -State Religion: Zhodul has no single religion, rather it is home to a multitude of religions, be it of the Old Gods, the Red Pantheon, the Way of The Source or local faiths. -Religion Demographics: Way of The Source: 65% Old Ways: 30% Red Pantheon: 3% Other: 2%
MILITARY -Total Military Size: The Zhodulan Guard numbers around five thousand strong. -Military Details A majority of the Zhodulan Guard, around four thousand to be exact, are to remain in Zhodul to maintain order and its general defense. The remaining Guard, along with the aide of contracted mercenaries are distributed throughout Zhodul's outlining territories.
Ranks Lord Commander Captain Lieutenant Sergeant Guardsman
-Faction name: Democratic League -Faction Type: Confederacy of independent democratic city states. -Flag/Banner:
NATIONAL (if applicable) -Capital: The confederacy has no official capital. However the great City of Feral is considered the diplomatic hub of the confederacy.[/b] -Government Type: Confederate democracy. All the 8 great city states are independent democracies with the separation of the legislative, executive and judiciary powers. The citizens of the individual city states vote once every 4 years for the senate of citizens and the constitutional house. Based on the result of the vote for the senate a majority government is formed who can pass laws for that city. The senate then will vote for that law and if it passes the senate, it will move to the constitutional house that will look at the law and vote over if it does not violate the constitution.
Next to the individual cities government there is the Confederate council. In this council all city-states have equal representation and voting rights. The confederate council consists of 16 members. 8 of whom are representatives of the cities government and 8 directly chosen by the population. The confederate council has legislative powers overs matters that transcend the individual city states such as foreign relations, military affairs and the distribution of water. The confederate council appoints the ministers of Foreign relations, Military affairs, Water management and Espionage. Also one of the council members is elected every year as Consul of the confederacy.
The right to vote and many other rights depends on the citizenship level of the individual people. The system consists of native citizens, full-citizens,half-citizens and non-citizens. Native and full citizens have a full vote while half-citizens have a half vote. Non-citizens can't vote at all. Also native and full citizens can become active government, senate and constitutional house. Half and non-citizens cannot be elected.
Citizenship is awarded to non-native population based on how useful they are for the state. Higher levels of citizenship can be earned by enlisting in the military for 5 years, working as a civil servant for 10 years or being granted after achieving excellence in the fields of science, magic, engineering, military prowess, the arts or religion.
Currency: The official currency is the confederate Florin Population: The total population of the confederation numbers roughly 4.5 million. This is the combination of all different citizen classes combined. Of those 4.5 million people only 2 million are native citizens, 400.000 are full citizens and another 900.000 are half citizens. 1.2 million people are considered non-citizens.
Unique Trait #1: Free thinking minds. The confederacy does not let progress getting bogged down by conservative religious doctrine. It strives of scientific progress and draws upon the wealth of idea’s that migrants bring along with them. Unique Trait #2: (Created by me) Unique Flaw #1: Suffers from overpopulation and conflicting cultures. Water from the fountain of Eden has drawn many people towards the confederacy. The population has grown to a point where the fountain can no longer sustain the large number of people. Also the great deal of different peoples within its border combined with the citizenship system leads to tensions as rights and cultural and religious backgrounds clash. Unique Flaw #2 (Created by me)
GEOGRAPHICAL World-Realm Map: Major Cities: Feral: Feral is the largest of the 8 great cities and is located at the bay of Blackwater, east of the Great Sea. Officially the confederacy has no capital land all the 8 cities are of equal importance. Unofficial the entire confederacy revolves around Feral. This is due to the ancient relic known as the fountain of Eden, the primary source of fresh water throughout the entire confederacy. Ferals population numbers roughly 1.200.000
Badural: Badural is the smallest city of the confederacy when it comes in population numbers. However it is the largest city in terms of land. The truth is that Badural is hardly worth calling a city state because the majority of its population live in small villages on the country side. Badural borders directly to Feral and is connected with it through a system of underground canals. Badural is the most important agricultural producer in the Confederacy. Only 50.000 people live in the city of Badural. Around 150.000 live on Badurals country side in farms and small villages.
• Native citizens: 75.000 • Full citizens: 5.000 • Falf citizens: 20.000 • Non citizens: 50.000
Khoral: The city state of Khoral is the second largest of the confederacy and is known for its military University. Many of the higher officers and generals of the confederate army are trained at Khoral. Innovative strategies, equipment and training methods often found it origins in Khorhal. Military tradition is deeply rooted in Khorals society. Not only hosts Khoral the largest legionary training facility but it also prides itself in having the best and most active militia cores of the confederacy. The legion of Khoral is concidered the Elite legion of the confederacy. Roughly 850.000 people live in Khoral.
• Native citizens: 321.000 • Full citizens: 50.000 • Half citizens: 204.000 • Non citizens: 200.000
Cerentaral: Cerentaral is concidered the cultural capital of the confederacy. Nowhere in the confederacy you will find more esquizit architecture. Its many galleries and theatres are well visited among the elite and the great open air theatre of Cerentaral has an impressive 40.000 seats located in the inner ring. The beauty of the Cerentaral inner ring is unmatched in the confederacy and only few places in the world can compete with its standards. Cerentaral is a double sided coin. Its beauty and culture of the inner ring are in sharp contrasts of the large slums full of half and non-citizens of the outer ring. Roughly 600.000 people live in Cerentaral.
• Native citizens: 320.000 • Full citizens: 75.000 • Half citizens: 133.000 • Non citizens: 122.000
Argeon: Argeon is a city that prides itself for the study of the magic arts. It has many magic acedamies that are devoted to the magic arts and the study of relics of the old ones. The most powerful wizards of the confederacy are all trained here. However magic only plays a minor role in the confederacy. Not to mention that the vast majority of the magic students fail to unlock any form of magical potential. More important to the confederacy is the study of the old ones. Many archeologers gather in Argeon to study the relics of this lost civilization or organise expeditions deep into the desert to uncover more of the lost knowledge. Roughly 350.000 people live in Argeon.
• Native citizens: 200.000 • Full citizens: 25.000 • Half citizens: 25.000 • Non citizens: 100.000
Meteron: Meteron is a vast city state known for its industry and mining operations. The city is so fast that it consists of multiple cities that have grown together. Some area’s are rather spacious while others are densly populated. Within the lands of Meteron there are many coal and iron mines. Various metals and other products are produced here and skilled labourors are migrating to the city from within the Confederacy and beyond. Roughly 700.000 people live in Meteron.
• Native citizens: 250.000 • Full citizens: 50.000 • Half citizens: 250.000 • Non citizens: 150.000
Fennecia: Long before the Confederacy was formed most of the cities formed a kingdom together with Fennecia as its capital. When the kingdom fell apart in warring city states, the importance of Fennecia as political center of the realm vanished. All that remains is the legacy of the last dynasty with its large royal palace now turned into a museum of forgotten times as a kingdom. Fennecia considers herself as the last true Guran-Kha bastion within the League as it imposes strict migration policies to safeguard a healthy balance between natives and minorities. Only 250.000 people live in Fennecia.
• Native citizens: There are rougly 237.000 native Guran-Kha people in the city. • Full citizens: Full citizenship has been granted to a small group of immigrants with exceptional talent. This group consists mostly of Dratha, Ereyn'na, some High Neil and humans. Less than 5.000 full citizens reside in the city of Fennecia. • Half citizens: Half-citizenship has been granted to a group of aproximately 8.000 humans. Many of them serve in the Fennecian Legion or have special talents in the fields of engineering. • Non-citizens: Fennecia is the only city-state with strickt immigration laws. Only by invite non-native peoples are allowed to settle in the city.
Dhoran: Dhoran is proberbly the most enthnically divers of all the citystates. It prices herself for her liberalism, education and thechnolocial advancements. It whas here where the Confederacy invented the arquebus. There are many Universities within the city that are both a place of education and research. In Dhoran many innovative ideas about water management have been researched. One of them is to transport water in closed systems in order to prevent veporazation. Also many politicians have studied at one of the universities of Dhoran. Roughly 400.000 people live in Dhoran.
• Native citizens: 150.000 • Full citizens: 65.000 • Half citizens: 80.000 • Non citizens: 105.000
-Major Castles: The Royal Palace is the largest castle like structure within the confederation. With the fall of the old monarchy and the aristocracy many castles disappeared or where converted for other uses. The only true castle that still holds a military function is the Fortress of Khoral. The Fortress of Khoral is the military base of the Khoral legion. All soldiers are trained and stationed in this large castle. The Fortress is located 15 miles outside the site on a remote hill. It is a square sandstone building with high walls and on each corner a high round tower. Within the walls there are a number of separate buildings including barracks, armories, stables and workshops.
-Buildings of Interest: The most important building within the Confederacy is the Fountain of Eden and the League's underground canal system that distributes the water. Other important buildings are the Khoral military university and the Forum of Feral.
-Geographic Features of Interest:
RACIAL -Majority Race: The majority race are known as the Guran-Kha. -Majority Race Appearance: Guran-Kha are a race that closely resemble humans but have some very distinctive features that set them apart from humans. The most notable features are the Guran-Kha's skin color paterns. Their base is generaly a shade of grey which can range from both very dark to lighter shades. The skin is covered by a patern of stripes or tribal like curves and shapes in a different color. The color for the paterns generally ranges on a black to blue scale but other colors and even multiple colors do exists. The patern is always a continious system of lines and shapes that start at the top of the Guran-Kha's head. Over time, these paterns extend and eventually cover most of the body. Those who meet a Guran-Kha for the first time often think that the paterns are tatoo's rather then alterations of the skin color. Another easily noticable feature of the Guran-Kha is the lack of any form of body hair on both sexes. They lack any form of facial hair such as eyebrows. -Majority Race Characteristics: The Guran-Kha are slightly smaller than regular humans and generally more slender build. They generally lack the physical strength of humans but make up for it in speed and intellect. The Guran-Kha origins are unknown. Religious leaders often say that the old gods granted them live while scholars argue that they might be a product of evolution. Minority Races: More than of the population consists of minorities. Pretty much any race can be found within the borders of the League. After the discovery of the fountain of Eden many people were attracted to the wealth of water. The water greatly boosted the economy creating a need for many able bodied men. Both to work in the large construction projects and to defend this new found source of wealth. Some people where invited but many tried their luck on climbing on the citizenship ladder. Dratha have often been invited for their magical talent where Oqers and humans simply came looking for water to survive. Intelligent and disciplined races have a higher chance to succeed in becoming full citizens. Oqers often try to elevate their citizenship level by joining the legion but have a hard time dealing with the strict discipline of the League's legions. Most of them fail to even get through the training period. Humans and their subspecies are the most dominant minority within the Confederacy. Their combination of physical qualities and intellect gives them a decent chance to become full citizens through various ways. Probably the smallest but most successful minority are the Ereyn'na. A humanoid species that is best known for their pure white skin and hair. Ereyn'na closely resemble humans but are generally longer. They generally measure between 6.2 to 6.8 feet. Another unique feature of the Ereyn'na is that their skin is ill adapted to the intense desert sun. Their skin is very prone to sunburn. The Ereyn'na thus tend to prefer clothing that covers all of their bodies. There is the general concensus in the Confederacy that there is no room for Ghul. Ghul that try to enter the the League's lands are mercilessly slaughtered by the legions or the Fennecian Rangers.
NATIONAL DRAMATIS PERSONAE Confederate representatives -Consul: Raraaziz Anwar. Razaaziz is a 47 year old carreer politician from the City-State of Feral. Unlike most Guran'Kha he has the well-being of the entire state as highest priority and not just that of his own people. He is generally well liked among the full and non-citizens and prefers to bring the different peoples and city-states closer together. -Minister of water management: Samir Al-Fenna. Samir is a 51 year old career politician from Feral. He has extensive knowledge of water management and was the first to recognise the dangers of overpopulation. He is a strong advocate for changing the constitution to distribute water based on the number of people in every city-state rather than giving every state 1/8th of the water supplies. -Minister Of foreign affairs: Tariq Fawwaz. Tariq is A 37 year old career politician from Fennecia with a strong love for his own people. A shrude polician and a clever speaker. He is in charge of the diplomatic affairs. -Minister of military affairs: Abdul Haadi Hafiz. Abdul Haadi is a former legionary general that both served as general of the Khoral Legion and commander of the Fennecian Rangers. At 57 years old he is an highly experienced military commander that has proven his merit in the field. Even though he has commanded multiple ethnicities he has a strong racial bias against everything not Guran-Kha. -Minister of Espionage:
Prime minister of Feral: Aqeel Javid Prime minister of Badural: Hashim Noori Prime minister of Khoral: Zahir Batur Prime minister of Cerental: Said Kamil Prime minister of Argeon: Sadi Raheem Al-Argo Prime minister of Meteron: Ya'qoob Agha Prime minister of Dhoran: Basheer Nadine
Name: Sadrach Eghani Race: Guran-Kha Gender: Male Age: 29 Occupation: Sadrach is the captain of the 34th Ranger company. He joined the Guran-Kha Rangers at the age of 19 and became a capable soldier and commander. He has somewhat of a legendary status within the League as he has the highest confirmed Ghul kill rating of all the active soldiers. Personality: Sadrach Eghani is loyal to the League and dedicated to his craft. He values training and discipline but also has an outspoken opinion. To him, loyalty is not about blindly following your leaders. If they make poor decisions, Sadrach will tell them, sometimes even downright refuse to follow them.
CULTURAL
The history of the Guran-Kha starts roughly 1.200 years ago with the legend of Feron the Conqueror. The legend say that Feron received the task from the old gods to lead his desert dwelling people to a new home. For 20 years Feron and his people wandered the desert until they reached the shores of Great Sea. Feron found out that these lands where inhabited by human clans who soon took up the arms against these settlers from deep in the desert. Opposed 10 to 1 Feron managed to defeat the humans in the legendary battle of Blackwater bay. The humans submitted to their new ruler and Feron found the city of Fennecia and proclaimed himself king of Fennecia. For the next 4 decades the kings of Fennecia expanded their borders and conquered the lands and cities around them. However the age of disaster would soon strike. 800 years ago the decade of the Ghul raids would nearly bring the kingdom to its knees. Constant Ghul raids forced the kingdom to spread its forces to thin, a situation the human neighbors took advantage off. The humans quickly marched on Fennecia and laid siege on the City for 5 years. Under the pressure of the siege, the Guran-Kha put audacious water rations on their own people. When they found out that the royal family where still wasting water like mad men, the Guran-Kha revolted against the house of Feron, stormed the royal palace and beheaded their king. One day later the republic of Fennecia was proclaimed. The humans, with most of their forces laying siege to Fennecia where feeling the pressure of the Ghul raids at home. Both side agreed to start negotiating a peace treaty. The treaty of Fennecia meant that the republic lost a large portion of their lands. Only 8 cities would remain. But the treaty was the start of the 400 years of peace. Throughout these years the republic prospered until the great drought started. When rain was not seen for 5 years, crops started to fail and general water and food shortages struck the republic. The government proved the be unable to deal with the situation and rioting hit the streets. Religious leaders proclaimed that calamity had struck because the people had angered the Old Ones by casting down the house of Feron, 400 years ago. Soon a man named Raul Feron proclaimed himself as a direct descendant of Feron himself. The people rallied behind this new leader and soon overthrew the republic, proclaiming the second kingdom of Fennecia. One year after the proclamation of the second kingdom the rain returned and the shortages where lifted. For 250 years internal peace returned to the kingdom but that would all change with the discovery of the Fountain of Eden. Archio-technologers discovered a giant hall with great contraptions deep beneath the City of Feral. With the help of some Dhatra they managed to start the great machine and they soon found out that it purifies water in great quantities. Realizing the economic potential, the magisters of Feral kept the discovery secret, using this new found source of water to enrich their own city. When the monarchy found out, they demanded that Feral would share the fountain. The magisters refused the demands of their king and proclaimed Feral independent from the kingdom. This act would initiate the 50 years of water wars. Feral used its seemingly endless supply of water to amass a large force of human and Oqer warriors and crushed the royal army in the first battle of Feral. In response the other great cities all formed legions in support of their king. With this new large force gathering near Fennecia, the rulers of Feral decided to take the offensive before all the legions could assemble. In the battle of Fennecia the army of Feral managed to gain a Phyrric victory. Their losses were so high that they could no longer lay siege to the capital. For 20 years the war raged on between Feral and the Monarchy. Disaster would strike the crown in the second battle of Feral. Both the king and the crown price lost their lifes. Without any royalty left, the second kingdom collapsed into independent city-states, ruled by the nobility. Some proclaimed themselves king. The magisters of Feral tried to buy the loyalty of the newly independent states with water but soon found out they they all demanded their fair share rather than a little bit. The 7 cities allied against Feral and continued the war for another 30 years. As more men where pressed into service by their autocratic leaders, the people started to revolt in all the great cities. Magisters, nobles and wannabe kings where overthrown and governments elected by the people put into place. Nobody wanted to continue the war over water against their own brothers. Representatives of the great cities started negotiations that would lead to the Democratic League. The most important part of this new treaty is the equal share of water. Every city-state would get 1/7th of the water produced by the fountain of Eden. For every city-state that was far more water than they would ever need. The next decade would prove to be enormously prosperous for the League. As water fuelled their economy, word began to spread about the Fountain of Eden throughout Azoth. All kinds of peoples started to migrate towards the League. At first these newcomers where more than welcome, as the 50 years water wars has had its toll on the population. But as time progressed the population of the confederacy grew so large that at this point, the fountain of Eden can no longer sustain it. Especially not in the largest city-states. The governments are now faced with a potential disaster that might pull the Confederacy into civil war again.
-List of Historical Grievances -Relations Cultural Notes The Guran-Kha tend to favour a more organized and disciplined society. They like to have everything nicely organized but are also pragmatic. If certain designs, systems or forms of organisation don’t work anymore they are willing to adapt new ideas. The Guran-Kha culture puts great emphasis on learning and discovering the world around them. They often question ideas, systems and authority. They strive for excellence in their field of work and merit is considered extremely important. This strive for merit and excellence has lead to the citizenship system. A form of organizing minorities by rewarding their merit while making sure at the same time that political power remains with the Guran-Khan people.
The confederacy recognizes 4 citizenship classes. Based on these classes the different people get a portion of the rights. Native-Citizens: The native-citizens are those of Guran-Kha descent. The natives have full political, social and military rights. They are allowed to access all parts of the confederacy, work on all levels of the government and military and are granted the highest water rations. Also they are allowed into all education forms and have the right to own weapons. But there are also strict laws that prevent the natives to engage in relationships with other races. They also have a mandatory service in the citizens militia. The native Guran-Kha generaly form the social, economic and political elite. Many are well educated and work as politicians, bankers, traders and teachers. Others are officers in the legion, landowners or even artists.
Full-citizens: Full citizenship is granted to those of foreign descent that have proven their exceptional merit towards the City-State. Full-citizens have a full vote in the elections and can become politically active on most except the highest of offices. They also are granted the right to relocate between the cities without permission and the right to own weapons. Full-citizens also have mandatory service in the citizens-militia. Full-citizenship is earned by showing merit and cannot be inherited by children from their parents. Children of full-citizenship level start out as half-citizens. Full-citizens cannot hold any office on Confederation level but can be elected into the confederate council. They also cannot hold the military rank of general and thus never command a full legion or more. Nor can they join the Guran-Kha Rangers.
Half-citizens: Half-citizenship is granted to those who have served the state for a certain number of time. Either through military service or other ways. Half-citizens have slight political influence as they are allowed to cast a half vote. They are not allowed to hold any political office and can only become lower ranking officers in the legion. Half-citizens are not allowed to own weapons and thus are excluded from service in the citizens-militia.
RELIGION, MAGIC and ARCHEO-TECH -State Religion: There is religious freedom in every city-state and no state supported religion. Many of the minorities keep their own religious believes and there are places of worship throughout the Confederacy. The Guran-Kha themselves have a tendency to either worship the Old Ones or follow an more agnostic path. Some Guran-Kha scholars even argue that there are no gods. Just more superior races from beyond the borders.
-Magical Information: The Guran-Kha talent for magic is severely limited. In only extremely rare occasions they show limited magical abilities. To compliment to this weakness the Confederacy has been recruiting Dratha for a long time. They often receive full citizenship as soon as they arrive and sometimes supplemented with additional water rations. This gives the few Dratha that reside within the borders tremendous influence -Archeo-Tech: Under the city of Feral a giant contraption was discovered 150 years ago. This contraption has the ability to purify water from the great sea and make it drinkable. This contraption is known as the Fountain of Eden, the source of the Guran-Kha wealth. The confederacy has built an extensive system of underground canals throughout their lands to distributes the water produced by the fountain of Eden. Under the city of Feral large water reservoirs have been constructed to hold the excess water. However in recent years the supplies of water have been decreasing due to the fact that the Fountain of Eden cannot support the large population of the Confederacy.
MILITARY The Confederacy maintains a standing army based upon a legionary system. Every city must supply 1 standard legion by confederate law. These legions are professional fighting force that are trained, equipped and paid by the cities. All higher officers are either full or native citizens and generals are always native citizens. The legions are under direct control of the City-State of origin. The second professional force of the Confederacy are the Guran-Kha Rangers. The Guran-Kha Rangers are considered and elite fighting force and are only open to Native-Citizens. These men guard the outskirts of the Confederacy against Ghul invasions and raids. They receive the highest level of training and mostly operate in small groups of up to 30 soldiers. They are highly skilled horse archers and often employ ambushes and hit and run tactics. Their equipment consists of light leather armor, swords, bows and spears. They are expert trackers and hunters trained to live off the land. All rangers are stationed for 9 months at the border and after they return to their home city for two months of vacation. The last month is used for training before they will return to guard the borders. Unlike the legions, the Rangers are under the direct control of the Confederate council. There are roughly 9.000 rangers enlisted of which 6.000 are permanently stationed at the front. Next to the legions there is the citizens militia. The citizens militia can be drawn upon if a city is in great perril or the existence of the confederacy is at stake. The citizens must buy their own equipment and do not get paid for their service. By law, only native and full citizens have the right to own weapons. All the male population between 15-45 are bound by law to serve in the militia if the confederacy is under treat. -Total Military Size: 7 legions of 5.640 men each. A total of 39.480 men serve in the legions.
A legion consists of multiple regiments but is always organized the same way. Its emphasis is on heavy infantry to be supported by skirmishers and cavalry. Also every legion has a regiment of combat engineers. A standard legion consists of the following regiments: • 15 heavy infantry regiments of 240 soldiers. These soldiers are equipped with heavy steel armor, large shieds, swords and short spears. They fight in close formation. • 4 Arquebusiers regiments of 120 soldiers. These soldiers are equipped with an arquebus . A revolutionary projectile weapon that uses an explosive powder to launch a round metal projectile. The weapon in very inaccuare but extremely powerful. There are not much armors in the world that can protect against the arquebus. The arquebus is slow to reload and prone to misfire with sometimes leathal results for its wielder. The arquebusier does not carry armor and only has a short sword for protection. • 2 Archer regiments. The archers are equiped with crossbows and short swords. Every regiment of archers consists of 240 men. • 1 Engineers regiment. The engineers are a special regiment dedicated to construct machines of war and siege equipment in the field. They also can build bridges, rafts and other epuipment that might be needed in the field. • 3 heavy cavalry regiments of 120 men. The heavy cavalry wield heavy armor, lances and swords. They are used as shock cavalry to break enemy formations and force a general rout. • *. 4 regiments of scout cavalry of 60 man each. The scout cavalry ride the fastest horses and are only lightly armed. They were light leather armor and are equipped with throwing spears and swords. These units are mainly used to scout enemy armies and harass flanks and rear of enemy lines using their throwing spears. They also are used for the role of messengers.
The equipment of the citizens militia varies greatly but in general every male citizen of the right class must join one of the cities militia cores. Every core dictates a minimal level of equipment and training. The current militia system recognizes 4 cores. The militia sharpshooters, The militia archers, the militia swods and spears and the militia cavalry.