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=='''Lapus'''== ====Imperium of Dwight==== Dright is a heavily industrialized country populated by a large variety of races forced to adapt to the dangerously toxic air prevalent in Dright. The ruling race of Dright are the Dreeght, a strange species of magically-gifted, raptor-like and cruel humanoids that cannot survive with pure air and upholds a strict and draconian caste system within their realm, its population boosted by a large number of slaves they've gathered through raids, trades and other means. The Dreeght are not seen outside their empire without means to protect them from the clean air that are poisonous to them. Needless to say, nobody likes dealing with Dright. ====Malsolia==== Not too long ago, the Union conquered the small but resource rich nation of Malsolia and enslaved its citizens to work in the mine shafts. While profit was at an all time high, so was piracy. Union ships would commonly be raided and the strength of the larger pirate fleets would quickly start to rival the Union Navy. Things truly got out of hand however when the miners discovered a powerful magical ore that gave them great powers and started a rebellion against the union. The combined chaos of both problems forced the Union to retreat quickly, leaving behind many ships, weapons and even one of their smaller zeppelins. But they'll be back, and the people of Malsolia are preparing for their return. The magical ore, called Malorite when it was discovered by the Union, can cause rapid mutation in those who either inhale or consume it's powdered form, the mutations take the form of crystaline structures that jut out of random points on the consumer's body, The first time the Malorite's mutagenic effects were discovered was when Malsolian miners started growing these crystaline growths after inhaling the discarded Malorite dust during their duties mining it, while none of those miners live today, they did accidentally make the first "Malorite Ascension Ritual" wherein the "Initiate Consumer" would take a small stone and chip away at a ritually prepared stone of Malorite until they would pass out from the beginning effects of Malorite Inhalation ====Mousterians==== The cold region between Malsolia and the Imperium of Dwight is primarly inhabited by the Mousterians, the remnant of an ancient race. They are shorter, less dexterous, social, magically able and have less stamina than humans but they make it up with their greater strength, intelligence, resistance to the cold and talent with purely technological tools. Thanks to the isolation caused by most other races not being able to survive in most of their territory, they built a highly advanced peaceful civilization interacting little with the outside world with the exception of some adventurous tourists, academics and scientists needing to study something on the field, merchants selling strange devices to buy the few magical artifacts that their science can't duplicate and a few diplomats. ====Maritime Khurultai==== People: Mostly human, a few permanent residents of other species but less than a single percent. Religion: In a word- complicated. Studies into folklore suggest a hundred goddesses and gods in a singular pantheon, but none have names. Titles exist, but they may or may not be distinct aspects of collective spirit clusters. There appear to be no defining set of scripture or doctrine, simply individual interpretation of the relationship between the divine and the mortal. While not concise by any means, it allows the society some comfort in accepting attitudes that are not their own. Magic: The use of magic is highly limited to lifestyle magic rather than the typical uses of war or healing- to use them for anything more than small instances is considered an insult to the spirits which allow magic to occur. For instance, Magic might be used to create another pair of hands to work a loom while the caster dyes the thread the loom creates. There are workarounds: rather than creating massive fireballs to lob on ones enemies, a small flame might be produced to light a pitch-covered boulder prior to it being lobbed via catapult, and the ingredients of several dozen healing droughts might be magically combined while the droughts themselves are expected to heal the sick and wounded. History: Unrecorded, save for third hand accounts. Oral tradition is considered unreliable in these matters. Few who have made contact with them have noted them with more than a historical footnote, though we know that they are attributed to the dissappearences of a few coastal cities over the last century. Economy: Unimpressive in terms of scale. All indication of an agrarian society- focuses on textiles and aquaculture. However, this might be a front for external actors in order to give an illusion of poverty- for instance, we know their crossbows are among some of the most sophisticated non-firearm ranged weapons on the island, and are far, far quieter. The Maritime Khurultai does extensive trade throughout the world, primarily with human-dominated nations, but most of its products are not recognized as coming from it. Instead, they are often mistaken for things coming from elsewhere. while many coastal nations have traded with them in the past, few recognize that they've dealt directly with their citizens until after they have left. The Maritime Khurultai deals mainly in intricately patterned textiles, clothing, jewelry and leather goods in dozens of styles. silken lace is among their best known product, but that is comparatively rare on the open market. additionally, they will sometimes let a series of complicated puzzles out into the world, to better gauge the adaptability of the people who would buy such things in an effort to determine the character of fellow human nations. these puzzles are, by contrast, easily recognized and leads to the notion that the nation only produces silly baubles for trade that are not worth people's money. These same traders also tend to purchase large amounts of local art, sculpture, literature, musical instruments and the raw materials to make such things. they claim they are in need of diversions...but who is to say if that isn't another carefully construed lie to cover up their real goals. Miscellaneous: one of the very few but well known things the Maritime Khurultai does export to other nations is their silk, which uses highly detailed patterns woven by hand, with each textile house using a style unique to their traditions. This silk is highly durable, absorbs dye easily and is soft enough to make people forget they're wearing it. Available in spools, sheets and custom order items (with ever increasing amounts of production time), the silk is wore by the people who make it in a layered fashion, often to the point that any gaps in the pattern are covered by more silk. However, due to the cost in both time to produce and to secure a trade visa with the Khurultai, foreigners can rarely afford much bulk silk, so it is regulated to accessories or accents on other pieces. surprisingly, it can often be found paired with leather jackets, gloves or boots as a liner. '''Story 1:''' There are few who dare to cross the northern seas in summer, for that is when the ice melts and monsters roam south. Once, people believed this to be a metaphor, a warning about tides and ocean currents. A myth to warn precocious children and reckless traders alike. But all myths have a kernel of truth to them, and reality is a harsh mistress. Isolated behind impenetrable mountain chains and their lava filled fjords, and seasonally trapped by a ruthless arctic wind that manages to freeze even the mighty ocean itself, the humans of the Maritime Khurultai would be no threat to anyone, if it wasn't for the local fauna they have managed to tame. Using all the knowledge at their disposal, they use the resources on hand to bend the monstrous Dire Tigers to their will. Apex predators adapted to extreme temperatures and perfectly at home in the water, the people of the Maritime Khurultai know that they are the key to getting the one thing they have always wanted. More land. With each generation of tigers getting larger and larger, they know their dreams will become reality. Soon. There are many who doubt the idea, upon seeing a Dire Tiger in the wild, that lowly humans are even capable of taming a single one, let alone enough to be a threat to other nations. Yet humanity has proven resourceful in other ways before, and there are rumors of a journal that outlines the exacting process. Combining animal husbandry, aquaculture, herbalism, perfumery, hypnosis, even clothing patterns, music and dance, the species is lulled into believing humans are not a threat, merely a provider. Instead, through this process, the journal allegedly claims that those who threaten their caretakers become the enemy of the Dire Tigers. But as of yet, such claims are unverified. If only observers could be placed in the City of Three Rivers, or Kyr'jtlan'isoune in the local tongue. if it even exists at all. Nobody has ever returned from looking for it, as you well know. have you ever seen one, the humans from the Maritime Khurultai? consider yourself lucky if you have, there aren't that many who can boast the same claim. I've only heard the description of them third hand, from a drunken sailor no less, but it was fascinating to hear about. They cover themselves from head to toe, with no skin exposed to the sun, even their faces. But it is no simple robe or armor they wear, for they combine silk and leather, metal and fur, feather and bone, and more, all at once. The silk is said to be comfort, dyed in wild and bold colors, yet it is almost entirely covered by leather stitched in intricate patterns. the furs of great animals make up their cloaks, but those aren't worn for the cold- they are used to obscure their heavily engraved armor segments. great plums of feathers adorn their helmets in times of anger, and bones rattle from their limbs in symbolic totems tied fast with woven reeds. Yet it is their carved wooden masks with polished, inlaid glass eyes that remain their most memorable features. you can never follow their eyes, not really- even when you think you can see what they're looking at, they glow from within, obscuring the truth. is it a reflexive movement, a trick of the light? he didn't know, nobody knows. There is just too much we don't know. the layers of clothing supposedly hide a lattice work of tattoos, scars and brands, but even the old sailor couldn't say for sure if that was true or an embellishment from somewhere down the chain. if it is true, what do they all mean? why obtain them at all if they are to be covered up when in public? Just what else are they hiding, behind those masked eyes of theirs? or should we be grateful we don't know. '''Story 2:''' Yes ma'am, what I have here is a genuine scent puzzle ball, straight from the Maritime Khurultai. My contact has authenticated it as having come straight from the capital city! That's right, just spin the inner segments around and the scent becomes stronger or weaker depending on how the holes line up. and you can replace the incense inside once you make it through all seven layers, like this. like this....dangit, it was easier to do last time- AH THERE WE GO. see? just a tiny amount of the stuff produces a smell this strong. and yes, i know, its a tiny sphere, less than 20 centimeters across, but just think of the envy your friends will have when you present one of the few items used in the modern Martitime Khuruldai. not some ancient relic with no purpose, but a functional piece of their culture! your reputation around here will skyrocket! No, of course it's not real Dire Tiger fang. Do you think they'd let those out of the country? No, this is the commoner's version, made from ox bone powder and resin, but still, the fact they even allowed it to escape their borders is a minor miracle. Wait, how did you know they make the larger ones out of tiger fang? huh? customs enforcement? I've never...wait, where did you get that spear from? '''Story 3:''' Look, we've tried to give you an accurate count of their military capabilities, multiple times. And all, all my agents who've even managed to come back are dead. The ones who were left behind? We don't even know. All we have are rumors and hearsay, and the confessions of dying men. If we can trust such sources, and that's a big if, then we know the military is mostly occupied by women, and they are terrifyingly efficient. Highly skilled, tactically well organized, proficient in mid-ranged and melee combat. They prefer high-powered crossbows that fire spear sized bolts, and whips that change into spears with the twist of a handle. While they seem to lack siege capabilities, their mounts speed and agility more than make up for such shortfalls. From what we can estimate, roughly 40 percent of their population serves in the military. Its not hereditary, but there are legacy houses of martial prowess, and entire schools dedicated to the study and training of future war leaders. I couldn't begin to tell you about the locations, tactics or strategies behind such organization because, again, all my agents died trying to find out. That's how good their security is against foreigners. But here's the real kicker. I'm virtually positive that even these rumors and hearsay and deathbed confessions are only known to us because they want us to know. They want us to have just a taste of that kind of information, probably so they can mislead us with it and then change directions at the last second, when it really counts. So again, I implore you, do not trust what we have without firsthand, verifiable intelligence on them. I will, eventually, be forced assemble another team of agents and see if they can convert some of the locals into aiding us, but don't count on it. I don't want to send people to their deaths over mere speculation. And remember, if anyone asks, this conversation didn't happen. '''Story 4:''' Esteemed Ladies, Gentlemen. As you well know, the origins of the Maritime Khurultai beyond the 400 years we have known of their existence, have not been committed to publication, nor are there written records of any kind on the subject. However, there is, within the extensive and robustly worded oral tradition of the people, an origin myth. To repeat the myth in its entirely would require several hours of your precious time, as well as an understanding of the local language that I am not qualified to relay with sufficient enough skill. In summary translation, we can say they believe they came from a convoy of refugees of a ruined homeland far to the south, one which persecuted them for their beliefs that slavery was unjust and should be abolished. That any who could work the land should be free, regardless of other factors. They feared for their lives and fled across the ocean in thirteen ships. Most sank, and while some of their crews and passengers were saved, in the end, only four made it to their new land. When they arrived, they found the land plentiful in rich fruits, grain, vegetables, spices and materials for making homes, textiles, medicine and even tools for mining and metallurgy. Which, even I admit, seems implausible, but then how else are we to explain their alternatives to modern firearms? But it seems that while they found an abundant paradise, the animals of the land were rare, and often dangerous. Even the fish along the coastal waters were quite deadly, almost as if they had adapted to be as deadly as possible in order to ward off some threat or another with their every waking moment. Mammals, insects, birds, reptiles, amphibians, they all seemed hostile to human presence, and hunting these creatures was an exercise in folly, for it killed more of their people with each attempt than their bodies could feed. That is, until they discovered their Tiger God. Pardon my interruption. A little wine always clears the coughing. We don't know if they are referring to some predecessor species to the actual Dire Tigers they use today or if they met someone who merely impersonated a deity, regardless, this indivdiual didn't consider them a threat. If anything, it was amused by their attempts to change the nature of the land, and let them go about their business, occasionally following them as a curious neighbor might observe the habits of your pets. The Tiger God watched their struggles, but didn't offer aid directly, merely leaving hints on occasion so they might discover the truths for themselves. As thanks, they would offer gifts of tribute, which, while quite elegant by our standards, simply served to make the god bored. However, when the humans finally began breeding fish in their aquacultural gardens and preparing them for meals, the Tiger God took notice and began asking for offerings. The humans relented, and the Tiger God was pleased, offering the services of their children in exchange for regular meals. This bargain appears to lay the foundation for their domestication today. Now, when most settlers or refugees arrive at a distant landmass, unless they have sufficient materials for housing secured, it isn't uncommon for people to cannibalize their ships for raw materials. This didn't happen in this tale, as the refugees had feared they would be followed, and thus kept their ships in order to evacuate should the land prove too formidable for them to live on. However, as the people were beginning to discuss what to do with the vessels, the Tiger God was intrigued by these ships and their sturdiness, and they asked that their children be able to use them to play on as part of their arrangement. The people agreed, knowing they would also be useful for trade should they come into contact with others, as well as to find more marine life to hunt and eventually tame for domesticated food sources. Again, my apologies. This damned cough. But that is the tale, as told to me by my contacts from the Maritime Khurultai, have laid out. As you well know, the structure of the narrative is typical of a myth whose basis in reality has been lost to time. Not uncommon in particularly ancient civilizations without a readily available source of writing materials. However, we have plenty of evidence that they do indeed have a writing system. The Litany of Poets even has three examples of their writing system within its text, though the translation is what most people care to read. So why then do they only chronicle their history in oral tradition? I believe the key to this inclination stems from an axiom they use, away from open ears and in darkened corners. "Still words lie, moving words reflect the soul." In order to trust the words of a person, they must see the person say it, to follow their eyes, the movement of their hands and gauge the emotions of their voice, to carry a greater context with the words- a mass produced writing would be meaningless to such an attitude. ...I must say I am somewhat astonished that there hasn't been a single question about any of this thus far. Does anyone have a...Carl, have you even been looking for raised hands or... My word. My assistant is dead. How...when...Someone, please call for a coroner. Why is...no one is moving? What...what is going on...here... Oh. Oh, I'm so sorry. If it's not to much to ask, may I have a final sip of wine first? ====The East Unionary Company==== While technically part of The Union, the EUC finds itself with a relatively high level of autonomy. Acting primarily as a trade hub for Timber and Furs to bring to the mainland. ====Utopia==== People: The people of Utopia come from all over the globe, but most of them are Nantic followers of Vanille, Gaelhalla, and their variants. In addition, the Silver Goddesses clan of Amazons, the original inhabitants of the islands, still form a slight majority. Religion: The people of Utopia welcome all religions (except war gods, demons, male gods, and any god that pushes for the supremacy of a particular race (Ayalla's well known favoritism for the Amazon races doesn't count, for reasons)). The Amazons mostly worship Ayalla, while the Nantics mostly worship Vanille and Gaelhalla. Utopia itself is essentially a cult. Although its home base is in the island chain ruled by the Silver Goddesses, its followers can be found around the world, seeking ways to influence governments to embrace its multicultural-feminist-environmentalist creed, or overthrow those it cannot influence. Magic: Utopia has a fair number of magic users from all over the world, but particularly the Nantic States. In addition, unlike most other Amazon tribes, the Silver Goddesses have many skilled magic users, specializing in enchantments. Military: Members of Utopia stir up trouble all around the world, but prefer subterfuge and political riots to actual warfare. Enchanters are particularly useful to them. However, the Utopians are perfectly capable of defending themselves. In particular, the Silver Goddesses are almost all skilled at martial combat, and have many magic-users as well, causing them to be the main fighters of Utopia. Several attempts by Alkor, the Union, the Shahdom, and Dright to dislodge them from their islands have failed, and in retaliation, Utopia has teamed up with Malsolia, Aquatica, and the Freedom Coalition to engage in piracy and industrial sabotage. They also have a mysterious interest in Khurultai. History: The Utopian Movement was founded by Hanna Gannel, a minor noble from Westphallica and a fanatical worshipper of Vanille who believed in a world where everyone will live in harmony with each other and nature. The movement was very popular with activist nobles and intellectuals for a time, but gained a reputation for using violent and underhand methods to achieve their goals and therefore were driven out of one nation after another. They eventually ended up seeking sanctuary in the Silver Islands (now known as Utopia), since the Amazon tribes there largely agree with their politics. Economy: Utopia is an island chain off the coast of Lapus covered in temperate conifer rainforest. The indigenous Amazons live simple lives as hunter-gatherers, but foreign followers of Utopia have built several impressive fortresses and port towns with resources provided by wealthy sympathizers and enemies of enemies. Piracy and raids also sometimes yield useful resources and equipment. ====Lepre-Khans, Lindgrub, and the Grassblade Commune==== '''Lepre Khans:''' Between the Imperium of Dright and the Maritime Khurultai lays a land neither dares to thread into. Known as the Lepre-clans these lands are primarily inhabited by leprechauns. The leprechauns are a race feared by all of Lapus, capable of feats of great trickery, incredible magic and clever deception, they can steal someone's underwear undetected while maintaining eye contact with them. '''Lindgrub''' The leprechauns are however not alone, a colony of Alkor named Lindgrub had settled east of the Lepre Khans. When news came out of Harlbourg's rebellion many of the colonists sympathized with Harlbourg. Fearing this might cause instability, the government ordered the Alkor Global Press to censor any information of the rebellion that would paint Harlbourg in a positive light. The people caught on however, and when the government attempted to imprison several whistleblowers, the colonist launched a revolt of their own. The leprechauns, wanting to cause some chaos, decided to aid the colonist in their battle. Together they kicked Alkor of the continent, and the Liberated Lands of Lindgrub remain in relative peace to this day. '''Grassblade Commune''' On the northernmost point of Lindgrub, east of Dright grows a tree so tall that its peak pierces the stratosphere. This tree is the birthplace of the leprechauns and other fae who roam the continent of Lapus. An entire city filled druids, ents, dryads and monkeymen reside within the the tree's stem, with a colony of harpies who have evolved to breathe in high altitude environments living atop the tree. These people refer to themselves as the Grassblade Commune. '''People:''' The main inhabitants of this region are the Lindgrubians. Descendants of an Alkorian colony that rebelled about a century ago, they have picked up many traits from the Lepre-Khans both before and after the rebellion, and these days can be easily identified by their strange accent and mannerisms. Lepre-khans (also known as leprechauns and lepres) are the most common type of fey in the region, though they prefer the mountainous uplands to the coastal hills preferred by the Lindgrubians. Harpies and ents are also fairly common, and occasionally other fey are seen as well like giants, dryads, hags, and monkeymen. '''Religion:''' Lindgrubians have a strange syncretic religion combining elements of both the Nantic religion and the ancestor gods of various fey. The primary god is Gallywa, a nude corpulent, pig like goddess that combines elements of Gelune/Gaelhalla, Gayin, and the Lepre-Khan goddess Gorutt. She is associated with greed, fertility, and cunning. The Old Man of the Seas is associated with weather and oceans, and combines elements of Shomdar and Alcar. Liik is the Raven Goddess, and is worshipped in a similar manner to in Unkor, Falconhead, and Gabaet due to the fact that some of the original colonists were refugees from those areas fleeing upheaval at the time. Wyrn/Weir is the forest god, and incorporates elements of ent ancestor spirit worship. The fey have a wide range of gods, generally more powerful versions of themselves. '''Military:''' Lindgrub is a poor and backwater nation, who have little to trade, and who are generally uninterested in trading with outsiders anyways. Despite this, they do have a reasonable number of cheaply made firearms purchased from The Union which are used by the Lindgrub Revolutionary Army. This army, more of a coalition of militias really, are constantly preparing for the inevitable Alkorian invasion attempt, though in reality, Alkor has shown little interest in trying to reconquer Lindgrub, which was only ever slightly profitable at its best. In battle, Lindgrub uses a strange mix of Nantic and fey tactics. Raids and guerilla warfare is preferred. Humans use muskets, and the occasional cannon, then switch to swords, axes, spears, and repurposed farm tools. Fey provide support in accordance to their strengths (ents as heavy hitters, harpies as aerial skirmishers, lepre-khans as saboteurs, etc.) Skirmishes with Dright and Khurultai are not unheard of. Thanks to their alliance with the lepre-khans, the Lindgrubians are one of the few nations that Khurultai rarely get the drop on. However, although they hate most foreigners, Lindgrubians prefer to be left alone, and have yet to launch an extended campaign against anyone, though rumors persist that The Union, Imperium of Dright, and/or Dun Costa have approached them to form an alliance. Occasionally small groups from Dright and Khurultai will march directly on the highlands to try to retaliate against the lepre-khans, but bringing the wily fey to battle is almost impossible. Most of their strongholds are in fact located in the fey realms, and only one with strong ties to that realm can enter them. Even strongholds located in this world are just outposts for strongholds in the fey world, and can be cleaned of anything of value on short notice. '''History:''' For countless ages, the lepre-khans, lapus elves, and other fey from the Grassblade Commune roamed the continent of Lapus freely, but invasions by the Orgillons and Sartyrians in ancient times have convinced them to consolidate their communities mostly in hard to reach locations. Never seeing eye to eye, the lapus elves went west, while the lepre-khans stayed in the east and central highlands, however, other fey tribes settled in both regions. In time, various other cultures settled in the coastal areas and flatter sections of the island. At first the fey usually avoided or fought with the outsiders, but in time it was decided that some of the human cultures weren't as bad as the Orgillons and Sartyrians of old. The lepre-khans formed close relations with Alkorian colonist that settled in the eastern portion of the continent, and about 100 years ago helped them rebel against their colonial masters. Since then, the Lindgrubians and their allies among the lepre-khans and other fey have been stubbornly isolationist for the most part, though some ties exist with Dright, The Union, and Dun Costa. '''Economy:''' Lindgrub is a fairly poor nation with poor, hilly land suited for little other than potato fields and sheep. The lepre-khans are famous for their hordes of gold, but are extremely reluctant to part with it, despite the fact that some lepre-khans can use their magic to produce large amounts of gold. However, some lepre-khans are fairly generous spenders, thus allowing the more organized Lindgrubian militias to purchase weapons from The Union. The more sadistic and amoral lepre-khans sometimes purchase slaves from Dwight. ====Lapus Elves (East Alkor, Vespins, Karelia, Mordiven, East Union Company, Bloodsap Forest)==== People: The Lapus Elves are one of the more numerous but lesser known branches of the elven race. Many of them come from diluted bloodlines due to past mixing with that of humans and other lesser races and now lack the immortality certain other elven races are famous for, though only those with recent human ancestry are considered half-elves. A number of other fey beings live here, particularly in the Bloodsap forest. Inhabitants include ents, lepre-khans, red caps, harpies, satyrs, dryads, and other, stranger creatures. The region is also home to many colonists from Alkor, Shahdom, and The Union. Religion: The Lapus elves mostly worship a large pantheon of elven gods they brought with them from their home dimension, but a few have converted to human religions, mostly the Nantic Pantheon. Magic: Elves from relatively pure bloodlines usually have access to innate magic, though power levels vary. Their favorite spells tend to be illusions, enchantments, and elemental magic, but they can also channel their raw ability to learn human magic traditions. Military: Although individually skilled and arrogant, the elites of Lapus elf society see fighting against lesser races like humans to be wasteful and senseless. Instead, their greatest cities and mansions are hidden deep in the Bloodsap Forest, guarded by the vicious fey that live there, hidden by powerful illusions, and in many cases, located entirely within the realms of the fey. Any potential invaders will have to slog through dense forest full of traps, magical constructs, and dark fey hunters if they want to stumble upon a Lapus elf settlement. Instead most fighting gets done by the lesser clans of Lapus elves living in the coastal swamps and rocky hills, who although are still fairly skilled magically and martially, are often outnumbered by human invaders. Lapus elves prefer to fight with swords, bows, and spells, though some clans have also grudgingly embraced firearms as well. They much prefer guerilla warfare to open warfare, where their skill with illusions and knowledge of their misty pine forest homeland gives them a significant edge. The various other fey creatures living in the area, particularly in Bloodsap Forest, each have their own fighting style, though stealth, misdirection, and fear tactics are generally preferred. Alkor and The Union both have military forces in this region, which sometimes skirmish against the Lapus Elves, assorted other fey, as well as Malsolian and Utopian pirates. History: The Lapus elves were one of the first inhabitants of the Lapus continent back when it was a sparsely inhabited region home to small pockets of fey creatures that can trace their origins to the Grassblade Commune. As other more powerful nations conquered then lost Lapus over and over, and some of the fey living in the continent's interior became increasingly dark, the Lapus elves shifted their focus to the dense pine forests of the southwestern coast, where warm ocean currents and an extensive network of volcanos, geysers, and hot springs kept the air relatively warm but also frequently misty. Over the past few centuries, they have repeatedly come in contact with humans from Autia seeking timber, furs, and mineral wealth like gold, jews, and malorite. At first these colonists were generally driven out, but the Lapus elf ruling class has grown lazy and decadent, and eventually a number of colonies were formed by those who had the military strength to protect themselves against minor raids, but also the brains and wealth to bribe the ruling elf clans and exploit rivalries between different noble families. The main colonists were Alkor, The Union, and the Shahdom of Gravlind: The Shahdom were the first to be able to set up trade relations with the Lapus elves, some alliances lasted for centuries, however, the Shahdom became increasingly bullying, in some cases even using marriage alliances with minor clans to claim ownership of entire regions, so few were particularly sad to see Alkor and their puppets among the Autian Port Federation drive them from the region, though some former Shahdom colonies still exist in the region as neutral towns. The Union was the next to settle the area, setting up a number of colonies in the region, particularly in the malorite rich region of Malsolia (which the Lapus elves avoid due to the harmful radiation generated by the high malorite content underground). The Union eventually outright conquered the Malsolia region, giving them a powerful foothold in the region, from which a number of other smaller colonies could be set up, however, the Lapus elves dislike The Union due to their attitudes towards magic, and each new colony is only set up after considerable bloodshed and/or bribes to elven nobles. Eventually The Union lost control of Malsolia, which significantly weakened their position in the region, though they still retain a number of major bases in the island chains between the continents of Autia and Lapus. Alkor is the most recent colonist, and generally the most successful. Much more willing to tolerate foreign religions practices, magic traditions, and cultural practices than other colonial powers, Alkor was able to establish good relations with a number of noble clans, and even the right to colonize and fortify the sparsely inhabited island of Twin Hills, now more commonly known as East Alkor. Many bored and adventurous elves and half-elves have immigrated to Alkor (and from there some to Westphallica, Harlbourg, Hoogivs, Gabaet, and Ercaenmedi). However, some noble families still don't trust Alkor, and are either isolationist or maintain ties to The Union. Economy: Lapus elf population growth is fairly steady (in fact currently falling due to emigration) so most elves live in well hidden communities that are centuries old. Some communities are hunter-gatherers, while others have some farming. Mining is also not uncommon. Foreigners are generally interested in the tall trees, rare furs, and rich veins of gold, iron, gemstones, and malorite. Although uninterested in collecting most of those things themselves, Lapus elves do tolerate foreign colonies who mine, trap, and collect timber off of designated lands in return for payments in gold and jewels. Lapus elves are sometimes individually very wealthy by the standards of other races, and often spend much wealth in decadent, open minded societies like Napan and Westphallica. Poorer elves sometimes spend decades in places like Alkor and Ercaenmedi, where their reputation helps ensure that elven craftsmen and mages often become wealthy quickly. Some Lapus elves become bored due to their long lives and embrace all sorts of black-hearted activities in areas where taboos are few, and the poor have few rights like Yr, the Fleshmolders, the Unravelers, Afrolia, and the Second Empire. However, only the more powerful can take these risks, since elven slaves fetch high prices in these regions. ====Krevech Islands==== People: Much like the humans of the Illician Isles, the humans of the Krevech belong to a now largely forgotten northern branch of the Nantic peoples. Some say they descend from a colony of one of the predecessors of the Nantic Empire, while others believe they arrived on this world separately, but were partially absorbed into the Nantic culture in ancient times. The Krevech Islands are also home to some elves and half-elves (close cousins to those found on the Lapus continent), a few gnomes, as well as an odd assortment of cold tolerant fey. Religion: The Krevech faith has similarities with versions of the Nantic Pantheon found in Belkan, Skyr-nada, and Illician Isles. It includes Gala (fertility, magic, nature, femininity), Ace (storms, thunder, warfare), Shogor (oceans, fish, mysteries, forbidden knowledge), Neir (forests, agriculture, homesteads), Liik (ravens, respect for the dead), and Gayin (smiths, artistry, mining, gift giving). A powerful fey spirit known as "Old Winter" is popular with some fey and power obsessed humans. Magic: Magic users are fairly rare in the Krevech Islands, but those that do exist generally learn magic they feel is relevant to a particular god, rather than structuring their magic around a scholarly understanding of metaphysical principles. Therefore followers of Ace use magic associated with the wind, lightning, and thunder, followers of Gala and Neir can calm animals and boast the fertility of the soil, followers of Shogor can breath underwater and calm waves, followers of Gayin can changes the properties of a material, followers of Old Winter can cast ice magic, etc. Military: The Krevech Islands don't have the population to be a military power, but have a decent enough track record for defending themselves that few bother them aside from the occasional slave raid from Dright, or harassment by inhabitants of the Darhun Coast. Professional soldiers use firearms purchased from various Nantic nations, but the militias that do most of the fighting against surprise raids mostly rely on swords, axes, hunting bows and crossbows. Magic users who follow Ace or Old Winter are popular with militias and soldiers due to their potent offensive magic. History: The Krevech Islands have been inhabited for ages, but they are frequently overlooked in history books. Ruins of several different ancient cultures can be found on the island, and some histories speak of fearsome sea raiders inhabiting the islands, but the dominant Krevechian culture has remained relatively the same since the time of the early Nantic Empire. Historically each town and large village has been fairly independent, but in recent times, the eccentric half-elf witch Krisgwyn Froosdottir has united all the communities under her rule. Although many question her worship of Old Winter, and are alarmed by rumors of her private sadistic tendencies, in public she is charming and charismatic, and has much support from nationalists and those who want to modernize the islands. Her seat of power, the breathtaking Crystal Palace (the former stronghold of an ancient fey warlord) has become a hub for diplomats and merchants interested in being on good terms with this potential new regional player. Economy: The Krevech Islands are a desolate region of hardy pine forests and cold plains. However, the living standards aren't that much below average for Nantic cultures. High quality furs, woodwork, rare meats and cheeses, and carved bones are exported in return for guns, textiles, and other manufactured goods. Major trading partners include Belkan, Harlbourg, Mousterians, the Lapus Elves, Alkor, Utopia, and sometimes Dright and the Union, but only grudgingly. Common folk live in close-knit communities that usually specialize in one industry like reindeer or cattle ranching, fishing, whaling, mining, or forestry. The gnomes tend to live in separate villages that specialize in crafting and manufacturing.
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