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BlackBishop

Dungeon Master
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Jun 13, 2012
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Shattered Realms
Kingdoms of Crypso

#Crypso
Stats

New Players Always Welcome!


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"We stand upon the cusp of a broken world, a shattering so profound that the reverberations are felt even in the mystical realms beyond. The world is doomed. Those that survive condemned to a slow agony, where death seems a release. Looking back, they will envy us, the dead." ~ King Suod the Doomsayer, 0 A.C.

Prelude
The Blood Sky
The Scourge of Minos
Pt. II

Battle of Bloody Roots
Pt. II
Spring of 500 A.C.

Welcome to Shattered Realms, the fantasy RPG whose lore, races, and histories have been created by the players. My objective here is to create a lasting game of which we can all be invested, one where our creativity can flourish as we follow our kingdoms and characters on this doomed world we have created, toward open ended goals. Though space is limited for landed players, I am always accepting nomadic factions and single characters/parties/companies.

Five hundred years ago, the world suffered from the Cataclysm, a global disaster that broke the planet, it's effects felt even in the present day. Within a fateful year, Pangea, the great continent that spanned the planet, broke asunder, letting a mad sea rush in, the oceans boiled and volcanoes spewed forth with a terrible hell fire that rendered great civilizations to ash. Today, the horror of that tragedy resides deep in the ancestral memory of the descendants' survivors.

Ruins of the empires that once stood now dot the shattered landscape. From the ashes new kingdoms emerged, clinging on to the former glory of centuries past. Countless others roam the land, displaced and struggling in this harsh new reality, desperate to find a land they may call home. Disasters are a fact of life. The planet is ever restless and easily angered, even the mystical realm beyond can offer no protection for the wrath of Crypso, the doomed world.

How to Play

The mechanics of Shattered Realms is fairly straightforward. A combination of common sense, chance, and ICs will be used to determine order outcomes, which are PM'd to me. Each player has one order per turn, each turn equaling one season of in game time. Training troops, establishing a trade deal, settling a nomadic tribe, all such things constitute an order, players being free to do as they wish. My only advice is to try and think realistically. "Gamey" orders will likely fail to the adversary who grounds his orders in reason.

Landed Players
The landed players, representing the most powerful factions in the game, have the greatest pool of resources and troops, and the ability to enact the greatest impact on the game world. Rather then ruling as a single kingdom, landed players control an entire region, and factions within it, free to IC their own internal disputes. This comes at a cost. Inactivity is not punished. Fail to IC or give orders, without reason, and the world itself will turn on you.

Landed players may harvest four of the five resources. One resource they may have in abundance, and one in demand, the rest equaling just enough to meet their region's demand. In order to gain other resources in abundance, or meet any demands, landed players must either establish trade or seize other regions' resources.

Iron - ore able to be fashioned into weapons and armor. Those with an abundance have better equipped armies, and a bonus on the battlefield.

Stone - Dense rock able to be cut and placed for superior fortifications. When in abundance, cities and castles are better equipped to withstand a siege.

Precious Metal - Valuable gold, silver and gems, coveted by the world's NPCs. When in abundance, NPC's can be lured to your cause with ease.

Lumber - A necessary commodity for building ships. When in abundance, fleets are larger and more powerful.

Food - Necessary for any civilization, those with abundant quantities of food enjoy greater population growth.


In addition to resources, landed players also begin in control of a sea-zone, a valuable waterway that provides food and trade to their people. Lose this zone, and your population begins to decline, and any sea trade is lost.

As far as stats go, landed players have a population, from which their army is derived, equaling 2%. Orders and successful occupations can expand a landed faction's population, and thus the size of their levy.

Levies are drawn into a levy pool, a finite number representing 2% of their starting population. Any losses to this levy, and the region must wait for population growth in order to replenish their losses. Use your levies wisely, and conservatively unless in dire need.

Navies are used to defend a region's sea-zone, as well as seize others, or transport troops. Unless you have access to lumber, the size and power of your navy will be limited.


Nomadic Players
The displaced peoples of old Pangea, struggling to find a place in the shattered world, are diminished in power compared to the landed factions, yet they should not be underestimated. The nomadic peoples are not bound to any one land, having the freedom to move through the regions of the world unfettered, and consuming resources as they cross the boundaries of civilization, jeopardizing the balance of resources of the landed players. Nomads are also able to gather a greater percentage of their people for war, though they are often far less equipped then the organized armies of the established kingdoms.

Unlike the landed, Nomads gather resources in blocks, lacking the resources to harvest in any beneficial quantities to begin with. These blocks can then be traded for a benefit to their people, or traded with others.

Iron - Can be converted to weapons and armor, to better equip a nomadic army.

Stone - Can be converted into a fortification, offering better protection for a settlement.

Lumber - Can be converted into a small fleet, or settlement for population growth.

Precious Metals - Used for trade with NPCs, swaying them to your cause.

Food - Consumed for population growth
.

Nomads begin with a set population, based off their starting region. This can grow either through successful orders, settling in a region, or raiding resources. 10% of a nomadic population may be raised for war, but the population must grow to replenish any losses.


Adventurers/Companies
Players may choose to play as a single character or party, or a mercenary company. I suggest this for anyone looking for a more relaxed, free-form IC experience. While their impact in the world is minimal, it is possible for adventurers to gain favour with the greater factions, gaining incredible influence, or even have mystical ties with the realm beyond. From being the last of an extinct race, a pragmatic mercenary, to the holder of mystical power - the possibilities are nearly endless.

Adventurers carry gold, though currency varies from region to region, adventurers wealth will always be measured in a gold standard. Adventurers may invest gold to earn assets, which in turn might give them an income, depending on the asset. Asset is really a broad term to describe anything an adventurer may wish to invest in.


Signing Up
As I am relying on reason and IC to decide orders, it is important that I have quick access to basic information regarding your faction or character, followed by an overview and link to your ICs. This appendix, encompassing all important information regarding your faction, will be my main resource in deciding orders, so it is important that you keep it up to date. Feel free to include as much information you feel is important to understanding your faction. You may wish to omit some bios, depending on your choice of faction, for instance a single character will likely not require a nation or region overview. Use the following template as a guide to your sign up sheet.

Appendix Template
(your faction/character)

Region:
Nation(s):
Ruler(s):
Prominent Race:
Racial Strength(s):
Weakness(es): Races can be neutral, with no strength nor weaknesses. If this isn't the case, then each strength must be accompanied with a weakness.
Minority Race(s):

Region Bio
A description of your nation's terrain, climate, etc.

Nation Bio
A description of the nations within your region, or nomadic peoples, including their culture, beliefs and history.

Character Bio
A bio on your various characters that shall be in your ICs.

IC Index
Links to you various ICs.​

Orders
After you've signed up, you are free to begin submitting orders for a weekly update. Each update moves the game forward by one season, and major events and order outcomes are described. Each player gets one order, or focus, per turn. This may not seem like a lot, but really cuts down on my work for putting out updates.

All players must include their nation sheet (located within your appendix) with each order. This way I have a quick reference to your faction, and it's strengths and weaknesses.

Unless I say otherwise, orders are typically due every sunday, by 3pm eastern time - but i usually give plenty of reminders and forgiving of late orders. Spring a massive full scale assault on me after the deadline, however and there will be come up'ns!

Magic
Beyond the mortal realm, there exists a mystical one. It is the home of many spiritual beings and gods, or so some cultures believe. There are many variations on the nature of this realm, and it's effects on Crypso. It is from this place that magic is derived, it's power seemingly unlocked through rituals. Though the existence of this other worldly place is highly debatable, there is no denying the common themes of a mystical realm and ritual throughout the world's religions.

This is a low fantasy setting with rare magic. The use of magic has to be approved by me and follow certain principals, mainly what is described above. To those of you who have been approved for it's use, I remind you that the precise source of your power should remain ambiguous. Everyone, from the landed, nomad, to adventurer, has the freedom to craft their own religion, and each one should be left with the possibility of being "right".

If you wish to use magic in your IC, please okay it with me first.

Rules
- This is an roleplaying game, I expect all players to act in a manner consistent of their characters and faction they play.
- All updates are final. If you feel I have overlooked an important detail, or misunderstood your orders, pm me here or on IRC and i will decide if you will be compensated in a future update.
- Keep any OOC fighting off IRC and in a private channel

Tips
- Think realistically. Gamey actions will not guarantee success.
- IC, IC, IC! Your in-character posts will matter in this game. Write a tale on your character's sword training, and he may find himself triumphant over a rival in the update. Provide an IC brief in spoiler tags accompanying all ICs, so I may check it out at a glance and deem it worthy of updatery.
- Be patient. Plan wisely and take your time. You may be feeling ambitious and want a quick victory, but that's when mistakes happen.
- For best use of the world map, I suggest downloading AutoREALM, a free and small download from SourceForge. I will be happy to email you the map file so you can plan your moves more effectively.

Join IRC for any OOC discussion.
Click here,
Enter a user name,
Type /Join #Crypso,
And brace yourself for Alex's trolling.
 
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Region: Druma
Nations: The Maglian Republic, The Braln Confederacy
Rulers: The Maglian Triumvirate (Edgardo Bandini, Gianmarco Carbone, Leopoldo Mercurio), King Broderick Hadley of the Braln Confederation
Prominent Races: Magioni, Human (Braln)
Racial Strengths:
Magioni: Strong Naval Tradition - The Magioni keep up a well maintained fleet to protect and escort their merchants as well as defend against any incursions from the sea.
Braln: Warrior Spirit - The Braln are proud warriors, as their neighbors had learned for centuries of raiding and attempted invasions.
Weaknesses:
Magioni: Noble Competition - In their attempt to outdo one another with their lavish estates and collections of knowledge, the Magioni families end up squandering their money when it could be better spent on other things.
Braln: Bad Diplomacy - Years of raiding and invasions have left many of the nations around them with a bad impression of the Braln. Allies won't come easy (or cheap).
Minority Races: The Suun, Makhennet Humans, Elves (Alqatorlukian)

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Grey indicates mountains, dark green indicates forested hills, the medium green indicates flat forests, light green indicates flat grasslands, the yellowish-tan indicates desert hills, the sandy color indicates desert, the dark brown indicates plains hills, and the lighter brown represents plains.

One of the most dominating features of Druma is the Neck Mountains at the narrowest part of the region, referred to as the Neck. The Druma mountains stretch from the northwest of the Neck to the southwest of the Neck, but leaves a flatter area by the southeast of the Neck. Around the Druma mountains are hills that gradually decline into flatter stretches of land. There are three distinct regions in Druma: Maglia (aka Hammerhead), Kiltock, and Lhana.

Maglia is located in the northeast of Druma. Known for beautiful, lush greenery, the wettest part of Druma is nearest to the mountain, with forests growing due to the abundant rainfall at the mountains and gradually. The great Dorrecat River runs through Maglia, starting from the center of the Neck Mountains to the northwest of Maglia. Maglia is home to the Magioni, a very human-like race that has a tall, slender build, skin the color of gold, prefers longer hair for both men and women, and no facial hair. The Magioni are considered well learned, good negotiators, and somewhat arrogant in general. They have developed an economy based on trade and agriculture.

Kiltock is located in south Druma, mostly consisting of rolling plains with dry grasses. The Belmouth river runs through Kiltock, with its source in the Neck Mountains and meanders across Kiltock. The inhabitants of Kiltock are the Braln, a hardy people who have a robust build, slightly pointy ears, tan skin, prefer shorter hair for men and longer hair for women, and grow beards. They are considered to be tough, stubborn, plain, good warriors, and humble. The Braln have developed an economy based on the ownership and herding of cattle and horses.

Lhana is a desert located to the west of the Neck Mountains. Although there are a few oases in Lhana, neither of the two races, the Magioni and Braln, occupy or travel through Lhana due to the Suun, who are very territorial and protective, as shown in the war between the Braln and the Suun.

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The overall political map of Druma. Yellow indicates the Maglian Republic, lavender indicates the Braln Confederation, and tan indicates the Suun. Red squares indicate smaller cities while the purple squares represent larger/more important ones.
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This map indicates the land that the major families of Maglia or the major Bralnic tribes own. Dark Green indicates the Mercurios, Yellow indicates the Carbones, Pink indicates the Bandinis, Light Green indicates the Wystan Tribe, Dark Grey indicates the Truro Tribe, Orange indicates the Allard Tribe, Lavender indicates the Dunn Tribe, Purple indicates the Eldred Tribe, and Blue-Grey indicates the Ayers.

WIP
The Braln Confederation is a union of the six major Braln tribes that came together after the failed invasions in the aftermath of the cataclysm. The Confederation came together as a result of the weakened strength of the Braln as a whole, and saw the strength in numbers by banding together.

Traditionally, the Braln Tribes can be divided into two groups. The Truro, Allard, and Dunn tribes have established a longstanding alliance and close ties, while the Wystan, Ayer, and Eldred Tribes also have very close ties. Separated by the Belmouth River, the tribes are named after their general direction from the river, with the former group of tribes being the Western Braln, while the latter are the Eastern Braln.

The Eastern and Western Braln were originally divided over the long running dispute between the Dunns and the Eldreds over Cennen. Now, the tribes are divided over diplomacy with their neighbors, with the Eastern Braln preferring to start trying to reconcile relations with their neighbors, particularly the Magioni, while the Western Braln see no reason to entertain the Magioni and wish to eventually see the Braln tribes in their glory days.

Arguably, the two most important tribes would be the Allards, who control the largest Braln settlement and its capital, Ilchester, and the Eldreds, who control Cennen, an important port city that has grown thanks to trade from the Maglian Republic.

Although they used to fight each other, the eastern and western tribes had agreed on law reforms, first set forth by King Garrod, the first king of the Braln Confederation, in order to stop the fighting between them. The tribes today are generally willing to solve problems between them through diplomacy rather than by the edge of a blade.

Though the Confederation has a king that is elected from the various tribes, the power of this king is mostly in the military of the tribes, which the king can raise up in order to defend any tribe that is in trouble. Over time, the king became the leader of the raiding parties, though the task of organizing these parties was up to each tribe to contribute its levies and warriors.

In order to defend themselves, every tribe can levy the men of the tribe who weren’t elderly, too ill to fight,or too crippled to fight. These levies do not have too much fighting experience in general, but levies from across the plains come with a horse. For weapons, levies bring a bow and either a weapon that the family has on hand or a spare tool that can be turned into an effective weapon. Some levies, like the ones raised from the farmsteads by the Belmouth River, wouldn’t bring their own horse and would be forced to go by foot, slowing down the rapidness of the Braln response. Communication between the tribes on how to best coordinate the defense would also slow the Braln response.

Every tribe would have a small amount of warriors, individuals who were trained for combat and had their own good armor, weapons, and a steed. Braln warriors make up the elite forces of Braln armies and are still feared even though the days of widespread Braln raiding across Maglia and Rayatik are long gone.

((TBC))
The Braln are a race that resemble humans greatly, but generally have a stockier build and tan skin from their time in the sun. Some have slightly pointy ears, a sign of elven lineage. Hair is generally kept long by most Braln and have facial hair in a variety of styles. The dominant hair color is brown or black, but there is the occasional blonde or rare redhead. The dominant eye color is brown, although there are some Braln with blue eyes.

Braln clothing is typically practical and made out of wool, although the elite do have clothes dyed rare colors to signify their rank. Long hair is fashionable among the elite for both men and women, although Braln in certain professions, like warriors, may choose to cut their hair to be practical. Some Braln show off the trinkets and jewelry they have by wearing them on their body to show their status. Face paint is worn in Braln society, mostly by warriors who want to look intimidating.

Generally, the Braln are very friendly people as long as they either haven't drawn their weapons or are mad in the first place. If they have at least met before, the Braln will greet each other if they see one another. Hospitality is a big deal in Braln society, and even foreigners and strangers will be treated nicely by the Braln. Typically, hospitality includes food or drink for the guest in order to make them feel more welcome.

Braln society mainly revolves around the herding of sheep and cattle. In a region where little grain is able to be grown easily, sheep and cattle are the number one source of sustenance for the Braln. Using horses, the Braln are able to keep an eye on their herd easier. The Braln usually follow their herd around, not trying to restrict the natural instincts of their herd. The herd is easily one of the most valuable things any Braln can have, as well as their horse.

Another part of the Braln economy is the cultivation of grain. Refugees from Makhennet after the apocalypse brought bread, beer, and the seeds used to make the former two. The Braln loved the beer, and allowed the refugees to set up farms along the Belmouth River, which proved to be a fine place to grow grain. Beer from these farms is exchanged for meat, milk, and wool from the Braln herds.

Slavery exists in the Braln Confederation, who are mostly captives taken from the various locales that the Braln raid. Although they are the property of the warriors who capture them, some who wish to get some extra coin sell their captives at slave markets, the largest of which today is in Ilchester. Slaves are marked through some means by their owners to show that they owned the slave. Slaves are typically hard laborers, household servants, concubines, or attendants in Braln society.

Braln slaves are, required by law, to have the opportunity to get their way out of slavery. This opportunity's requirements, though, are determined by the owner, typically meaning most slaves won't get out of slavery. Escaped slaves are hunted down and returned to the owner as soon as the slave is reported missing. Failing to report the location of an escaped slave or attempting to capture a slave on sight is a severe offense or grounds for a duel, depending on the tribe. Masters have total authority over their slaves, and anyone else that tries to mess with a slave that is not theirs will punished, once again, as a severe offense or grounds for a duel. Even looking too long or "a bit funny" at a slave that isn't yours draws great ire from their master.

The most important unit of Braln society is the family. Traditionally, a family is able to take care of a larger herd much easier than an individual could on his own. Multiple families band together in order to protect one another, creating a tribe. The six major tribes of the Braln Confederation are a result of multiple smaller tribes either allying with one another. Although the major tribes have defined borders today, due to the way the herds move around, individual herds will often cross the boundaries. The most notable boundary is the Belmouth River, which splits the Braln tribes into East and West, two major blocs that continue to dominate Braln politics today.

Justice in the Braln Confederation is traditionally settled by a duel, with the terms to be agreed upon by the two parties. A third party is there to confirm that both sides have agreed to the terms and see that the duel is done. Typically, the level of the offense determines whether or not the duel is fought to the death. It is easy, however, to go a little too far over a minor crime like a small debt, often involving the maiming or even death of one party. After the Braln Confederation was formed, a code of laws, with associated punishments, was formed, mostly to settle minor disputes between two parties. Depending on the region though, minor disputes may still be challenged with a duel rather than settling it by the law.

The Braln religion revolves around many gods, both minor and major, but perhaps the most important of them is Dubris, God of the Sky, He Who Thunders Across the Sky. Dubris is most in line with the Braln spirit of being free to go wherever life may take you and be free of inhibitions. In addition, Dubris is said to have created the horse and showed man how to use it. The Braln take these signs to justify their destructive raids.

In Braln society, shamans are spiritual men who have the ability to connect with spirits and even gods. Methods to connect with the spirits include meditating for hours in a spiritual place and examining the cosmos for signs. Shamans often provide advice based on what they heard from the spirits, but this advice is often unreliable or vague. There are shamans who claim to have a deeper connection with the spirits and gods by using complex rituals to create that connection, but these rituals are very difficult to pull off and many doubt the wilder tales of what could be done with such a connection.

((In case if you were wondering, Braln names are going to be derived from English names, with some old ones thrown in.))

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Region: Makhennet
Nation(s): The Kingdom of Shterpeler, The Tregeveltic League, The Sultanate of Muklan, The Realm of Khatennet, The Hurkabil Confederacy, The Natysh Alliance
Ruler(s): King Delosh I Arseen, Grand Mayor Aslan Ece, Sultan Gandu Olumsuz, High Seer Nyremyn, High Chief Qaaid Nalband, Queen Tethyes Pateri
Prominent Race: Humans
Racial Strength(s): Accustomed climates- The people Makhennet have grown accustomed to the harsh environments of their Homeland, giving them a defensive bonus against invading armies.
Trade Cities- The Cities of the Tregeveltic League have more than made up for the difficulties in location through mastery of trade, giving them a significant income boost in trade.
Weakness(es): Monster problems- Between various beast roaming the Rayatik and Orierret and the occasional raids by elven cultists, developing better land infrastructure proves more dangerous (and expensive) than in most other places
Cults of Excess- Various cults dedicated to the Elven Fayhace faith exist throughout the region and the cults promotion of indulgence and excess takes up more of the already scare resources available.
Minority Race(s): Goblins, Samerek, Elves

History of Makhennet

Before the Cataclysm Makhennet and some of the lands in the surrounding regions were controlled by the Empire of Alqatorluk. The Empire emerged roughly around 1000 BC when the elven King Jassin Asudates united the various elven petty Kingdoms and crowned himself Emperor of Alqatorluk (the original name for elven heartland). From that point onward the Empire launched several wars of conquest. With their superior weaponry and training the Empire conquered many neighboring territories, only meeting effective resistance from the equally expansionist Sha'ddin to their South. Alqatorluk would reach its furthest extent during the reign of Sinaht Asudates in 470 BC, occupying nearly a fifth of Pangea.

The organization of Empire was an racial hierarchy with elves on top, followed by humans and human-like species, and then the various "lesser" races on the bottom. The entire infrastructure of the Empire was dedicated to supporting the heartland, as a result the heartland prospered. This prosperity was most reflected in the capital of Ghayher, an illustrious metropolis which was said to be without equal.

However everything was changed with the Cataclysm. The destruction wrought by the event was unbelievable. Entire cities were levelled by earthquakes and volcanic eruptions, many of the Empire' frontiers sank into the sea and their sizable navy and commerce fleets which sailed along Pangea's eastern coast were thrown ashore, torn apart or taken into the abyss. But all of paled in comparison to the fate of the elven heartland. As earthquakes reduced the great structures to rubble the very land itself seem to come alive with a ravenous hunger and a what took an entire millennium to build was swallowed in almost its entirety by the dessert in a single day.

In the chaotic aftermath the survivors were left wondering why these events occurred and as time went on many became convinced that this could only have been awesome and terrible divine wrath. Soon blame fell on the elves, as it was the empire they built the greater powers saw necessary to destroy. The resulting series of genocidal purges even further reduced the already crippled race forcing the survivors into exile.

Geography of Makhennet

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Makhennet is a harsh region in which only a view are able to survive. The reality is most reflected in Rayatik or the The Great Wastes. Once the heartland of the great empire that thrived in this region before the cataclysm, the land has since been reduced to barren deserts. With only a handful of scattered oasis and the delta of the Almamar River to provide sustenance, few call this desert home the only exception being various predators, several nomadic human tribes, and the snake-like Samerek.

To the North and West of the Wastes lie the lands of Orierret and Shterpeler respectively. Orierret is a heavily forested region surrounded in darkness and mystery. It is said that many who enter its forests never return. There is talk of strange beasts who have lurked in shadows of Orierret since before even the cataclysm and many men who survive the horrors that lurk within go mad and to this day no one has made it past the Natysin River and returned. Shterpeler by contrast is a devil more well known. The most populace region of Makhennet (though that may not be saying much) the people of Shterpeler live the most "normal" existence of those inhabiting Makhennet. The mostly human population of Shterpeler (the only exception being the Goblin tribes living near the Prejalkan mountains) primarily rely on trade and fishing to survive as the rocky soil and hilly landscape make farming extremely difficult leaving only a few bastions near the Fermazi River being futile enough to cultivate.

However past the dangerous Prejalkan Mountain lies the virtual paradise of Khatennet. Isolated by the mountains and powerful storms near year round of the coast, few outside of the native Aikhaz elves have seen the land for themselves. The near perfect climate and fertile soil via the delta are almost as good reasons for nations to covet the land as the fact that it is the only place where the Tannabat plant is known to grow.

Nations of Makhennet
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The Kingdom of Shterpeler

"A kingdom ruled by one who is elected by few to rule over many, except apparently when some of those few dislike what the one is doing, then they do everything in their power to throw the one out if favor of one who does what they say no matter how little sense it makes" Prince-Elector Basil Yalcin

Capital: Kodev

Languages: Ealidilic, Zamakian

Religion: Church of Zotanri

Government: Elective Monarchy

Monarch: King Delosh I Arseen

History: After the Cataclysm the human population of Shterpeler were finally left some independence for the first time time in centuries. However the result of this new found independence were purges targeting the remaining elven population followed by religious wars that resulted in the monotheistic church of Zotanri becoming the dominant faith. It wasn't until 274 AC that became united under Dragush I Arseen. Dragush was crowned king of Shterpeler and granted land to his most loyal lieutenants. Originally the inheritance of Shterpeler was passed down purely dynastically until the reign of Dragush's grandson Paran II Arseen.

Known as Paran the Incapable, Paran II barely survived his infancy, only through his father's determination (and against the advice many). Paran would spend his entire live crippled and bedridden, so the day to day management to fell to his top adviser Cicero Tuzun. Unfortunately for everyone involved Cicero grossly misused his power, leading to a revolt. The result was that Cicero was executed and Paran was forced to abdicate in favor of his brother Hajdar. Hajdar, pressured by the very nobility who put him power, agreed to a series of reforms that decentralized the kingdom and put succession in the hands of a council of the nobility.

As time went on the power of the central government only grew weaker, any attempts at centralization was met with intense resistance by the nobility and even outright civil war in some cases. In one case many powerful merchant cities used this case to earn de-facto independence.

Religiously the Zotanir faith dominates the country as the state religion. The religion is monotheistic and revolves around the god Zotan. The head of faith is known as the Patriarch and is seated within the capital Kingdom. As the premier state of the faith the King of Shterpeler also hold a level of religious authority, having active say over the appointment of religious edicts and charged with the protection of the seat of the faith. Magic is considered taboo in the faith as it was actively used by the elves during the time of the old empire and suspected users of magic are persecuted.

The Tregeveltic League

“There are two ways to get what you want in this world, money and politics. The League exists because its founders knew this and mastered not just one but both of these things, negotiating our autonomy and buying changes of hearts from the nay-sayers.”

Capital: Tregevelt

Languages: Ealidilic, Zamakian

Religions: Church of Zotanri

Government: Merchant Republic

Head of State: Grand Mayor Aslan Ece

History: While officially part of the Kingdom of Shterpeler, the League obtained de facto Independence in 348 AC after a particularly devastating civil war had left the Kingdom in a poor state and the crown lacking the funds to fix it. In response a group of wealthy Free cities lead by the Mayor of Tregevelt offered to cover the expenses for the repairs in exchange for more autonomy. While some of the landed nobility expressed discontent with this idea many others (knowing the alternative involved raising taxes that they did not want to pay) where willing to agree. These free cities soon joined together to form the Tregeveltic League. The ships of the League’s trade fleet operate across Minos easily making them one the wealthiest powers on the continent.

Religiously the Church of Zotanir is the state religion and most of the populace of the League are adherents. However many underground sects exist that follow the elven Cult of Fayhace.

The Sultanate of Muklan

Capital: Afeaman

Languages: Haldil, Suhuses

Religions: Dasisac Faith

Government: Absolute Monarchy

Monarch: Sultan Gandu Olumsuz

History: When the old Empire of Alqatorluk fell the Samerek, who had long served as slaves and servants to wealthy noble houses, would use the the ensuing chaos to establish their own supremacy. In the immediate aftermath of the Cataclysm, some surviving elven nobility tried to reestablish the Empire from city of Afeaman (which had sustained the least amount of damage) in the province of Muklan. However the Samerek took advantage of the tensions between the more numerous population of human survivors and their elven overlords and incited a general revolt. Short conflict ended with the massacre of the elven populace in Muklan and execution of the self proclaimed Emperor.

Initially the new government was a republic but the Samerek, who were more skilled in administration gradually came to control the government. In 189 AC the Samerek dominated Sultanate was established. In the following years the Sultanate would expand into what once was the Imperial heartland. Eventually they would come to hold most of the territory and hold claims on the rest.

The state run Dasisac Faith is a polytheistic religion with the sultan doubling as the religious head. However the faith is largely only practiced among the Samerek, most humans still there own unique form of desert spiritualism. The use of magic among the human population is discouraged by the state but not as actively persecuted as in the Kingdom.

The Realm of Khatennet

Capital: Munallar

Languages: Ealidilic, Aikhazi

Religions: Cult of Fayhace

Government: Theocracy

Head of State: High Seer Nyremyn

History: The waning days of the Empire the region of Khatennet say of small cult revolving around the use of a powerful narcotic produced from a local plant. The Cult was also responsible for a series of violent murders in relation to their practices. However before anything could be done the Cataclysm struck.The Empire was gone and the continued existence of the Elven race that ruled it was threatened. The largely elven cult offered both safety and salvation, and soon many elves came to escape the purges.

The Cult of Fayhace believes the narcotics created from the Tannabat are a method of communion with the gods and the lands where they grow to be “heavenly gardens” The drug itself can ingested in many ways, from being dissolved in liquids to being added to foods. The effects vary greatly from hyperstimulation to hallucinations. One unique case of the plant’s varied effects is the ritual practiced by Aikhazi raiders. Tannabat is added to blood and drunken by the raiders, they then enter a state of extreme rage and blood lust, seemingly immune to most forms of pain.

The Hurkabil Confederacy

Capital: N/A

Languages: Haldil

Religions: Sahilim Faith

Government : Tribal Confederacy

Head of State: High Chief Qaaid Nalband

History: Unlike the territory that now composes the Sultanate, the western portions of Rayatik came to be under the control of semi- nomadic tribes of humans after the Cataclysm. These tribes for the most part were disunited and stayed in the same area without issue. However in 432 AC the Sultanate launched a campaign of expansion into the area. The initial conflict was brief and it seemed the region was effectively pacified however these hopes were soon dashes in a 3 decade long insurgency, with multiple rebellions. In the end an agreement was struck and the region gained autonomy under the Confederacy.

The Natysh Alliance

Capital: Daykale

Languages: Gerduthi, Daydil

Religions: Kafanc Faith

Government: Confederacy/ Military Alliance

Head of State: Queen Tethyes Pateri

History: When the Old Empire fell many where left lost in and confused in the chaos. This was most true for the elves who inhabited its Northern frontiers. When the Cataclysm struck they found the lands beneath them sink deep into the sea and those who sailed found their ships torn asunder by great storms. In the end many took refuge (willing and otherwise) in the Northern reaches of Orierret's forests. For many years after the Cataclysm these lost peoples who once thrived would struggle in this mysterious and dangerous terrain. Many would die as they drove the beasts from their new lands and fought off the many raids by the wild men. However they survived and would their lost petty kingdom. The Kingdom was powerful and soon gained influence with the surrounding tribes and became the leading force in forming the alliance that takes its name the river they chose as its border.

The Alliance is fiercely isolationist, making sure any who trespass in their territory do leave again. Religiously they follow a spiritualist faith and few the forests were they make their home as sacred.

Outside of these powers are the Goblin tribes which reside in the mountains and tribes of wild men in Southern Orierret

TBA

 
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The Gil-born, or Fish Folk

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Origin: The Blight Isles
Strength: Carriers of Fly-Blight (infamous hosts of a fatal, highly contagious disease; an agonizing death marked with blood leaking from every orifice)
Weakness: Physically weak and inept fighters.
1000 Troops
10 Ships

Generally a reclusive people, living among the Blight Isles of Pangea Minos, the Gil-born have led a tribal existence since before the Cataclysm, inhabiting a chain of islands that have long since been swallowed up by the sea. After a long migration, they have settled in Minos. Shortly after arriving in the Blight Isles they became inflicted with one of the many diseases rampant on the Isles. Against all odds, some of them survived and became immune to the disease, though acting as hosts. This has given them an ill reputation, and as a result, it is a fairly common practice to kill any Gil-born on sight at the various ports of the shattered Pangea.

Nevertheless, the Gil-Born are known to be gifted sailors, with a mastery of the sea. Their craft, fashioned from coral reef off their island home, is a feared site upon the seas. The Gil-born have been known to accept gold and silver, and especially pearls, in exchange for their loyalty.

Pre-Cataclysm accounts suggest that the Gil-Born worship the deep of the sea, believing it to be a spiritual realm where their dead live on, and from which all life is sprung. Contrary to popular belief, the Gilborn do not possess the ability to breath underwater, though they may hold their breath for an extraordinary amount of time, some suggest as long as twenty minutes to a half hour. This reverence for the sea has bred the Gil-born to be among the finest sailors in all Crypso.​
 
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Region: Wali-Dah
Nations: Vakef Hermitage, Kazan Hermitage, Shem Hermitage, Lindor Hermitage, Assorted Goblin Warbands
Rulers: The Vakef Baba, The Kazan Baba, The Shem Baba, The Lindor Baba
Prominent Races: Wali, Goblins
Racial Strengths:
Bulwark of Civilization - The Malimadhm serves as a shield, but it is not enough to prevent the spill of Goblins, ruthless warbands who descend upon any vulnerability. The Wali have adapted, learning over the ages to hone their defenses, to defend their peoples with weapons of long reach, halberds, pikes, and so on. These tactics are ingrained in the Wali military doctrines.
Asceticism - The Wali society revolves around theology, conservative, and ascetic lifestyles. And while this perhaps does not have the intended effects of mastering the mystical realm, it does have the side effect of creating an orderly people, respectful of the leadership, of the faith, and of efficient living, not becoming wastrels or rebels. Of course, there can always be bad apples...
Weaknesses:
Defenders, Not Conquerors - Although their defenses are honed, the Wali are extremely lacking in offense. Among the hermitages, only Shem can be seen with a strong desire to take, but even they pale in comparison to other civilizations and people. It is simply not in the Wali mindset, nor skill-set, to be on the offensive.
Puritans - While the lifestyle of the Wali has benefits, so too does it present problems. Namely, the Wali are a people who look at change with, at best, distrust. Reforms, advancements, and the introduction of foreign elements thus are stifled, far longer than they be, leaving the Wali behind others who are quick to adopt positive changes.

The lands of Wali-Dah (trans: Homestead of the Wali) are most noted for the great contrast, between its peoples, between its climates, and between its geography. Cut in twain by the Malimadhm, an enormous mountain range, the southern shores of Wali-Dah are temperate, sporting grasslands and forests. Despite its northern location, warm currents swell from the west, allowing mild seasons year-round, warm (but not hot) summers, cool (but not cold) winters. The numerous islands that dot the Wali-Dah coast share this climate, with minimal mountainous terrain. Great rivers wash down from the Malimadhm, providing fertile soils and robust flora and fauna in the south, reaped by the native Wali peoples. The South-Western tip of Wali-Dah is generally regarded as the most prosperous region, thanks to the Sykim River, which splits into three. Slightly comparable are the lesser rivers of the Tarnlumi in south-central Wali-Dah, and the Liqen in south-west Wali-Dah. On the island of Vrime (the one with a river), perhaps the jewel of Wali-Dah islands, is the Bir River.

The Malimadhm (trans: Great Spires) itself is an impressive sight, spanning from the shores of the west and nearly linking with the Peligin range to the east. With an average mountain height of 13,000 feet, the Malimadhm dominates the horizon, acting as a natural barrier. However, that is not to suggest it is all massive peaks. Lesser mountains constitute the outer layer of the Malimadhm, small enough to allow settlement and passage deeper into the range, with some few routes allowing passage through, given proper planning or experience, like the Goblinoid tribes who inhabit it.

North of the Malimadhm are the Boglands, a land who deserves no proper name, and who bears no proper name. Sustained by various rivers, the greatest of which is the Prongfork in the bog heartlands, the Boglands are a cesspool, a wild place that serves as home to Goblins and other ill beastials. Few Wali would dare venture here.

In the far north of Wali-Dah is Tokebard (trans: Whitelands), a region devoid of most life, supporting only the hardiest of beings. Snowy, windy, and generally uncomfortable, Tokebard serves as a environmental enemy for the Goblins, who fear it, pushing them further south.

The very south-eastern tip of Wali-Dah is a continuation of the Gant Plains. This serves as the main spot of interaction between Wali and outside forces in terms of trade, and things are relatively free of marshy and Goblinoid dangers, a rare area of general simplicity.


Knowledge of the times before the Cataclysm is scarcely discussed, but what is known is that the Wali were a minor race, content to stay away from the squabbles of the greater races except when provoked. At this time, the Wali were a tribal peoples, led by chieftains and shamans, a simple people. At times they faced enslavement, persecution, or simple hatred, but the passive nature of the Wali always prevailed, and they were often eventually ignored, not worth much hassle. However, the Cataclysm would push the Wali to their limits, and they would rise to the occasion, surviving despite the odds and finding themselves in a new world and forced to take their destiny in their hands to protect themselves.

Thus, when the ash settled and the Wali emerged in a new land, now known as Wali-Dah, so too had the Wali themselves changed in turn. Rising as the true architects of this new society were the shamans, whose preachings and visions rang true with the Wali after seeing the world as they knew it quite literally break apart. The modern states of the Wali - the Four Hermitages - can be traced to this period as a number of important monks would develop their personal cliques. The tribal structure may have collapsed, but this new organization, between sects, would quickly replace it. The four greatest monks would be Vakef, Kazan, Shem, and Lindor, their stories engrained into legend, with a blurring between fact and myth that ultimately disallows a clear set of dates beyond it happening within the first two centuries A.C.

Vakef is historically seen as the first great monk, as well as the most successful. Gathering his peoples, Vakef would travel to the south-west of Wali-Dah, settling upon the spot where the great Sykim River divides. This lands proved fertile, defensive, and offered much room for expansion throughout the coast. Vakef would found a massive temple complex as the hub of governance and social activity. Emphasizing order, productivity, and a mild ascetic lifestyle, the city would radically grow into something far more sophisticated than any Wali settlement before. From this time would spring forth a code of laws, enshrining the teachings of Vakef into written obligation, and spread across all Wali-Dah. In this way, Vakef essentially defined the modern attitudes of the Wali, his name becoming synonymous with the powerful Vakef Hermitage that grew from his established state.

Kazan is oft-regarded as the second great monk, in more ways than one. As the stories say, Kazan too sought to settle in the south-east, but the fates would prove otherwise. Delayed at every juncture, Kazan and his early followers would be assaulted by hordes of Goblins - the first recorded encounter between the two races. Bested by Vakef, whose settling of the Sykim River was much celebrated, and bested by Goblins, who drove him away from the fabled west, Kazan instead retreated westward, taking refuge alongside the Tarnlumi River. Here is where Kazan would die, beset upon by supposedly seven Goblin warbands at once. Rather than fight, Kazan chose to be martyred, sacrificing his life so that his followers could flee. In recognition of this sacrifice, the spot of Kazan's death was eventually settled after his followers returned in force, driving out the Goblins, fortifying the area, and burying their fallen leader. This settlement would be known as Kazan, and it would serve as the hearth of the Kazan Hermitage. Through his sacrifice, Kazan's legacy was preserved, enshrining martyrdom into Wali theology, as well as promoting the Hermitage as a leading advocate for non-resistance.

Shem stands as the third great monk. Noted as one of Kazans earliest supporters, Shem would participate in various raids against Goblins, earning himself a reputation for valor and martial prowess. However, Shem would split off from the Kazan Hermitage, disagreeing with their pacifistic ways, instead advocating for outright war on all Goblin-kind. Traveling east, Shem would lay the foundations of the Shem Hermitage, using extensive military force in clearing out local Goblins and securing a tight foothold against northern attacks. Through this, the Shem Hermitage carved its way to be the second most notable Hermitage, surpassing Kazan, but lacking the natural resources of Vakef. Although other Hermitages would not share their zeal in warring, the innovations of Shem would spread across the land. Soon the Wali had become renowned for their usage of halberds, pikes, and spears, defining a defensive, yet quite decisively deadly, form of combat.
Lindor emerged as the fourth and last great monk late compared to the others. While Vakef, Kazan, and Shem seemed to been alive around similar times, the birth of Lindor was some 200 years after the death of Shem, around late 300's A.C. Little is known about his origins, but it is clear that Lindor was not rooted in the monastic class, but in the economic. By this time, sea routes between the three hermitages had been cemented as the idea lanes of trade, the mountain paths infested with Goblins. Ship captain, sailors, and merchants all worked together to ensure a steady flow across Wali-Dah, occupying a special place in Wali society as vital. From this class would come Lindor, a ship captain who nearly drowned following an unfortunate storm. Changed, Lindor seemingly grew newfound charisma, using his wit to form a following, consisting of a mixture between hardy sea-Wali and wealthy merchants. With this company in tow, Lindor sailed to the far east of Wali-Dah, which at this point had been a simple collection of city-states, left-overs that had not been absorbed by the Shem Hermitage. Here, Lindor would forge his own Hermitage, binding the east under new principles, using wealth to greatly reform and revitalize the lands. Not facing much in the way of Goblin attacks, Lindor saw the east as prime territory for a peaceful mercantile realm, connected to the strange folk of Cosmogne and beyond. Thus, it is easy to see the validity behind criticism against Lindor by more conservative Wali, that his motives were rooted in greed, not morals like the monks before him. However, supporters of Lindor would argue that his teachings in fact constituted valid theological arguments, that the extreme asceticism of the west held back Wali development, and did not serve to do anything but impose false beliefs antithetical to the wishes of the divine, who had, after all, given Wali economic bounties and desire. Regardless, Lindor's legacy resulted in the Lindor Hermitage, the formation of new trade routes, and perhaps more importantly, a look into dissent against traditional Wali values.

Following Lindor's death, the Four Hermitages were established as the main states of Wali civilization. Vakef Hermitage would maintain its dominance, using its resources to colonize Vrime Island, the gem of the Wali-Dah islands. Shem Hermitage, fiercely ambitious, attempted to emulate this, sending colonists to the islands off the coast. However, again, nature foiled the Shem, as these islands proved little more than near-barren fields, infested with savage beasts. Furthermore, the Lindor Hermitage sought to colonize the island as a hub for naval operations and trade. The resulting conflict between the bitter Shem and the Lindor would prove to be the first, and essentially last, major conflict between the Hermitages. Ships from Lindor would be razed in Shem ports, their crews executed. In retaliation, the Shem were strangled of trade. The culmination of this would happen in the stretch of Malimadhm Mountains that separated the two Hermitages. While the Shem easily cut down the Lindor in the Battle of the Bloody Brother Pass, both sides would be wiped out by Goblins, who were quick to exploit the in-fighting. Following arbitration by Kazan, who wished to broker peace in the east, the islands were declared "forgotten", stripped off any official name or claim. Both sides glumly accepted, and now these islands see only the bravest, or craziest, Wali adventurers, no true civilization.

So what of the Goblins? Much like the Wali, their history before the Cataclysm is scarce, even less so due to their fierce natures and seeming lack of civilization. What is known is that when the Wali first walked Wali-Dah, the Goblins walked Wali-Dah as well. Even by 500 A.C, no communication between Wali and Goblin has occured, and that seems unlikely to change. Of very similar stature to the short Wali, the Goblins have large, glowing, yellow eyes, with leathery, green skin. Aggressive, the Goblins are quick to fight, and quicker to kill, armed with clubs fashioned from the tough wood of the Boglands. From observation, the Goblins are clearly tribal, united into warbands under a Goblin warlord. While based in the Boglands, sandwiched between the Malimadhm and the Tokebard wastes, it is known that the Goblins migrate often, likely to survive and to flee before the frightening landscapes of the frozen Tokebard. It is believed that the snow is extremely scary to these Goblins, for good reason given their lack of proper attire and the blistering good it brings.

Some Wali adventurers speak of a mythical city, deep within the heartlands of the Boglands, situated in the Prongfork River, the main river that feeds this area. Calling it Nilbog, which incidentally is Goblin backwards, it is said that a Great Goblin reigns here as King, but such poppycock is dismissed as...well, poppycock.

N/A

N/A
 
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The Uvarathi

Region:
Cruetia Marshes

Nation: The Uvarathi Remnants

Ruler: Zorvarax the Lastborn

Prominent Race: Draconian

Racial Strength: Survivors - Although many perished during and after the Cataclysm, the remaining survivors have learned from the mistakes of their ancestors and lived on. Combined with their natural reptillian fortitude, modern draconians are a hardy and resilient folk. (Bonus to combat)
Excellent Craftsmen - Draconians have a legacy of excellent craftsmanship, dating back to the pre-Cataclysmic era. While most, if not all of, the prodigal craftsmen of old have perished, there are still a few who carry on the tradition. (Bonus to building and resource gathering)

Racial Weakness: Infertile - After the Cataclysm, draconians were rendered infertile. No one is sure how or why it occurred, whether it be a disease or divine curse. (Population growth is nonexistent)
Elf Intolerance - Draconians have a long history of abhorring elves, owing to centuries of conflict between the two peoples before the cataclysm. (Draconians will not initiate diplomacy with elves or any faction that aligns with elves)

Minority Race(s): Lizardmen, Serpkin, other assorted reptillian races

The draconians, otherwise known as the Uvarathi, are an ancient race dating back to far before the cataclysm. Although pre-cataclysmic written records have been lost, oral stories suggest that the Uvarathi may have once ruled over a vast empire. At their height, the Uvarathi were believed to have ruled over an empire in what is now the eastern sea of Pangea Ulsa. The Uvarathi themselves were quite powerful, with some tales stating that the strongest could breath the elements or sprout wings and fly. Perhaps they are simple fairy tales and propaganda, or perhaps they hold some substance. Whatever is the case, the current state of the Uvarathi can be nothing but the exact opposite...

Like many races, the Uvarathi suffered greatly from the cataclysm. Thousands, perhaps even millions, died and decades of progress, culture, and technology were lost. However, the greatest misfortune for the Uvarathi came shortly after the cataclysm. As the survivors began to try to pick up and put back together what was lost, they came to a sudden and tragic realization: they could not reproduce. Somehow, the apocalyptic effects that sundered the world had rendered the draconian race infertile.

While other races like the humans, elves, and dwarves were able to rebuild, many Uvarathi viewed the draconian race as a doomed failure. Without the ability to have children, the Uvarathi could not grow. The empire would never be reborn and would instead fade into the sands of history, forever forgotten. A species-wide depression settled upon the draconian people. Some vented their frustrations and anger by becoming mercenaries, eager to take revenge on the other races that they thought had caused the disaster. Others turned to the drink, becoming drunk and reclusive hermits, the laughing stock of other races. Over the next several hundred years, many Uvarathi would scatter across the world, never to be seen again.

By the year 500 A.C., draconians were practically a myth to the races of the world. Most had died off over five centuries, with only a small majority still surviving. These survivors are relatively scattered across the continents, with small pockets eking out a life in remote parts of the world, away from the other races. However, in recent years rumors have been circulating in the Cosmogenean Union about a draconian resurgence in the Cruetia Marshes. Cosmogenean nobles have discarded such ideas as simply peasants mistakenly identifying lizardmen. However, as reports increase, some begin to wonder whether or not these "rumors" hold substance.

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Zorvarax the Lastborn
Born in 7 A.C., Zorvarax is considered a miracle by his people. By that time, draconians had already come to the realization that they were infertile. Thus, it was miracle that Zorvarax was hatched. Son of one of the surviving nobles of the old Uvarathi Empire, Zorvarax began his life in high recognition. That is not to say that he did not have a difficult life; after the cataclysm, a life of luxury was unheard of among the Uvarathi. Although he would receive some education in lordly affairs, Zorvarax would primarily learn by simply surviving, like the rest of his people.

Upon his ascension to adulthood (20 years for draconians), Zorvarax would serve alongside the other remaining Uvarathi nobles. At the time, most of the Uvarathi people were scattered, and only a few hundred had been organized into a community, based in the coastal Cruetia marshes. Initially, Zorvarax would not have much say in the politics of the remnants, despite his lineage and title of "Lastborn." However, as years turned to decades, and decades into several centuries, many of the posh nobles, still clinging to old Uvarathi customs, would die off, whether it be from disease, starvation, or simple old age (draconians are known to live for over a thousand years, and many of the nobleman were well above that range).

In 478 A.C., Zorvarax would take the reins of leadership of the Uvarathi Remnants. By that time, the small draconian community had grown from several hundred to several thousand. Over the years, draconian refugees gradually trickled in to join the community. Given the infertility of the race, immigration was, and still is, the only form of growth that the remnants would experience. With the ascension of Zorvarax to Dictator of the Uvarathi People (the monarchy had long since been abolished, with the death of the emperor and the royal family), the Uvarathi finally began to show optimism for their situation.

Zorvarax, during his days as a councilor, had proven himself to be a capable politician. He proves to be an even more capable leader. Organizing the Cruetian draconians into a cohesive polity, Zorvarax intends to find a cure for the draconian plight and restore the Uvarathi to the relevance they once had. Already, the remnants have surged to a community of nearly 5,000, all ready to live and die to restore what they and their ancestors once had.

 
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The Sha’ddin

The Sha’ddin are an ancient people who have inhabited the Kalifa since time immemorial, being recorded as existing in the Kalifa well before the cataclysm which saw it expand rapidly outwards into neighbouring regions.

The Desert Nomadsare humans, or at least humanoid in appearance, who are marked by their brown skin and dark hair. They are a traditional and superstitious folk who place great importance on the animals that share their land, having over a hundred different prayers to be given depending on how, why, and when an animal was killed.

Scornful of outsiders, and suspicious of the items they bring, traders often find it difficult to trade with the Sha’ddin. As there are countless tribes, all of whom are led by their own Al-Abba’s (literally ‘Head Man’), the attitude towards outsiders varies notably from tribe to tribe. It is just as likely for a trader and his escort to be killed by a tribe as it is for them to welcomed. Those who do find a friendly Al-Abba, however, almost guarantee themselves a huge profit if they make the journey back to civilization successfully. The variety of spices that are cultivated only by the Sha’ddin are numerous, some being worth their weight in gold. Many have attempted to grow these spices elsewhere in the world, but more often than not the crops fail to grow, due perhaps to the large difference between the blisteringly hot Kalifa and the rest of the world.

Suspicion, superstition, loyalty and bravery are the trademark characteristics of the Sha’ddin. If their behaviour doesn’t give them away, their full body robes, browned skin and piercingly blue eyes will mark them out. To see a Sha’ddin away from the desert is to see a fish walking on land. As they say in their tongue, ‘W Kaalifa hu ladayna habib, wanahn la yajuz tarakaha.’. The Devourer is our lover, we shall not leave her.

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Region
: The Kalifa Wastes

Nation: The Sha’ddin Tribes

Current Tribes:

Suod’s Qabayla (lit. Suod’s Tribe)

Talal’s Qabayla (lit. Talal's Tribe)

Waddah’s Qabayla (lit Waddah’s Tribe)

Ameen’s Qabayla (lit. Ameen’s Tribe)

Lut’s Qabayla (lit. Lut’s Tribe)

Imran’s Qabayla (lit. Imran’s Tribe)

Nabhan’s Qabayla (lit. Nabhan’s Tribe)​


Rulers: Suod, Talal, Waddah, Ameen, Lut, Imran, Nabhan.

Prominent Race: Human

Racial Strength: Desert Nomads – Having a culture and history that is thoroughly entwined with the Desert in which they live, all of the Sha’ddin are intimately familiar with the behaviours of the Kalifa. (Combat Bonus for combat within the Kalifa Wastes)

Racial Weakness: Suspicious of Outsiders – Traditional and conservative by nature, the Sha’ddin do not trust those who come from beyond the Kalifa Desert, and can often be as likely to scorn any foreigners as they are to accept them.
(Higher cost for hiring mercenaries)

Minority Races: None

Aside from the region of the Spine inhabited by the Valkron, whom the Sha’ddin refer to as the Arwah Sharira (Evil Spirits), the Kalifa Desert is home to dozens of constantly competitng Qabaylans, all of which have a nomadic lifestyle as they wander endlessly across the dune’s in search of prey, weaker Qabaylans, traders, and, of course, the particular climate that is required to cultivate their variety of quick-growing spices.

In its current state the lands of the Sha’ddin are surprisingly centralized, the numerous Qabaylans having been slowly merged together until only six notable power blocs remain. This has happened occasionally in its past, but in each and every occasion the Sha’ddin have proven unable to cooperate in such numbers, under different leaders, and have either destroyed each other or fallen apart from infighting. Whether the Qabaylans’ Al-Abbas’ will be able find common ground and work together, or even unify under one leader, remains to be seen. All that the traders care about though is that the spice must flow, regardless of who rules over the stretches of the Kalifa Desert.

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History
The Sha’ddin have existed in the Kalifa Desert since time immemorial, carving out an existence in the harsh sands that tries its best to make life impossible for all creatures great and small. Life is the Desert has seemingly stayed the same for thousands of years, with much of the traditions and behaviours of the tribes-folk recorded in the earliest records being almost identical to the behaviours exhibited to the Sha’ddin of the current day and age.

The Desert Nomads live a solitary and isolated existence, roaming endlessly across the Great Devourer in search of the constantly changing pockets of ideal climate that they can cultivate their famed spices in. Their spices are the sole reason that the outside world takes any interest in the Sha’ddin as their peculiar seasonings cannot be found elsewhere in the world. Thriving only in the hot sand of the Kalifa, the spices each require a unique combination composed of the right weather conditions, fertilizer, time of the year and, supposedly, secret rituals that will guarantee they grow speedily. The spices of the Kalifa Desert are worth their weight in gold to the traders who are brave enough to try and cross the perilous sands and come into contact with a Qabaylan that may or may not simply turn them aside.

Politics
The Sha’ddin political structure is very rudimentary and is often viewed, perhaps rightly so, as being primitive in the eyes of outsiders. The Desert Nomads do not place any stock in the nobility of a person’s birth, and do not bother making any distinction between the most blue-blooded of nobles and the meanest mongrels that are born in brothels.

As right of rule by birth is ruled out, it seems quite natural that the Sha’ddin would follow the simple system of rule by might. The strongest Desert Nomad (who does not necessarily need to be male) can, at any time, challenge the incumbent Al-Abba to a fight to the death to determine who has the true right to lead their people. Though this right can be invoked at any point in time, theoretically, the Sha’ddin pretender will often try to rally popular support in the Qabaylan before trying their luck. It does not take a genius to understand that a ruler of such a personal and interconnected community must be seen in a positive light if they are not to wake up with their throat slit.


Religion and Magic
The faith of the Sha’ddin is full of mysticism and allegories that often confuse the uninitiated, to the point that their religion may seem full of contradictions. Their religion, which is called Dinana (lit. Our Faith) makes constant reference to the struggles of the body and the mind against the energies of the universe. Fatalism and predetermination often feature in their stories, as they all believe that each man or woman is born with a part to play in this world, whether they recognize it or not.

They only seem to recognize one deity, and that is the Kalifa itself. The Great Devourer is simultaneously their mother, father, creator, enemy and afterworld. Many of their rituals make reference to the Kalifa and the animals that inhabit it, which the Sha’ddin view as being mere extensions of the Desert itself.

Religion and mysticism are completely intertwined in the Dinana, with any magic that may have been once practiced by the Sha’ddin being viewed as a gift from the Kalifa. Aside from their oldest stories told by the Oral Histories (their combination of their Holy Book and history) no Sha’ddin has ever been recorded as being able to channel magical powers.

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List of IC Stories

Red Sky Over the Sands
Featuring Zhanna & Vadim

More than a Slave, Less than a Person
Featuring Zhanna & Vadim​
 
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Appendix
Region: Pelegin Mountains
People: Vishantu'um
Rulers: Shanturiaol Edraele Vionvyr and Shantigar Rhalyf Viester
Prominent Race: Elves
Racial Strengths: The Stone Serpent Is Our Guide (The Vishantu'um have an almost preternatural sense of navigating through mountainous terrain), Born for War (The Vishantu'um aren't a wandering tribe or a group of refugees, they are a marching army)
Weaknesses: Traditional (The Vishantu'um rely on the old ways, perhaps too much), Not Diplomatic (The Vishantu'um don't like negotiating with lesser races and to them, everyone who isn't Vishantu'um is a lesser race)
Minority Races: N/A


Nation Bio
History:

Once, long before the cataclysm, the Vishantu'um (translated as Children of the Stone Serpent) were powerful. They were heroes, kings, and emperors, or so their legends claim. They ruled the Stone Serpent with an iron fist, their dominion was connected by an extensive tunnel system that allowed them to move swiftly between cities that, to outsiders, seemed like isolated targets waiting to be preyed upon. And what is the Stone Serpent? Well, there are many answers to that. Some would call it a god, worshiped and beloved by the Vishantu'um, others would say it is a part of the Vishantu'um themselves, something that bestows upon them their innate sense of travelling through the mountains. More directly, it is the sprawling set of mountain ranges that now snake down the continent of Pangea Ulsa. It was here that they're ancestors first sprung from and now it is here that they return.

The Vishantu'um are not usual elves. They are shorter and stockier than their forest counterparts, used to hard mountain living. After the cataclysm, most of them had seemed happy to be goat herders, miners, and living off the land of the mountains they believed were the Stone Serpent. They always kept to themselves, occasionally coming to dwarf settlements in groups looking for work and then leaving once they made some coin or were asked to leave. However, some became disillusioned with this way of life and went to live with the Virica'a (The elves from the Viric forest). Many of them soon came back, telling tales of the weakness and complacency of the Virica'a and so the Vishantu'um looked inwards, to their own history for answers.

They went looking for the ruins of their old cities, following fairy tales and nursery rhymes for decades until they found one. It wasn't much to look at, just a few structures still stood in even a ruined state. Only the foundations remained of the other structures. The Vishantu'um scholars and artisans examined the ruins, they claimed that they could have only been made by Vishantu'um themselves, and believed that it was none other than their capital, Alshant. Those that found it searched for the tunnels, the real prize of finding the ruins, since with the tunnels they could find the other cities, and avenge them in secret. They managed to find the tunnels only to discover that they collapsed after centuries or millennia of disrepair. Undeterred, the travelers set up camp there and began spreading the word to the rest of the Vishantu'um.

Soon, fewer and fewer Vishantu'um were seen in the south until none were seen. Most probably assumed that the goblins or trolls or some other beast wiped them out. Few knew the truth. The Vishantu'um had collected in that ruins and had began remaking themselves as an army. Tired of being downtrodden, they were ready for conquest. They would avenge their cities, they would retake their lands, and they would recreate their empire.

Politics:

The Vishantu'um are ruled by the Shanturiaol (Ruler of the Stone Serpent), a theoretically absolute monarch, with the title bearing roots in their ancient legends and the stories of Vishantu'um emperors who brought the far flung cities together into a single force. Practically, the cataclysm and its rocky aftermath for the Vishantu'um haven't left them with a decisive leader. The current Shanturiaol is Edraele Vionvyr, adopted daughter of Onvyr Virlissa, the original leader of the travelers who found the ruins. However, her power is shared with the priests and the Vichaer.

The priests have long held power in Vishantu'um politics. Many of the Vishantu'um clans were led by religious figures and their influence has been accepted as part of the status quo. Many people feel a connection to the legends through religion and so the Vishantu'um believe that the priests are instrumental in their return to greatness. This belief almost allowed the priests to take control until Onvyr used force to bring the priests and their followers in line. Still, an uneasy peace lingers between the Shanturiaol and the priests and both have agreed to cooperate for now. The priests are led by Shantigar (High Priest of the Stone Serpent) Rhalyf Viester who has gained considerable support from the pilgrims to Arshant. He has become a foundation for the old ways, insisting on following the rituals and ceremonies of tales and serves as an opposition to some of Edraele's changes that stray away from the traditional Vishantu'um life or that he feels ignores their heritage.

The Vichaer are what we remain of the non-religious clan leaders. They are a council of elders formed by those leaders with too much power to be ignored, usually the leaders of the largest clans. To avoid being torn apart by tribal politics, Onvyr came to an agreement with them. The clans would be disbanded and forgotten and in exchange, the council would be legitimized and brought in as advisers to the Shanturiaol. They would have rights to veto the actions of the Shanturiaol if 3/4 of them voted against (a number so high that it's almost meaningless as the Vichaer can rarely agree so decisively on an action) along with other rights that required the Shanturiaol to seek their advice or support in several matters. This along with promises of titles and positions pleased the Vichaer and they stood down. The council is hereditary and passes from each Vichaer to their chosen successor. Tension between them and the Shanturiaol has flared up in the past especially over whether they held up their end of the bargain to disband the clans. The Vichaer have been repeatedly accused of using their influence in their old clan to stir up trouble to get their way, although this has never been proven. Still, such instances are becoming less frequent as after 60 years (worth mentioning here that the Vishantu'um lifespan is about 110 years) of formally disbanding the clans, most of the younger generations have begun to ignore the clans and the clan system.

These three factions combine into an uneasy and unwieldy system that threatens to tear the Vishantu'um apart from within.

Society:

Outside the Shanturiaol, the Vichaer, and the priests, Vishantu'um society is largely egalitarian, without much social stratification or gender differences. The Vishantu'um don't have the luxury to be greedy, since the mountains are too harsh for that. For the man who withholds his goods from his neighbors won't get help defending his home when the goblins raid or when food is low or when winter comes and everyone suffers. This leads to the Vishantu'um to share their goods among each other with the implicit promise that if one helps another through a hard time then that person will be there to help them. Without a stable source of food in the mountains, this approach can be important to survival as while one month the herders are bringing in milk and cheese and meat, the next trolls might slaughter their herds and it's up to the hunters and gatherers to bring back what they can.

The harshness of their environment imbues in them a certain desire to get the most out of everything they can which has permeated through to their militarization. Their spears and bows are built for both hunting and war. Hammers are made for both forging steel and crushing skulls. Axes and knives are also common weapons used by the Vishantu'um. They wish to avoid wasting their little resources on weapons only made for fighting. This has caused swords to become something of a luxury item among the Vishantu'um with only the top generals, the most prominent Vichaer, and the Shanturiaol having them. Swords are seen as essentially a way of flaunting that you are powerful enough to be able to have something purely made for war.

Religion:

WIP

Character Bios
Shanturiaol Edraele Vionvyr

Shantigar Rhalyf Viester

Vichaer Saelethil Vithaola

General Mariona Vialea

Head Scout Tassarion Vinuovis


IC Links
None yet.
 
((Two questions:

Are there dwarves?

Do they have a High King yet?))

((Yes, there are dwarfs. Check out Teep's region in the sign up thread where his region is mostly controlled by a confederation of humans and dwarfs. I don't think there are any dwarf high kings running around though.))
 
((If we can be a part of a larger entity, I'd like to claim one of the dwarf cities. Otherwise I'll be a dwarf adventurer, perhaps going forth to Strike the Earth.))
 
Nomadic Race: Lizardmen

Nomad Race: Lizardmen

Region: Cruetia Marshes
Ruler(s): Council of the Clan Elders, Composed of the three current eldest members of each clan


Tribal structure: Each Family unit is a clan, with subtle distinct variations in coloring on their scales to denote clan affiliation. Lizardmen society places great value on age and experience, as a result of their short lifespans. Those who have lived long lives are considered to have the experience to guide the clans and make decisions for the tribe as a whole. At present there are seven clans in the tribe, with new ones being formed when members of two clans decide to break off and form a new clan with the mixing of the genetic material forming new scale coloration patterns, denoting a new tribe. New clans are formed at the direction of the council of elders, often when an existing clan has had its numbers diminished to the point that it can not rejuvenate itself, it is joined with members of a larger clan and the remaining members of the small clan are forbidden from breeding with one another, allowing the clan to die off to prevent severe inbreeding from diminishing the tribe as a whole. Duty and honor to the clan and tribe are paramount with inter clan feuds being settled by trial at combat and considered ended once the battle is finished with the resolution being decided by the winner of the combat, with the guidance of the elders of the clans not involved in the feud.

Racial Trait: (No in game effect)

Short Lifespan: Lizardmen live short lives(Max lifespan 28-32 years of age), reaching adulthood between two and three years of age and reaching old age at 25. Any lizardman who reaches 30 years of age is regarded as an elder for their long experience and wisdom.


Strength 1:

Aquatic Predator: Lizardmen evolved in the swamps and retain the ability to breathe normally both above and underwater(fresh water only) and see in near darkness as well as a human can see in daylight. (Good Lowlight vision, still requires a source of illumination to function, still can't see in true darkness)

Weakness 1:

Cold Blooded: Lizardmen do not function well in extreme tempratures(deserts, tundra, winter season), requiring much more energy to regulate their bodies should they continue act in such conditions. If possible, lizardmen will adopt a state of underwater hibernation while posting sentries to alert the clan should they come under attack and prepare them to fight/flee as appropriate.

Effectively I would be unable to take actions in desert/tundra/mountains and the winter turn. If I did not choose to hibernate/avoid those conditions it would require double the normal food costs to overcome the weakness.


Strength 2:

Prolific Breeders: Lizardmen lay multiple eggs at a time and are able to quickly breed to replace lost members of their tribe.

Weakness 2:

Weakness 1 Non-Religious: The lizardmen have no formalized religion, shamans or similar inclinations in their culture. They have no access to magic or the Gods as a race.The believe that personal strength will always overcome. When faced with magic Lizardmen will always face it head on, resulting in magic employed against them being more effective than it would be against others who would flee or shield themselves.
Clan Chiefs of the Seven Lizardmen Clans

Ligor of the Black Claws Clan: Ligor is brash and confrontational in diplomacy, known to enjoy hand to hand combat, forsaking weapons as many of his clan do. Also known as cunning and stealthy from his years of raiding neighbouring lands for resources.

Clan Marker: Known for the Black coloration on the Claws of both hands.

Garxhol of the Ridgeline Clan: Garxhol is known to be patient and accepting, one of the more accommodating elders of the clans. The Ridgeline clan has not raided in recent years, instead experimenting with small scale farming on the edges of the marshes. While largely unsuccessful to date, Garxhol is convinced that he would find success in more suitable lands.

Clan Marker: A narrow red strip of color that divides the skull in half symmetrically beginning at the nose and ending at the base of the neck.

Kailoq of the Razor Tails Clan: Kailoq favors silence, preferring to observe and rendering his counsel only when it will serve to break a tie between the other Clan Chiefs, and therefore be the deciding voice for the tribe.

Clan Marker: Known as the Razor Tails for the Silver coloration of the last 6 inches of their tails.

Kroxhex of the Dragon Tusk Clan: A proud warrior, who speaks his mind on any subject in full and sometimes brutal honesty. He will never be an accomplished diplomat, but is respected for his fearsome prowess with the blade.

Clan Marker: A large yellow tusk shaped patch that begins at the mouth and extends up the side of the head coming to a point above the ear.

Li-itza of the Yellow Speckle Clan: Li-itza and the Yellow Speckle are the most aggressive of the clans. Wholly committed to raiding and are dismissive of the Ridgeline Clan’s desire to form a more permanent home and take up an agarian way of life.

Clan Marker: Yellow Speckling in the Abdomen. Calling them Yellow bellied is a sure way to initiate an immediate fight with any member of the Yellow Speckle Clan.

Garadohi of the Red Eye Clan: Garadohi sees the need for a change to improve life for the tribe, but proposes offering the strength of the tribe to the wealthier kingdoms as soldiers in their wars. Li-itza sees this as selling the clans into subjugation and this view is not prevalent, but observed by several of the other Clan Chiefs.

Clan Marker: A Large Red Patch that covers the front left quarter of the head, encompassing the left eye of clan members.

Loqmazda of the Bluebacks Clan: Loqmazda supports Garxhol is his desire for an agrarian existence, as the growth of the tribe has been stagnant for almost two decades, having reached the limits of what the Cruetia Marshes will support and having lost many clan members to raids that fared poorly.

Clan Marker: A Diamond Shaped Blue patch in the center of the Back of clan members.
 
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((If we can be a part of a larger entity, I'd like to claim one of the dwarf cities. Otherwise I'll be a dwarf adventurer, perhaps going forth to Strike the Earth.))

((you could be an exiled faction of Dwarves, wondering the wilds in search of a home. Being a nomadic peoples gives you the option building your own kingdom from scratch, whereas a dwarf adventurer would be of a lesser impact on the game world.))
 
Vulf the Ysling
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Strengths:
Experienced Mercenary - Vulf has earned a reputation as a skilled warrior and a trustworthy sellsword over the years.

Cultured - Vulf takes great pride in his education and manners, and his travels have made him well versed in the intricacies and eccentricities of the courts of many different realms.

Weaknesses:
Enemies - One doesn't make much of a living as a mercenary without making some enemies and Vulf has made a few, not to mention those who would kill him to make a name for themselves.
'The Ysling' - Vulf's title precedes him and there are some men who have a natural prejudice against the beast folk of the Peligin Mountains
Prideful - Vulf does to take insults well, perhaps due to the beast blood in his veins. Whatever the reason, his temper has led to mistakes in the past.

Character Bio:

Little is known about Vulf other than the fact that he is a warrior for hire. He has never mentioned his past, though his accent is consistent with someone from the northern Peligin Mountains, giving some credence to his sobriquet. He earned the title due to the way his eyes would glow yellow and his pupils would constrict in the heat of battle, not unlike a wolf. Though it has never been confirmed, many took this in addition to his penchant for furs as evidence of his bestial nature, marking him as one of the Ysling.

The mercenary rose to prominence five years ago warring against the elves and goblins of Viric Forest for landed nobles in the lower valley of Ferre. Since then he has traveled across many different realms in search of adventure and coin, from the Isles of Eletanate to the great desert known as the Kalifa, ‘The Devourer’ in the native tongue. He made many friends as well as many enemies during the course of these travels

Surprisingly for one called 'The Ysling', Vulf is fluent in several languages, he reads and writes like a scholar, has extensive knowledge of history, mathematics and literature and is more than proficient in the art of etiquette, including dining with any manner of company and preparing ornate cuisine. Yet this gentlemanly façade is quickly replaced with ruthless application of violence when the situation calls for it. While he wears his title with an amused curiosity, Vulf is very proud and many lordlings and commoners alike have learned that it is a mistake to insult him.

Vulf has since returned to Ferre, and has been waiting for something interesting to catch his eye.

None as of yet.
 
Bogda Clan

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Race: Trolls
Covet: Precious metals
Strength: Brutal strength
Weakness: Low population

500 Troops

Trolls are a varied race, gifted with an uncanny ability to adapt to their native ecosystem. Differing in traits from one region to the next, universally among the trolls of the world is their incredible size and strength. Towering over men, trolls of a more stunted nature may stand as tall as ten feet, while others have been recorded as large as eighteen to twenty. With razor sharp teeth, powerful jaws and the ability to fashion crude weapons, trolls are a threat to be feared.

Before the Cataclysm, in Old Pangea, a tribe of Trolls had established a minor kingdom nestled at the foot of a great mountain. It was said that they were among the first trolls to begin forging diplomatic ties with other races beyond the Orc Clans, their usual allies. Known as the Bogda, they were well known for shifting the tide of battle as well as reciting crude hymns and songs.

When the doom came, the Bogda Kingdom was reduced to ash, their mountain home reduced to molten inferno. The few survivors made a perilous trek across the splintering land, finally making their way to Pangea Ulsa, and relative safety. Settling in the iron rich Augustinus Mountains, the Bogda trolls soon encountered men of the Campestrian Empire, whom clung to their diminished empire after disaster raged all around them. The push to secure sources of iron soon drove the Bogda out of the moutnains, and they were forced north, into the Extramontis marshlands.

Pursuing seclusion, the Bogda trolls finally settled in Cruetia Marshes, taking refuge from their enemies behind the shield of the cruel bogs. After a few generations time, the trolls soon adapted, able to metabolize the poisonous flora and fauna, and survive in the inhospitable terrain.

The Bogda still cling to their traditions of old, passing down tales and songs from generation to generation. A curiosity shared among most trolls, the Bogda covet precious metals, gold, silver, and gems. They will often crudely craft talismans and headdresses to signify importance in their society and superstitious rituals. This pursuit of shinies has made the Bogda well sought as a source of mercenaries.
 
Region: Cosmogene
Nation(s): The Cosmogenean Union
Ruler(s): High Kingship currently vacant with ongoing election, King Gudrun of Karaskand currently regent.
Prominent Race: Human (Dwarf)
Racial Strength(s): Elfhate (Elfhate, Metalsense)
Weakness(es): Elfhate (Elfhate, Lust for gold)
Minority Race(s): none

Region Bio
Cosmogone is bounded to the North and East by the Great Peligin mountain range and to the Southeast by the Astor River. Its Geography can be split into three parts: The PeliginMountain range on most of its borders, the river crossed plain of Gant in the centre and the vast forest of Viric to the south.

The Peligin mountain range was created as what is now the south-western part of the continent collided into the north-eastern part. It is highly geologically active, with many active volcanic mountains along its length. The main inhabitants are a few dwarf tribes whose holds control the mountain passes and provide much mineral wealth. The altitude makes the region largely cold and dependent on fungi for sustenance.

The Plain of Gant is the place of major human habitation in the region, with its great rivers providing trade routes and fertile soils. The rivers are from north to south the Venderbight, the Irrigo and the greatest, Cosmogone which provides its name to the entire region. The region is Mediterranean in climate around the Cosmogone and temperate as one moves north towards the Irrigo and Venderbight. The plain is served by irrigation systems allowing most of it to be fertile.

The Forest of Viric is a wild place as the humans have little interest in it beyond the harvesting of timber for construction and heating. The forest has largely been settled by the remnants of the elvish peoples who once populated the area. They are constantly at war with goblin tribes in the area with neither gaining the upper hand.

Nation Bio
The Land of Cosmogne was long before the Cataclysm a front in one of the many great wars between Elf and Dwarf. What is now the Plain of Gant was a part of a great forest that stretched from the foothills of the Peligin mountains to a great sea to the south that the river now known as the Cosmogne flowed into. About two hundred and fifty years before the Cataclysm the population of the human tribes at the delta of the Cosmogne grew rapidly and they began to expand northwards into what was then the Elven forest. The Elves saw that the humans had only taken a small part of their lands from them around the river and little of importance had been lost so the humans were left alone. The state of peace was shattered a hundred or so years before the cataclysm when the Human hero Gerhardt Oakfist saved the Dwarfish prince Erngrim of Karash from an Elven raiding party crossing his lands. The canny Dwarf saw an opportunity to punish the great enemies of his people and offered the hero and his human followers a bounty on Elven ears for arms of Dwarfish make. This treaty is known as the First treaty of the Iron Wall, so named due to the great wall in the city of Karash the treaty and subsequent treaties between the two peoples were wrought into. In itself this treaty did not lead to the current Elven situation, that is due more to the events of the cataclysm.

When the Cataclysm occured the majority of the Great forest the Elves lived in collapsed into the sea with climactic changes making the regions around the Venderbight and Irrigo rivers more favourable for Human agriculture than they had previously been with the changes in rain patterns turning what had once been sluggish, small waterways into rivals for the great Cosmogne. The other factors which lead to the current Elvish situation were the migrations of Human refugees from the lower valley of Cosmogne to the northern rivers and the migration of a great Goblin nation into the forest. Wars with both populations lead to the destruction of much of the old Elf infrastructure that remained and the Elves retreated to a few small enclaves deep in the forest.

The influx of human settlers and refugees from the south lead to the creation of the Second treaty of the Iron Wall Twenty-Seven years after the Cataclysm which demarcated the boundaries between the settlements of Dwarf and Man and was an agreement of mutual defence against outside threats. The human leader of that era: Frederick Ironskull, known as the master of the waters is worshiped as god by the Humans of Cosmogne for his heroic actions during the cataclysm saving many when all was thought to be lost. The lands of the Northern rivers were settled by refugees and intermixed with humans from the northern lands who moved south after the cataclysm.

The agreements of the Second Treaty of the Iron Wall were superseded by the Third treaty Three-Hundred and Ninety-six years after the Cataclysm when a great horde of Orcs from the swamps of the Extramontis invaded the southern territories and the confederal agreement was found to be insufficient. The result was the Cosmogenean union which had the three human Dukes and Dwarfish Kings electing one from their number to be High King of the Cosmogeneans for a term of Twenty-five tears, the eldest of the Dukes is usually selected when he is not incapable of his duties.

The High Kingdom is currently vacant after the death of Heinrich Duke of Ferre, with what would usually be a fairly obvious choice of the oldest Human Duke being muddled by some political scheming due to the similar ages of the Dukes of Sicarus and Darush. By the traditional criteria the Duke of Darush Garrus being the eldest would take the crown but due to his wishes to use the power of the High King to go to war over his rather poor claims in the North many of the Electors are leaning towards the slightly younger Duke of Sicarus Gerhardt. Meeting at the tomb of Frederick Ironskull in Narseh, the Electors are willing to select the Duke of Darush if he foreswears his claims but will otherwise back Gerhardt.

The Duchy of Sicarus is the oldest and most prestigious of the three Duchies. It was the only Duchy whose settlement predates the Cataclysm and its Duke is the heir of such heroes as the great Gerhardt Oakfist and it was here that Frederick Ironskull was born. Its climate is largely Mediterranean, is highly populous and is dominated by the river of Cosmogene. The people are largely descended from the peoples of Old Cosmogene with some admixture with a Campustribus Imperial expedition from before the Cataclysm. A century ago, not long after the last accord between Dwarf and Man was struck the colony of Fredericksburg was founded on the isles south of the forest of Viric to harvest lumber. Initially, the colony was profitable and prospered but when the new trees were planted they withered and died and the colony has barely eked out an existence since. The Duke of Sicarus' primary obligation is defending the approaches from Campestribus from any enemy, Orc, Troll or Man and his ceremonial obligations at the coronation of a new High King are to present the blade of Old Cosmogene, an ancient bronze sword from before the Cataclysm and to recite the human part of the oaths of the First Treaty.

Ferre was the second of the Duchies to be settled and the first after the Cataclysm under the leadership of the holy lord Frederick Ironskull. The holiest city in the Frederician faith, Narseh is situated in the duchy and it is there that the tomb of the holy Ironskull lies with his tomb being the chamber where the election of the High King is held. His lands are the richest in all of Cosmogene and the river Irrigo is truly a rival for the older Cosmogene river to the south. The climate is tending towards temperate and the people are largely pure old Cosmogenean stock rather than the mix of the other regions. The defensive duty of Ferre is the most prestigious as he is entrusted with keeping the most hated enemy of the Union from striking, while he is entrusted with Crowning the Helm of Erngrim with the Crown of Frederick Ironskull at the coronation of a new High King and keeping the Human Oaths of the second treaty.

The last of the Duchies founded, like Ferre by Frederick Ironskull's great migration after the Cataclysm. The Duke claims some lands to the north in Wali-Dah but the other lords see it as a joke like so much to do with the Duchy. The region is a cool temperate one and the populace have some mix of Wali-Dah. The Duke defends against the Wali-Dah which is seen as a minor front by most in the Union compared to the more important conflicts elsewhere. The Dukes are custodians of the Mace of Gerhardt Oakfist after some shabby dealings with the rather unattractive heiress of his line and present it to the High King at the coronation along with the human keeping of the oaths of the third treaty.

Karaskand, like Sicarus is the oldest and most prestigious of its kind, in this case oldest of the Dwarfish kingdoms founded a Millennium (or so the chronicles say) before the cataclysm. It was this Kingdom whose prince, Erngrim made the pact with the human forces under Gerhardt Oakfist. It is they who are to supply Steel weapons and armour to those who present Elf ears to them, however rare that may now be and they keep the bounty preserved in all its glory in a great cave under their obligations. The major foodstuff of the region, like all the Dwarf holds relies on Fungiculture to feed its people and its mines are largely situated on great lodes of iron which allows them to supply most of the region and beyond with their renowned wares of steel. The King of Karaskand has little defensive obligation beyond supplying weapons and troops to areas that are more pressured and occasionally leading expeditions to the north or against the Trolls. His part in the coronation of a High King is to place the Helm of Erngrim upon the head of the new High King and to recite the Dwarfish part of the oaths for the first treaty.

Syrus was settled a century and a half before the Cataclysm making it the second oldest constituent of the Union. The settlement of Khazid Belegar was built at the end of a Canal which connected the Irrigo and Cosmogene rivers before the Cataclysm though the King of Syrus did not participate in the first treaty and so is under no obligation to accept any Elf-Bounty but to prevent a loss of face anyway. Far away from conflict, the Kings of Syrus are the greatest brewers of the region and their only obligations are to provide troops to other lords and to present the bejeweled horn of a great Sea-beast found deep in the mines of Khazid Belegar to the High King upon coronation and recites the oaths of the third treaty.

Idris is the youngest of the Dwarf holds, being settled at the same time as the Duchy of Ferre after the Cataclysm by the venerable Isgrim Steelteeth who negotiated the Second treaty with Frederick Ironskull. The mines of Solnur are upon reefs of precious metal but are difficult to mine and are underutilised as a result. As Lord of the Nordmark the King of Idris defends against the rare threats from across the great mountains, particularly the Yslings as well as keeping populations of wild beasts under control. He presents the Banner of his illustrious ancestor to the new High King and recites the oaths his ancestor wrote centuries ago.

Character Bio
"High King of the Cosmogenean Union, Defender of the Holy Places, Keeper of the Forest of Viric, Binder of the Oaths"
Vacant, King Gudrun of Karaskand regent until the new High King is elected.

"Gerhardt, Thirteenth of his name, Duke of Sicarus, Lord of the Orcish and Troll Marks, and New Cosmogene, Overlord and Grand Captain of the colony of Fredricksburg, Guarantor of the First Treaty and Wielder of the Blade of Old Cosmogene"
Gerhardt is the preferred candidate for High King for the other electors despite being fifty-two years of age. Known as a studious strategist and wise administrator, Gerhardt has run the affairs of his duchy since attaining his majority at age sixteen but sees himself as not being ready for the task of the High Kingship. His skill at arms and subterfuge has prevented many threats from overwhelming the Orcish and Troll Marks but his brutality in suppressing the populations of invading tribes has not won him many friends on the eastern border.

Ferre:
"Arngrim, Sixth of his name, Duke of Ferre, Defender of the Holy city of Narseh, Sovereign of all the lands that once belonged to the Elf-King of Aelfelas, Lord of the Elfmark, Irem and the Isle of Carnelian, Guarantor of the Second Treaty and Trustee of the Crown of the Lord of the Burning Waters"
Young and Brash, the new duke of Ferre is willing and eager to fight the enemies of the realm or make up new enemies if there are none to fight. Of those opposing the Duke of Darush's claim to the High Kingdom his foolhardiness and wish to fight makes him one of the more likely to support the Darushian.

Darush:
"Garrus, Second of his name, Duke of Darush, Lord of the Valmark and Varchas, Prince of the Contested Lands, Guarantor of the Third Treaty, Custodian of the Mace of Gerhardt Oakfist"
Garrus is one of the two candidates for the High Kingship at the election of 500 AC. Due to being the elder at 54 he would normally be the natural choice but his claims on Wali-Dah lands make the other electors uneasy about his candidacy. Like many of his forbears as Duke of Darush, Garrus is a grasping, ambitious fellow who looks on in envy at the power and lands of the other dukes. Thus he and his predecessors have claimed the territory of the plain of Gant in Wali-Dah in order to increase their power relative to the other lords of the realm.

Karaskand:
"Gudrun, Twenty-Second of his name, King of Karaskand, First of the Dwarf Lords, Keeper of the Bounty and the Wall of Iron, Giftlord of Steel, Oathkeeper of the First Treaty, Lord of the Hold of Karash and Steward of the Helm of Erngrim"
Known as the Eldest, Gudrun is at age Two Hundred and Forty six the oldest known dwarf to have ever lived. Having reigned for One hundred and Seventeen years, he is the last living signatory of the third treaty of Iron Wall and has been a force for both stability and isolation in the Union in his later years. To most dwarves even those of other holds his word is seen as close to law and all human lords respect his counsel. With his votes come the votes of the King of Syrus, a long time friend and confidant. Has no living children but many grandchildren to squabble over his inheritance.

Syrus:
"Olfgrond, Fifth of his name, King of Syrus, Prince of Brewers, Oathkeeper of the Third Treaty, Lord of the Grand Canal and the Hold of Khazid Belegar, and Protector of the Great Horn"
At the age of One hundred and Eighty Olfgrond is younger than his old friend Gudrun but is a mighty ruler in his own right. Though his personal preferences tend towards expansionism he is largely kept in line by the older king so Olfgrond tends to his breweries and works vainly to get support to rebuild the grand canal.

Idris:
"Alrik, Second of his name, King of Idris, Oathkeeper of the Second Treaty, Lord of Smoke Mountain, the Nordmark and the Hold of Solnur, Caretaker of the Banner of Isgrim Steelteeth"
Alrik is another youthful product of the long peace in the North. He is interested in making war against the enemies of the Union and would with some convincing follow Garrus if Gudrun the Twenty-Second were no longer to breathe. He is willing to sponsor adventurers among his own folk to ensure that the threats to his realm are met with the requisite violance.

Religion: The peoples of Old Cosmogene worshipped idols of gold and bronze before the fall while the Dwarfs venerated their own ancestors and sought out the wisdom of those who have left this life. During the cataclysm those most faithful to the gods of Old Cosmogene were burned or drowned as they sought the help of the gods in the old lands. The survivors saw the old gods as having saved themselves rather than saving their followers or perhaps as having never existed at all. The Dwarfs on the other hand had largely been spared the tribulations of the humans and so the men abandoned their old gods for the styles of the Dwarf religion.

After his death the hero Frederick Ironskull as well as other key figures such as Gerhardt Oakfist and Prince Erngrim of Karash were added to an all-Cosmogenean pantheon with its cult centres at their burial sites. Over the five-hundred years after the Cataclysm the Kar-Isglish faith has formalised the ranks of ancestor spirits into seven tiers, each with its own colour associated with it:

  • Ur-Isg: The highest tier which uses white as its colour is populated by great heroes or legends who have followers all over the Union. Ironskull, Oakfist and Prince Erngrim are examples of such figures who have touched the lives of all those in Cosmogene.
  • Sul-Isg: The second tier uses yellow as its colour and is populated by those who serve as guardians for those who are in a particular group or profession across Cosmogene. These figures are usually referred to indirectly through nickname or metaphor in order to protect their identity from outsiders.
  • Gul-Isg: In the third tier those who are seen as the patrons of a particular region are to be found. The colour of the third tier is red and an example of such a figure would be Isgrim Steelteeth to the Dwarfs of Idris.
  • San-Isg: The colour of the fourth tier is grey, those who reside in this tier are those who serve as patrons to a family or to a small group of people but lack wider knowledge among the populace.
  • Prash: The bottom tier is the most common with black being the colour for those whose souls do not act any further in the lives of mortals after death whether due to lack of will or lack of importance.
The most common method of determining the tier which a soul moves to after death is the ritual of Isg which is performed as the soul exits the body upon death. If this ritual is not performed the Priests of the Kar-Isglish faith can perform calculations in order to determine the rank of a soul but this method is seen as far less accurate.

Magic:
The Cosmogeneans make use of two magics, one which they are consciously doing and the other they are not.

The first is the ritual of the Priests of Isg upon the death of a person. Many years ago the Dwarfs of Karaskand found some rocks which have been observed changing colour if the dying breath of a being is breathed upon them. The chants of the priests have been developed to increase the power of this dying breath.

The second relates to the first Treaty of Iron wall and is unknown to those who partake in it. Due to the repeated recitation of the oaths of that treaty the initial Elf-hate that the Dwarfs had was transferred to the humans with whom the treaty was made and was amplified in return. This means that the peoples of Cosmogene are unwilling to countenance alliance with Elves or those who are allies with Elves.
IC Index
The death of Arngrim II

Maps:
GnSI3Ml.png

The Cosmogenean Union
The Union is divided into six parts, the Human Duchies of Sicarus with its capital in New Cosmogene, Ferre with its capital in Irem and Darush with its capital in Varchas, and the Dwarfish Kingdoms of Karaskand with its capital in Karash, Syrus with its capital in Khazid Belegar and Idris with its capital in Solnur.
 
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Shallan al-Masi

Age: 19
Race: Human
Current Location: Cennen, Braln Confederacy

Strengths:

Educated – Shallan is literate, possessing the ability to both read and write (rare enough in a slave, even more so in a female), and moreover is quite knowledgeable about society due to her position as a slave to an elite noble family. She is fluent in not only her native tongue but also the language spoken by her Braln masters, demonstrating a clear talent for linguistics

Resourceful – Shallan was taught how to fend for herself during her youth among the nomads of eastern Makhennet, learning self-sufficiency in order to survive in the harsh desert plains. If she were to ever escape her life of servitude, Shallan would have little trouble adapting to her new environment and finding a way to survive as far as physical needs are concerned.

Weaknesses:

Submissive – After the intense trauma of her initial capture, followed by years of often cruel and degrading enslavement, Shallan has learned to submit utterly to her masters’ wishes without regard for her own desires, and as time passes the concept of freedom seems more and more clouded by uncertainty. While she still desires to be free, the fear of what might be the result of an attempted escape often makes her hesitant and timid.

Slave – Shallan is a member of the lowest class of Braln society, an individual with no rights who is often treated as more akin to an animal than a human, with no value other than to be bought and sold and put to work. The brand she bears that marks her as a slave will be one she carries with her forever, and even if she manages to escape she will be hunted down mercilessly because of it. Her position affords her no respect and even less status, and is a burden she must be bear with little hope of reprieve, short of death.

Character Biography:

Born in the Rayatik region of eastern Makhennet to the Masi tribe of desert nomads, Shallan lived a peaceful existence with her father, mother, and younger brother, travelling the length and breadth of the Great Wastes, and along the banks of the Almamar River. Under her father’s guidance Shallan learned both how to read and write (an unusual skill for a nomad, but one which he father valued highly) as well as to forage for food among the desert scrub, to hunt the roaming animals of the desrt, to start fires and to pitch a tent against the elements. However, when Shallan was eleven years old a raiding party from the Braln Confederation, coming from the east in search of loot and glory, happened across their camp on their way to more fertile grounds – most of the Masi tribe was wiped out in the ensuing struggle, with the few remaining taken as captives and brought back east as slaves. Both of Shallan’s parents were killed while her younger brother was sold to a mining company at a slave auction in Ilchester, never to be seen again; Shallan, on the other hand, was sold to an influential noble family in Cennen as an attendant to their youngest daughter of the same age. She believes that her linguistic ability and literacy helped ensure she was given such a position over that of a concubine, but she lives in perpetual fear that she might one day be relegated to that role. As a result, she secretly plots her escape while simultaneously living in terror of upsetting the masters who have controlled her life for the past eight years.


- Slaves come from captives that are taken by any member of a raiding party during one of their raids
- The raiders are allowed to keep any captives they take for their own as “war prizes”, but sometimes sell them at slave auctions for profit
- Once purchased, slaves are often branded or otherwise marked by their master’s to identify them as their property
- This can take the form of literal brands to more ornate collars and chains – however, it is ultimately up to the master to decide on marking, if there is to be any at all
- Slaves are primarily used as hard laborers, household servants, concubines, or attendants
- Slaves, in theory, can free themselves from slavery, but in practice the qualifications for such are deliberately vague and nearly impossible to achieve
- Escaped slaves are hunted down and immediately returned to their rightful owners, after which any punishment is delivered by the master
- Masters have total authority over their slaves, and the interfering with another man’s slave without express permission is a grave social and legal offence in Braln society

None as of yet
 
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((you could be an exiled faction of Dwarves, wondering the wilds in search of a home. Being a nomadic peoples gives you the option building your own kingdom from scratch, whereas a dwarf adventurer would be of a lesser impact on the game world.))


((Where would be a good starting location for a wagon train of dwarven refugees migrating Battlestar Galactica style?))