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== Westrasi == Everything west of the Mountain ranged on the edge of the irradiated desert and the Celestial Empire. === Goldland === ====Geography==== Much of the region is heavily forested, hot and humid. Massive vents of super-heated water leak out from the mountain range and fill the air with dense mist. Mega fauna wander the ancient forests and jungles of mega flora within the region alongside a multitude of smaller fauna. The area is so heavily populated by a rich diversity of wildlife that it is seemingly impossible for explorers or locals to categorize them all. ====Culture==== The region is split between the world above, and the world below and is primarily inhabited by a race of giant sapient insects. The T'lc-Kha, as they are known by Goldlands human population, are an insectoid race that have created a massive underground network of tunnels in which to live. The name stems from the sounds their metal exoskeleton and soft under tissue makes. This same shell reveals their caste in the hive. As larva they feed on metal so that after pupation will that metal will be incorporated into the exoskeleton of their adult form. "Flower wars" occur when a queen fails to moderate her hive's population. These wars result in the culling of her hive, the ceasing of many resources, land and the diminishing of her status among her fellow queens. Rumors abound of golden T'lc-Ka, that were fed gold and developed golden shells and a latent skill with magic and thus the entire society is obsessed with the acquisition and consumption of gold. Attendants of the golden one's carve strange glyphs into their carapace. The shells of deceased gold ones are locked away in guarded vaultombs to thwart the ever present risk of other hives' shelleaters and looters looking for wealth or arcane secrets. Some of the hive's warriors may be hired as mercenaries for short excursions or an entire brood of more independent T'lc-Kha may be produced if a nation is willing to pay a kings (or queens) ransom that a queen might set for her brood. The "freeborn" T'lc-Kha, as they are colloquially known, are more individualistic but retain an in-bred loyalty to their hive. To them, it is their purpose to serve the "client" as they would serve the queen. The only order they would refuse, would be one that would result in harm to their hive of origin. Such mercenaries are highly prized for this very reason, though the cost of maintaining them in both food and metal is quite high. The Coatlanhan people are made up of many petty kingdoms. Each of them preserve a small amount of ancient technology, the greatest of which, their god machines, are objects of worship and great weapons of war. The Teritzoklan people, known as the godless by their countrymen, are those who occupy the lands nearest the eastern mountains, have suffered the most out of all the Coathlanhan peoples. Hordes of horsemen, regular techno barbarian raids and wandering abominations from the irradiated desert have left this tribe without even a single god-machine. As a result they rely heavily on massive flightless birds of prey as battle mounts. Most of their warriors no longer wear the armor of their ancestors as it has been lost to battlefield scavengers. Instead the eagle warriors wear the feathers of their mounts and simple leathers for increased speed and mobility. Occasionally the rare warrior will manage to tame the larger behemoths of the land, that warrior will be instantly recognized as a champion of the people. As hard as it is to tame the great birds, the behemoths are that much harder, that much more intractable. More often than not behemoth eggs are sold to merchants as exotic goods to be raised as arena fodder. <gallery> Coatlanhan_Warrior_Woman.jpg|A warrior of the Coatlanhan God_Machine_Of_The_Wind.jpg|A God-Machine God_Machine_Ruin.jpg|A destroyed God-Machine Teritzoklan_Cavalry.jpg|Two Teritzoklan cavalry men riding a War-claw mount. </gallery> ====Religion==== Once a decade a dance of blades is held. The dance is in fact a great battle, in which warriors attempt to capture one another to be used as sacrifices to their tribe's god machine. The people believe that the dead join their ancestors by fusing with the walking god. Great works of art have been fused to these "God machines" giving these once terrible weapons of war an ornate appearance. These additions were once simple attempts by their ancestors to repair the devices that held back the dangers that other races, peoples and predators posed. While impressive to look upon the towering weapons of a bygone era are now handicapped by the ignorance of the priesthood. As it stands the God Machines of today have long run out of ammunition for their weaponry and instead rely on melee combat utilizing absurd weaponry pieced together from the scraps of the fallen. Constant repairs are required to forestall the cascade of system failures that threaten to occur on a regular basis. For the time being God Machines suffice to keep the peoples faith and hope alive that they are protected and blessed by a higher power but when the last great machine falls, devastation is sure to follow. In the current era, treasure hunters and raids from other kingdoms for the technology the Coatlanhan people have hoarded for generations, are common. The high priests of "Goldland" as it is known by outsiders, work endlessly to maintain their great defenders to keep the armies of other nations at bay. Small raid parties are often far more successful than any large scale invasion. Many of Goldlands outlying settlements have been plundered of its most valuable and arcane technologies. The most "successful" of these large raids was The Last Hunt of Kara Khan; in which 10,000 soulriders were led by the Khan to raid Goldland, and only 12 made it back alive. ====Organization==== ====Origin==== Few suspect that the T'lc-Kha are descended from the Teriads. Separation from the bulk of the Teriad population and millennia of evolution imposed by Goldlands ecosystem, have resulted in this evolutionary branch of the ancient bioweapons developing sentience and a more organic physiology. While having diverged greatly from their ancestors, the T'lc-Kha are still able absorb metals into their shell. Unlike their ancestors though it takes them weeks or months to process the metals into their carapace. The T'lc-Kha began their time in Goldland as an extremely violent and expansionist species. After multiple encounters with the surrounding sapient races and the rapidly dwindling resources at their disposal a convention of queens was held during which the queens of that era decided upon a path of stewardship of their lands and peoples rather than expansion. A brief yet bloody civil war followed as dissenters and incompotents were destroyed and millennia of relative peace has followed. The Coatlanhan people are said to be descendants of the great builders of old. After the cataclysm many of the builders greatest works were either broken or loosed upon the world at large. The people crept from the ancient stone buildings and vaults of their ancestors to discover a world utterly at odds with the depictions their ancestors had left them. Were it not for the great machinery left behind by their ancestors the Coatlanhan would never have survived the robust mega fauna and flora that had grown in the fallout of the ancients demise. Little is known about about the origins of the many kingdoms except by those of the priesthood who hoard any and all knowledge of their people with religious zeal and paranoid possessiveness. Those who attempt to break this strangle hold on such knowledge are put to a bloody end and the truth matters little to the Coatlanhan as life holds enough challenges without worrying about the past. ====Diplomacy==== ====Economy==== T'lc-Kha commonly trade the following goods with surface dwellers; fine silk, chitin, resin, gems, metals and mercenaries. The Coatlanhan economy is as insular as its people and trade with outsiders is rare. The Teritzoklan are unique among the many tribes in that they frequently trade with outsiders in vast quantities of meat, hides and bones as well as novelty items like behemoth eggs both fertile and infertile. Behemoths often make for wondrous additions to the arenas and circuses found throughout the world. === Windhell Valley === [[File:Horde.jpg|thumb|A group of travelers, led by a boomerang-thrower, walking against the wind in the heart of the Windhell Valley]] The Windhell Valley is a large area in the shape of a gigantic basin in which a powerful wind blows permanently, which can vary in intensity depending on the time of day. At its weakest level, the wind is already strong enough to make it difficult to walk in its opposite direction. At its strongest point, the wind blows in incredibly powerful gusts capable of tearing anything off the ground and skinning a human being alive. The Windhell Valley is a very depopulated area. The few communities that live there are small, scattered tribes that dig shelters under the ground to protect themselves from the wind, as no construction over one metre high can stand up to the wind in this area. The most important member of a tribe is usually the Wind Singer, a scholar who is able to predict wind movements several hours in advance, especially its sudden rises in intensity. The culture of the Windhell Valley natives leads them to be naturally inclined to be hospitable and to help travellers in difficulty by offering them refuge in their underground shelters. [[File:Hordecontrevent.jpg|thumb|Tribesmen taking sheleter right before a storm]] The only animals that live in the Windhell Valley are vipers that bury themselves in the ground to protect themselves from the wind, giant turtles with massive shells, so heavy that the wind is unable to tear them off the ground, and finally flocks of jellyfish that float in the air, being carried by the wind and feeding on dust. The natives feed mainly on these flying jellyfish and hunt them with their boomerangs. Boomerang throwers from the Windhell Valley are highly sought-after mercenaries throughout the continent. When they fight, they use special boomerangs with sharp blades. Travellers and merchants who wish to go through the Windhell Valley often hire these boomerang hunters as escorts because they are not only very good fighters but they know the location of the various underground villages in which to take shelter in case of a surprise storm. ====Weather Patterns==== =====Winter===== The westerlies are at their strongest and are coming in from south-west. Also because the passage for the outflow is narrower than the inflow, it creates a funnelling effect so the wind intensifies further. As the winds are pushing on the eastern side of the cyclone, the eye of the cyclone is moved west. =====Summer===== The westerlies are at their weakest and are coming in through the north, so they're further weakened by going from the narrow opening to the wider. The cyclone is at it's smallest and the winds are pushing on the west side so the eye is moved east. =====Spring and Autumn===== Somewhere in between summer and winter but with much more unpredictability as there's more turbulence from the north and south wind's friction as they blow past eachother. There's also a particular time where the winds shift from predominately southern to northern during spring and vice versa in autumn. During this switch the cyclone is disrupted and the chaotic flow of air creates utterly extreme windblasts, the world's biggest tornadoes and thunderstorms and even many areas of complete wind-still. This only lasts a couple of days at most. This also affects the climate in the rest of Westrasi, particularly outside the two passages. At the north passage, warm humid air from the south is brought up during winter, leading to year round rainfall. At the south passage, cool dry air from the north is brought down, leading to more extreme summer droughts.The rich soil of the valley has been grounded up and blown out by the winds over millennia, making much of Westrasi soil nutrient rich. === Storm Islands === Races: 100% Modern Storm Islander Human, ?% Fish People Government: Collectivist Theocracy =====History===== It is said that long ago, the ancient Westrasi ancestors discovered the Storm Islands when they were still learning to sail. This was before the Great Storm surrounded the islands. A number of ancient Westrasi emigrated to the new lands, and were welcomed by the natives: an albino race of humans. They interbred with the Westrasi, creating Modern Storm Islanders. When the world became tumultuous, and the people began to war with each other over the riches of the earth, The Druids of The Storm Islands raised the mighty gale that surrounds the islands to this day. =====Government===== Although lacking an official government, there is a universally adhered to social order, based very much around the spiritual beliefs of the islands inhabitants. Islanders born with primarily albinid traits such as pale white skin, silver eyes, and white hair, are believed to be sacred by their peers. Known as the ''Cloud People'', they are trained as societies rulers and druids, and tasked with protecting the island through ''Storm Magic''. They hand down the teachings, rulings, and judgements, and lead their people forward in times of uncertainty. There are not many rules to stifle the lives of Storm Islanders, just basic social contracts. A Storm Islander may not kill another Storm Islander, unless it is in self-defense. A Storm Islander may not go out of their way to cause harm to nature, if they gain no resource from their actions. Storm Islanders are expected to actively participate in the well-being of their society. This includes taking some profession, whether it be whaling, or beer brewing. It also includes the duty to spar and train for combat on a regular basis with their peers, to act as a standing army and aid the men at arms in a time of need. It is said that a Storm Islander that violates these social contracts is sent to sea in a small boat. =====Culture===== Trade with Storm Islanders, as well as the conquering, and resource extraction by greater empires; has been staved off by impracticality, because of the constant fog and storms surrounding the island, making travel to and from the Island, treacherous at best. However, they are not outwardly hostile to any un-enterprising outsiders, and are quite welcoming, and even more fun. The plants, animals, and even mineral make up of Storm Island, have evolved in a unique way, because of the inhospitable climate. The Storm Island Sheep, and the Storm Island Seal, are bigger, fiercer, and hardier than elsewhere in the world. The sheep provide wool, hide, meat and dairy, and the ram's horns are fashioned into instruments and drinking horns. The seals provide meat, furs, and a large supply of rich fats; used for anything from candles to preservatives, soaps, and more. The only known birds on the Storm Islands are large scavenging corvids, and fish eating sea eagles. It is uncertain why so many fish and whales live in the extremely stormy waters around the Storm Islands, it is as if they are swept there. There are many trees in the Islands, but all subspecies evolved for the climate. Broadleaf trees harder than the hardest mainland oak, growing twisted and gnarled, and Conifers which can bend completely in half without breaking. These unique woods are the backbone of Islander culture. They form their spears and bows, their storm-weathering architecture, and the only boats that can withstand a fishing expedition on their stormy seas. The unique climate, and the volcano on Cloud Island, give the Islands a unique black iron, that looks almost, iridescent in certain lights. Storm Islanders are warriors, farmers, and fishermen. They live hard, and recreate hard. They have an insatiable appetite for their dark ales and whiskeys, made with wild tasting herbs that grow there. Some are brewed with rarer herbs, that cause much stranger effects. There are even stranger fungi. The Islanders are hard, but fun loving, and ever adaptable because of their environment. A Storm Islander can be thrown from a fishing boat, climb back aboard unshaken, and share a good laugh about it. Storm Islanders cover themselves in tattoos. They mark status and deed, as well as personal beliefs and virtues. A deed for a Storm Islander may also count a funny anecdote. There are three inks used. The most common is black, from charcoal, The indigo woad ink is reserved for those more well off, or those committing greater deeds, and the rarest, a crimson ink, is reserved only for the Albinid Druid family, who will often mix in blue and black ink purely for aesthetic reasons. Most Islanders have hair ranging from Brunette to Dark Blonde, as well as many shades of Red, especially Reddish Blondes and Browns. Grey and Hazel, are the most predominant eye colors, and many tend toward a paleness. They tend to be anywhere between 5'4" and 6'2". Although Albino Islanders are mainly born within their own group, when this phenotype manifests among the other islanders, they are married into the druidic family. =====Religion===== The Storm Islanders don't believe that Gloria-Etalia abandoned us. Rather, they believe she sent angels here to lead us. Storm Islanders believe that their people expressing the albino phenotype, are Gloria-Etalia's angels, repeatedly reincarnated. The albino druids are the emissary to god, and what they say is the word of god. If the way Storm Islanders live contradicts what people believe Gloria-Etalia stands for, it is because that is what she said before, and the Storm Islanders know what she says now. The sleeping volcano on Cloud Island is the site of ceremonial power for the druids, and it is rumored that the magic they do there protects the island with it's fogs and storms. Although not part of their religion, they believe the fish people from the west to be supernatural beings. They may bestow a boon upon you, for a price. ''The Lore behind the Lore: The Native Storm Islanders were inbred descendants of scientists from the ancient advanced civilization. The geo-thermal energy from the volcano was long ago utilized to power a HAARP like machine within the volcano. The inside of the volcano was sealed off to become a safe chamber, housing the HAARP, like how people seal nuclear reactors. This machine was used to utilize wind currents to keep the inhabitants of these islands safe from nuclear fallout, and to keep the dust from totally blotting out their sun. The Veil of Storms was lifted when Gloria-Etalia came to earth, and the initial Westrasi migration was welcomed as much needed diversity to their gene-pool. The veil was raised again when Gloria-Etalia left and the peoples of the world began to clash. The Druidic class pass down the knowledge of the HAARP to keep the Island safe, and upkeep the infrastructure as much as they can. Noone in the setting except the highest ranking members of the Druidic Family would know this.'' === Kingdom of Belara === [[File:Belaran Merchant Vessel.png|thumb|Belaran Merchant Vessel]] Races: 85% Westrasi human, 8% Imuuga human, 7% Other Government: Absolute Monarchy. Capitol: The city of Belwed What was once by far the most powerful nation in Westrasi, the great Belaran empire which controlled almost all of the north-west, was split in twain by a bloody civil war. Today it’s an entire nation dedicated to recapturing the glory of a foregone empire, maintaining millenia old traditions together with modern innovations, a clash which has brought them both terrible grief and great heights, though far from the old behemoth they take their name from. =====Culture===== Much of the Belaran cultural identity is based on regaining the glory of the old empire. This manifests as a superiority complex and they often appear arrogant and vain to outsiders. They fashion themselves in elaborate clothes which resemble the garb of the old imperial royals and the architecture, even peasant homes, are made to evoke the old royal palace. This also manifests in an expansionist mindset, believing that all Belarans should seek to expand the land and Influence of the kingdom no matter the cost and this philosophy is the uniting principle of all Belarans. That’s not to say that they lack behind. With their new maritime empire, the changing political landscape in Westrasi and scientific, technological and magical advancements, many nobles have chosen to embrace these modern changes, going from tyrants, schemers, warriors and warlords to thinkers, tinkerers, traders and explorers with a few even looking to their rival cousins to the south. Despite this modernisation, Belara remains firmly rooted in their history and many other more traditionalist nobles reject all but the advancements in arms and warfare. While much rarer than in the past, feuds and skirmishes between the nobles is still not entirely uncommon though it's more prevalent among traditionalists. Another aspect central to Belaran culture is the feudal ranks. These ranks are extremely strict and families tend to stay in their ranks for centuries. Gaining or losing ranks is extremely rare, despite great achievements or losses. This has led to strange situations where some people of lower ranks end up achieving more wealth and influence than some of higher ranks yet officially being lower than them, for example some individual knights have amassed greater lands and armies than many nobles and even some peasant merchants are wealthier than some of the poorer nobles. The ranks in descending order are king, nobles, clergy, knights, peasants, serfs and slaves (Although the last two are for all practical purposes the same and only exist to differentiate between native Belarans and foreign slaves). Someone of higher rank could murder someone lower and face few consequences while one of lower rank could face death penalty for addressing a higher rank improperly. =====Religion===== While most Belarans believe in Gloria-Etalia, the Church of the Divine Duality has been barred from entering the nation. Instead the Belaran chapel is deeply intertwined with politics and believes the only way to ensure the return of Gloria-Etalia is for Belara to conquer the world and enforce the Belaran way of life across the continent. It even portrays the king as an angel, directly descended from Gloria-Etalia. The Belaran inquisition ruthlessly pursues anyone of deviant beliefs, particularly anyone who follows the Sarkatian faith. =====Organization===== [[File:King Silandra II of Belara.png|thumb|King Silandra II]] Claiming to be the oldest continuous state in the west (A claim that’s highly disputed among Westrasi schoolars, particularly the “continuous” part), it also maintains a rather old political tradition of feudalism. The various lords hold absolute power over their lands while the king holds absolute power over them, at least in theory. In practice, the lords hold much power and if they banded together could easily overthrow the king, a fact the king is keenly aware of. This same power dynamic extends one level down further to the clergy and knights and another level down to the peasants, who have a right to own private property. The only ones with absolutely no power are the serfs and slaves (Who make up about 65% of the population) who, outside a couple of revolts here and there, are practically owned by their lord. The current regent, King Silandra (Only a king is allowed to rule, regardless of gender) has officially been king since the age of five when her father died and her brother was proven to be a bastard. Now she’s twenty-three and has proven a capable king, although a staunch traditionalist to the dismay of modernist nobles and peasants. Only time will tell if she can hold the kingdom together. =====Origin===== [[File:Prince Layron III, traitor to Belara, hero to Morloux.png|thumb|Prince Layron III]] The Vestlarians who travelled across the southern mountains (See, Kingdom of Uoro, Origin) found a new bountiful land by the coast where they saw an opportunity to build a new city from which to expand their dominion. The city was called Balar, the name of the Westrasi in their tongue, and from there began their expansionist empire which in time would be called the Belaran Empire, marking the beginning of the fifth era in the west, fifteen hundred years ago. In time, the empire would control the entire north-west coast of Westrasi and even reach far enough inland to reach the Westrasi sea, reigning for a millennia as the most powerful nation in the west. What could break apart such a vast empire? Five centuries ago, the first heir to the throne Prince Layrone the Third had landed in trouble. Only twenty years of age he was an incredibly charismatic young man gifted from birth with wisdom in all matters from strategy to politics, however he was also debaucherous and impulsive, often acting and speaking with no regards for the consequences. In a single drunken night, he had killed three noblemen in an illegal duel, spoken heresy against the church, sodomized several nuns and kidnapped the daughter of the Celestial Empire’s envoy to marry her, among other charges. Being a royal he was exempt from execution so instead he was banished from Belara. But the stubborn Prince Layron was not content with his fate and gathered what friends he had in the aristocracy and appealing to the oppressed peoples of Belara, began a revolt against his own family. This led to a bloody civil war reaching across all of Westrasi and beyond for 70 years resulting in the complete dissolvement of the Belaran empire and the birth of the kingdom of Morloux, as well as the independence of many states. The Belaran royal family had fled to the northern islands, retaining what was left of the old empire. =====Diplomacy===== Belara has rather poor relations to the rest of Westrasi. Their closest neighbor, the Morloux, are considered the arch-enemy of Belara and they’ve been in a semi-perpetual war since the civil war. This hostility has worsened in the last two centuries after the Morloux revolution, now seeing these revolutionary ideals as a threat to the Belaran power structure. The rest of the Westrasi nations, particularly those who were subjects of the old empire, tend to hold negative connotations against the Belarans. Ironically, Belara has better diplomatic relations with the rest of the continent through its colonies. Currently they're on a similar level power and influence as the Morloux republic, although where their power is concentrated in Westrasi and the southern continent, Belara can project their power anywhere in the world. The confusing manner in which they interact with the world can be attributed to this traditionalist/modernist divide, where on one hand a Belaran noble may greet you with exceptional kindness and politeness and on the other they may cut you down on the spot for not bowing in their presence. The greatest contrast is between the colonies of Ta-Li Hold and Norvia Stronghold, the former of which has been largely amiable, preferring to gain favour and trade deals by diplomatic conduct vs the latter which prefers to gain trade deals through violence and intimidation and takes resources and slaves as they see fit. New Belwed is an odd mix, giving them a reputation of unreliability in the region. =====Geography===== The Belaran Isles are a mix of flat lowlands and mountainous highlands, the former of which is the most populated and largely been converted to farmland, while the latter is still mostly forested and used more for grazing and hunting. =====Economy===== [[File:Kingdom of Belara Trade routes.jpg|thumb|Kingdom of Belara trade routes]] The Belaran homeland produces quite a lot of resources, with many mines producing iron, gold and other metals, and has a strong agricultural base, although most of the food production is located on the continental lands it still holds onto. However, its true wealth comes from the overseas colonies. Arctic nibbler fish from Norvia, Silk from Ta-Li hold and xuxu beans from New Belwed are only some of their more extravagant exports which they sell primarily to the western kingdoms. === Morloux Republic === [[File:The Morloux Revolution.png|thumb|The Morloux Revolution]] Population: 60% Westrasi human, 10% Vassal Tribesmen, 9% Halflings, 8% Swe’yus human, 7% Janedi human, 5% Wood elves and Dryads, 1% Other Capitol: Larus Government: Democratic Republic Called the land of two revolutions, almost the direct antithesis to the old Belaran empire. A powerful nation, it’s an influential country both in Westrasi and the rest of the continent. Though whatever the fate of this nation, it’s true mark on history will be the radical new ideas on subjects from politics to science to philosophy, which will undoubtedly affect the world for centuries to come. =====Culture===== The fact that this country was born from revolution becomes immediately apparent when you talk to one of its citizens. The Morloux believe that everyone is ultimately free and equal and that no one should subject oneself to another person's will unless they’ve made themselves worthy or it’s beneficial to you. From this, they generally have little respect for people of authority, especially those who’ve inherited their position and nobility are treated with open hostility. This manifests as a characteristic bluntness and honesty, talking to anyone as if they were on first-name basis, regardless of social rank or actual closeness. This is interpreted by many foreigners as rudeness but in reality, being overly formal is what’s seen as rude in Morloux. The overall culture is clearly Westrasi but it’s been influenced a lot by the people brought over as slaves during the nation's monarchic phase leading to a remarkably multicultural society. '''Treant''' The many Treant vassal tribesmen, elves and dryads who were brought here to work farms and plantations with their Treant magic, created an agricultural revolution, drastically increasing the food quality and quantity, leading to a population boom on the continent. This new larger and healthier population is probably one of the causes of the second revolution. Many of the treant natives returned home after they gained their independence but most stayed, having now lived here for generations. Most live in scattered communities in the countryside but many who abandoned their phobia of industrialisation choose to live in the cities where dryad and Westrasi wizards teach and incorporate each other's magic. Most Treant peoples speak a kind of “Treant Creole" formed by the many tribesmen who now lived and worked together. In truth, now it's mostly just a dialect of Morloux and almost all of them speak standard Morloux in addition, though it grants them some cultural unity. '''Swe’yus and Janedi''' Out of all the slaves brought to the homeland, these two groups were the ones who were treated the worst. While their living conditions have significantly improved after the second revolution, the scars of slavery are the most apparent among them, particularly the Swe’yus. They’re the ones who’ve assimilated the worst, often living in ghettos and suffer the worst from poverty and prejudice, even by the treant. The Janedi fare better but have many of the same problems as the Swe’yus. '''Halflings''' The Belaran empire had been enslaving halflings since its inception, forcing them to craft tools and weapons for them. When Prince Leyron staged his revolt, he promised all halflings of Belara they would be free under his rule. So many skilled craftsmen in his army who built him arms, armour, ships, siege engines, castles and much more, granted him a technological edge over the royalists who were deprived of their armourers. The halflings, now no longer slaves to other masters, gained vast amounts of wealth selling their craftsmanship and today they fill most upper echelons of Morloux society, even seeing some in the Commons Seat. The republic (then kingdom) also gained much, as the freer, wealthier and more educated halflings advanced technology drastically and paid huge sums in taxes. While they’re generally regarded well by the Westrasi humans, the Treant, Swe’yus and Janedi hold some animosity against them as they hold much power and wealth in Morloux while these new arrivals, some of whose ancestors were brought on Halfling merchant slave ships, still occupy the poorer quadrants of society. =====Religion===== Freedom of religion is guaranteed under the Morloux Constitution. While Gloria-Etalia is the majority religion, the Church of the Divine Duality only has some influence with the chapel of Morloux being the largest religious institution. Halflings primarily believe in Gloria-Etalia, though a larger percentage of halflings are non-religious than Westrasi humans. Most Treant natives still follow some form of Treant worship, although it’s been very influenced by the local religion and the urbanised treants have mostly converted to GE. Large portions of Swe’yus and Janedi people believe in the Celestial religion, although most of them have converted to GE and are in fact often more devout than the local Westrasi. =====Organization===== [[File:Prime Ministre Corinou D'afete of the Morloux Republic.png|thumb|Prime Ministre Corinou D'afete]] After the formation of the first Morloux kingdom, three institutions were created. The Kings Seat, representing the royal house, the Barons Seat, representing the aristocratic elite, and the Commons Seat, representing the people. While this was certainly more fair than the previous system, it was still a minority that held most of the power. With the death of the royal family and most aristocrats during the second revolution, the Commons Seat for all practical purposes became the de facto state, whose members are elected in local elections in the various regions and cities across Morloux. The Barons Seat now only implements and enforces the laws that the Commons write. In theory the Barons could simply ignore their instructions and enforce their own laws, thereby taking all the power and instating a new rule, if it wasn't for the fact that the "Barons" are just members of the Commons who're voted in and out on a half year basis. The Kings Seat is reduced to a ceremonial institution with no power or influence who's only responsibility is to manage the king's old estates, whose profits are all paid to the Commons Seat. Currently, around fifteen different parties have members in the Commons, the two largest of which are the Democratic-Republic party, the oldest party in the Commons having formed only twenty years after the birth of the republic, and the Radical Liberalists Party, the current leading party which gained prominence the last forty years, with Corinou D’afete as party leader. New serving his first term as prime minister, Corinou has been engaged in politics for fifty years. His platform runs on sweeping economic and social reforms and anti-traditionalist rhetoric. A highly capable man with decades of experience, he’s popular both in and outside Morloux, though many kings worry how this headstrong man will shake up the political landscape. =====Origin===== After the Belaran civil war, the new Leyron royal family possessed the strongest nation in Westrassi but since it came to be partially through a people's revolt they had to grant some concessions to the people leading to a constitutional monarchy. Furthermore the Belaran kingdom, now mostly banished from the Westrasi main land, still held on to some of their old colonies and sought to regain power through them, something the Leyron family couldn’t allow. While Belara managed to gain colonies around the continent, due to their better ship technology, Morloux only managed to hold onto one in the south of the continent, Nulamore, however this one colony proved to be hugely profitable. This profit was mostly spent on waging the countless wars against their old kin in the north and the luxury goods were still reserved for the wealthy aristocrats of the old empire, so the people rarely saw much of this treasure. Adding to this, the Morloux brought many of its colonial slaves back to the homeland which led to explosive population growth and ethnic tension on top of the already existing halfling minority, unlike the Belarans in the north which rarely allowed foreigners to enter their lands. All these factors lead to the second revolution about two centuries ago, this time wiping out the royal family entirely and most of the old aristocracy, finally eliminating the last remnants of the old Belaran empire. This led to one of the first true democracies on the continent and introduced a radical new constitution which included things like the complete abollition of slavery, freedom or religion, freespeech, right to assembly, etc. This inspired many more revolutions in Westrasi, some bloody, some peaceful, some successful, some failures but whatever the case, the political landscape of the region had changed forever and the monarchies that remain must tread lightly. =====Diplomacy===== Morloux tends to have good relations with the rest of Westrasi, the obvious exception being Belara who they’re continuously extremely hostile towards, often swapping lands through battles and skirmishes. Morloux likes to use Jorivakian mercenaries in these many wars. Outside of this, they’re deeply intertwined with Westrasi politics. They're relations to the eastern continent are significantly less civil. Many nations hold a grudge for Morlouxs slaving past, although these tensions have somewhat eased with the founding of the republic. Their worst enemy here is the Ecinevian League, who they wage multiple proxy wars against and everyone knows it’s only a matter of time before a full scale war is declared. =====Geography===== Flanked by coast to the north and mountains to the south, the land is a very mild climate. Most of Morloux has been converted to farmland although forest is spreading again with help from the treant natives. =====Economy===== [[File:Murloux republic trade routes.jpg|thumb|Murloux Republic trade routes]] Nulamore is an important part of the Morloux economy, bringing exotic goods to the rest of Westrasi, although it’s far from their only source of income. Their trade network extends all the way around the Westrasi sea where they buy and sell the vast majority of their products. Morloux itself sells large amounts of high quality craftsmanship from the halfling population, whether that’s tools, toys, arms or other knick knacks as well as many luxury foods brought over and cultivated by the treants. Like many others they’ve attempted to cultivate xuxu beans but even with treant magic and labour, it’s been to no avail. === Sarkation Empire === Population: 92% Westrasi human, 5% T'lc-Kha, 3% other Capitol: Etaliana Government: Theocratic Constitutional Monarchy Home to the Church of the Divine Duality and the two holy cities of Gloriana and Etaliana, the Sarkation empire is central to the religious landscape of the west and anyone in the world who worships Gloria-Etalia. The country is powerful in of itself. Being the link between the Westrasi sea and the west sea, it has gained much wealth through trade and pilgrimages, and it possesses a strong army bolstered by the infamous Wyvern Knights. ====Culture==== Being influenced by the noble roots of Belara, the revolutionary ideals of Morloux, the devout nature of the church and the mercantilist mindset of the inland sea, the Sarkatians have developed an interesting, seemingly contradictory world-view. On one hand, they believe that unity is the greatest virtue and that true order and civilization can only be achieved through a strong, moral authority. On the other hand, they believe the individual is the ultimate master of destiny and that no one should pursue a cause that is not their own. There's a common saying, "The best blessing is a Sarkatian friend, the worst curse is a Sarkatian enemy". Those they consider to be friends they'll do anything for, even sacrificing their own property and well-being to help someone in need and those who're enemies are treated with utmost scorn and hatred and rivalries can last for generations, even going out of their way to hurt their foes. Relationships between nobles and the common folk are generally good, as these attitudes incentivise the rich to donate much of their wealth to either the church or directly to the people. Visitors tell of the excellent service and courtesy they receive in Sarkatia by there are also many tales of strangers being harassed and even killed for perceived disrespect. ====Religion==== Being home to the Church of the Divine Duality, an organisation with branches in all of westrasi and even the rest of the continent, spirituality and worship is deeply ingrained in Sarkatia, easily being the most religious country on the western continent. Many people make pilgrimages to the cities of Gloriana and Etaliana, the former of which holds the headquarters of the church . The church itself is largely independent and is the official authority on all religious matters for most worshipers of Gloria-Etalia. ====Organisation==== While Gloriana is the home of the church, Etaliana is the home of the emperor and the parliament. Inspired by the Morloux model, the parliament members are elected in the various regions of Sarkatia, however unlike Morloux, the emperor and church still hold much power. The emperor must approve the laws parliament writes before they go into effect and has the right to veto many of their decisions, as well as being the sole authority in all matters of warfare and being absolute ruler of the Imperial province. While members of the church can't officially be members of parliament, many priests will resign their position while they run for election and sit in parliament to then resume as priests once their term is over. This is accepted since the Gloria-Etalia faith considers politics to be a worthy endeavor as it’s integral to all civilisation. They possess an impressive military but their most iconic units are the Wyvern Knights. During the persecutions by the Belaran empire, monks fled into the mountains where they learned to tame Belaran wyverns and used them to fight against the Belarans. The revolution was the first time they were using wyverns as mounts and Emperor Sarkan used them to great effectiveness, gaining them their fearsome reputation. They’re still a religious order but have sworn total loyalty to the emperor and only act according to his command. ====Origin==== The Church of the Divine Duality has existed since the 4th era for over 2000 years, with the two holy cities being even older, possibly dating back to the 3rd era. The land surrounding the cities has been conquered many times and through the many kingdoms that’ve risen and fallen around them they’ve experienced both golden eras and hard oppression. Their worst oppression however began a thousand years ago in the 5th era when they were conquered by the Belaran empire. The empire sought to control Westrasi through the faith and therefore turned the church into a puppet and any priests and bishops who dissented were imprisoned or executed. During the Belaran revolution, lord Sarkan the 5th of Gloriana, who was skeptical of the Belaran royal family, was inspired by Prince Layron’s strategy of gaining power by promising the halflings freedom and Sarkan did the same by promising the church full independence if they recognised him as the sole ruler of the surrounding lands. Devout worshipers across the continent flocked to join his army to escape persecution. Once the revolution was over, the peace treaty recognised the Sarkatian empire as an independent nation. During the Morloux revolution only a few centuries later, the Sarkation empire was still an absolute monarchy and a similar revolt was brewing. It was however much less bloody as emperor Tianan had seen what happened to the nobles in Morloux and decided to concede much power by founding the parliament. ====Diplomacy==== While they have good relations with most Westrasi nations because of their religious importance, their relationship with both Belara and Morloux has been sour. Sarkatia is the second most hated country by Belara, right after Morloux, seeing them both as treacherous. The Morloux kingdom saw them as a threat, believing their church would try to influence Morloux in service of Sarkatia. In addition Sarkatia has a pass through the mountains, meaning they’re the only nation with a link between the Westrasi sea and the west sea and for this reason, both kingdoms have tried to invade multiple times. After the Morloux revolution, relations between the nations have somewhat mellowed although old grudges remain. ====Geography==== Sarkatia is a very mountainous land with much rocky terrain all the way down to the coast. Much of the lush forest has been converted into farmland. The mountain range is almost impassable except for certain passages. Gloriana is located down by the bay while Etaliana is located up in the mountains, which is why Emperor Sarkan made it his capital for its defensible position. ====Economy==== Sarkatia has quite a strong economy, both because of the many pilgrims who travel to and from the land as well as the many Westrasi merchants who have to travel through the mountain pass to trade with the rest of the continent. Both Belara and Morloux have attempted to set up tolls for any ships trying to leave the Sarkation bay but neither have been successful due to the others' presence, so getting out to the west sea is quite safe. === Kingdom of Vesterlanders === Population: 96% Westrasi Human, 4% Treant Vassal Tribesmen Capital : Vesterland bay =====Goverment===== Constitutional Monarchy. A high king, chosen from an extended family claiming lineage back to Lahailain. A constitution protects the people's rights to personal autonomy and private property, as well as other basic rights, with some restrictions on how much new laws made by the kingship can actually contradict the constitution. =====Culture===== The modern Vesterlanders value, freedom and autonomy like the Lahailans, but value tradition much more than their Southern Cousins. Although their culture also embraces the rugged individualism that comes with being an outlander, there is no emphasis placed on business and entrepreneurship. In fact, The Vesterlanders feel that having a constitutional monarchy makes them freer than their southern kin. They do not feel the pressure to engage so actively in global trade, and don't feel a threat of being exploited by large business ventures, Most Vesterlanders are happy to have a small simple home in the countryside or wilderness, and farm, hunt, or fish for what they need. They come together with their neighbors to share food in times of strife, or brew alcohol together, or build boats and fish together for those living by the sea. However, those Vesterlanders that do live in the only large city, and the ceremonial capital: Vesternland Bay, often work loading and unloading freight for Morlouxian and Lahailan trade ships. Some even take a trip or two as merchant sailors. Mostly for the experience. There is a small population of Treant Vassal Tribesmen, who emigrated to Vesterland for it's undeveloped wilds after being freed from Morloux. They were decidedly welcomed for their proficiency with crop growth. =====Organization===== There is a High King who rules from the only major city, and ceremonial capital: Vesterland Bay. All citizens are protected with basic rights by their constitution. Other than some renter-tenant relationships in the capital, most Vesterlanders are communities and extended families occupying farms and woodlands. The operate as immediate family units for many matters, but also come together as extended family or community for many others. =====Origin===== The origins of the Kingdom of Vesterland and the Lahaila Merchant Republic, are intrinsically tied. During the expansion of Ancient Westrasi culture, there was a prominent zeitgeist of moving northward. Lahailain, a warlord of one of the more powerful Westrasi warbands, disgruntled that many of the new fiefs and lordships of the north were becoming so quickly occupied, and that the dishonesty and politics of courtliness were beginning to permeate Westrasi culture; decided to instead move westward, into largely unoccupied lands. Him, and his people, settled along the westernmost shores of the continent, the site of the modern day nations of The Kingdom of Vesterland, and The Lahaila Merchant Republic. They named it simply Vesterland or the Western Lands, in their toungue. Lahailain declared himself the king of these lands, and declared them sovereign from the greater Vestrassian Kingdom. After the Vestrassian Kingdom split into Voros, and Vestlaria; Vestlaria, invaded the Vesterlands. Having become significantly larger and more advanced, compared to the outlanders of Vesterland, Vestlaria easily defeated the Vesterlanders, despite their prowess and valor in battle. Vesterland became the Vesterland colonies of Vestlaria, which overtime became Belara. After the Split of Belara, Morloux controlled the former Vesterland colonies. These colonies were largely regarded as outlands, and were all but neglected by the rulers of Morloux. The inhabitants of these colonies saw an oppurtunity to restore the Vesterlands to glory and sovereignty. Morloux busy with it's Revolution, and subsequent aftermath, was powerless to expend the resources far southwest to stop this secession. The organizers of this secession were split amongst themselves. One half wished not to be under the thumb of any monarchy, but create a new and freer government based on the old Vesterland values; the other half wished to return completely to their old kingdom. The former took the southern shores, and named this new country Lahaila, in honor of their original founder, and hero Lahailain. The latter took the northern peninsula, and named their country The Kingdom of Vesterland, as it was in the glorious times of old. =====Diplomacy===== Although they split from their southern kin, they view The Lahaila Merchant Republic as their greatest allies, and have a fair arrangement with them over the use of their bay for trade purposes. They also have a cautious relationship with Morloux, on the good word of their Lahailan allies. There is a small Belaran occupation in the rocky coastal wastleands of Vesterlands northernmost tip. They Belarans use this occupation as point for sailing to the other side of the world, and have promised no further encroachment for the use of this otherwise uninhabited area. Because this area is otherwise uninhabited, and because the small and mostly unorganized nation of Vesterland can not afford to take military action over a small and to them useless part of their land. =====Geography===== The Vesterlands is a peninsula, with dense deciduous forest in it's center. There are steep ocean cliffs to the west, and some rocky shores to the east, tapering into a calm and pleasant beach in and around their Vesterland Bay. To the north, rocky hills roll into jagged and rocky, coastal scrub wastelands. =====Economy===== The Vesterlands do not have much of a centralized economy, however they do receive some national wealth through the use of their bay by Lahaila and Morloux. In the Vesterlands bay many Vesterlanders also take some part in working for these international trade businesses. === Sisilia Citystates === Population: 96% Westrasi Human, 4% Other Capital: Sisilia Government: Five Counties, each ruling over a small city. ====Culture:==== The Sisilia Citystates, also known as the Sisilian Counties, or simply Sisilia, is a region of contrasts. Within it's five moderate sized cities, wealth is tied to social status and therefore flaunted. Nobles dress in expensive but practical clothing that is inspired by fashions all around the world, with constantly changing trends. Deep in the forests however, the simple hunters and subsistence farmers stick to their superstitions and barbaric practices. Between the two extremes, the farmers who make up much of the population tend to have more in common with the city folk, but retain some wildness to them. Social classes are seemingly straight forward in this nation. Nobility enjoy wealth and deeply entrenched legal privileges, while the common folk theoretically don't. However, unofficially, wealth, proximity in blood to clan leadership, clan membership, race, and bloodline are also very important. Despite the power of the nobility, the common folk are well organized into clans, allowing them to exercise far more rights than found in Belara, and in some cases become quite wealthy. One of the most noteworthy social traits of the region is that everything is organized by clan rather than family. Both noble and common clans exist, and within both these groups there is an unofficial pecking order. The clan leader has final say on who is an isn't a member of their clan, and both men and women frequently marry into other clans. Although slavery is outlawed in the Sisilian Counties, impoverished foreigners are often badly exploited and have none of the unofficial protections that natives have from their clans. Foreign merchants and mercenaries are generally treated with respect however. ====Religion:==== The Wild Lord is hugely popular in the more remote stretches of forest, while a watered down version of his worship is fairly common in the farmlands and cities. Gloria-Etalia only enjoys moderate support in the region, mostly from newcomers. Sailors and fishermen sometimes worship nautical gods of other religions on the basis that they are servants of The Wild One. Several other minor religions exist, but they are poorly understood by outsiders. Many believe they are just subcults of The Wild One's worship. ====Organization:==== The Five Counts, representing the most powerful noble clan of each city are the theoretical leaders of the region, but many of the clans, both noble and common, pay only lip service to their supposed leaders. Violence between clans is surprisingly rare however, thanks to a mutual paranoia that one of the stronger neighboring nations will try to take advantage of any excessive infighting. ====Origin:==== Much like other nations in the region, what is now Sisilia was once part of the Belarian Empire prior to the Civil War. It was part of the Morloux Republic prior to the second commoner revolution, but democracy never appealed much to the clannish Sisilians, thus allowing the local Duke and his Counts to keep their positions. It was only a century later that the Counts forced the existing Duke at that time to abolish his position, leading to the current decentralized governments that exist today. The peculiar worship of the Wild Lord and the oddities of the clan structure have been around as long as anyone can remember, despite many attempts to suppress it prior to Sisilia becoming its own nation. ====Diplomacy:==== Despite some similarities with Belara and Morloux, the Sisilians value their independence too much to enter full alliance with either group. They are somewhat sour on the Sarkation Empire due to past attempts by the Church of Gloria-Etalia to suppress their culture. The relationship with The Vesterlands, Lahaila, and Lazari is largely friendly, though rivalries between trading companies sometimes lead to localized violence. Sisilians find the Jorivaki way of life strange, but that doesn't stop Sisilian nobles from sometimes hiring Jorivaki mercenaries. Sisilians regard Tautoburg as a vassal kingdom of The Wild Lord, and generally avoid it, believing the strangeness of that nation to be a sign that the local vassal of The Wild Lord does not wish to be disturbed. ====Geography:==== The Sisilia Citystates region is generally flat and temperate, though foothills can be found in the northeastern portion of the nation. Thick forests cover most of the region, but pockets of farmland can be found near the coast, and along river valleys. ====Economy:==== The Sisilia Citystates are largely self-sufficient, but alchemist concoctions and enchanted goods produced in the cities fetch a high price in neighboring nations. Wealthy nobles sometimes enter trade partnerships with merchants and nobles from neighboring nations. ====Plot Hooks:==== Where the wild things are: The deep forests of Sisilia have a certain supernatural wildness to them. Many fey creatures, both friendly and otherwise, can be found in the deepest parts of the forest. Some creatures can be encountered randomly, while others can be deliberately summoned by desperate PCs or NPCs in order to take advantage of their peculiar magic. Among the many types of fey that have been encountered in the forests are: nymphs, hags, bad shadows, will-o-wisps, redcaps, dryads, treants, necro-treants, harpies, satyrs, dark satyrs, minotaur, fairies, sprites, mushroom men, tree spirits, river spirits, vine zombies, changelings, fey trolls, the stone men, soul snatchers, fish men, glow wolves, boggles, kelpie, not to mention various unique individuals, some of considerable power. Snack time!: Occasionally PCs will simply get unlucky and run into one of the few monsters in the area who see a small group of humanoids as valid prey. Certain large species of wyvern, as well as both non-sentient and sentient fey creatures, fall into this category. Tomb raiders: Countless barrows, ranging from one room chambers, to large necropoli, dot the Sisilian Counties. Most of them have been looted long ago, but some are home to undead, dark fey creatures, bandits and outlaws, or occasionally even law-abiding citizens (if the barrow is empty anyways, why let a good structure go to waste?) You picked with the wrong clan: Rural common folk in the outlying areas tend to rely on their clan to protect them when law enforcement can't be bothered. Commoners tend to not be particularly well equipped or well trained, but most have access to sword and bow, militia training, and sometimes pacts with fey creatures of varying degrees of power. Killing or harming a clan member, whether for good reason or not, is bound to lead to some fights, particularly since the NPCs are probably outlanders. Goon squad: Cities, towns, noble clans, and merchant companies/clans rely on hired muscle to look after their stuff, bully commercial rivals (particularly foreigners), and uphold the law/"law". They usually go for quantity over quality, but there is typically a few heavy hitters in a large group. Veteran melee fighters often augment their abilities with potions and enchantments, while arcane and druidic magic users are more common here than many other parts of Westrasi. Despite their modern, civilized appearance, even urban dwellers sometimes can call on ancient pacts with the fey. Most goons are local, but foreigners are occasionally used, particularly Jorivaki. Dark Agendas: Although often just seen as a backwater wedged in between more powerful nations, Sisilia is bustling with intrigue. Dark fey frequently make pacts with humans here, and desperate souls are often looking for slaves, souls, victims, and odd items to meet their end of the bargain with their whimsically cruel fey patrons. More mundane intrigue is common as well. Noble, merchant, and even commoner clans sometimes engage in low key power struggles, while foreign agents occasionally enter the region looking to stir up trouble. === Lahaila Merchant Republic === Population: 70% Westrasi Human, 9% Other, 13% Halfling, 8% Giant Capital : Freeport =====Goverment===== A Liberal Republic, with leaders elected by a voting class consisting solely of entrepreneurs. =====Culture===== Lahaila was founded on the principals of individualism and free-enterprise. Being your own business owner, and making money for yourself is the ideal in Lahailan life. This can mean the owner of a merchant fleet, a mercenary guardsman, a shop owner, a subsistence farmer, or even a career criminal. Most Lahailans work as independent contractors for larger business owners, hoping to invest their earnings in a business of their own. Many Lahailans are merchant sailors, working for shipping fleets. =====Religion===== Many Lahailans believe Gloria Etalia was just a myth perpetuated by the old-empires to keep the populace complacent. This does not mean they do not find their own ways to be spiritual. =====Origin===== The origins of the Kingdom of Vesterland and the Lahaila Merchant Republic, are intrinsically tied. During the expansion of Ancient Westrasi culture, there was a prominent zeitgeist of moving northward. Lahailain, a warlord of one of the more powerful Westrasi warbands, disgruntled that many of the new fiefs and lordships of the north were becoming so quickly occupied, and that the dishonesty and politics of courtliness were beginning to permeate Westrasi culture; decided to instead move westward, into largely unoccupied lands. Him, and his people, settled along the westernmost shores of the continent, the site of the modern day nations of The Kingdom of Vesterland, and The Lahaila Merchant Republic. They named it simply Vesterland or the Western Lands, in their toungue. Lahailain declared himself the king of these lands, and declared them sovereign from the greater Vestrassian Kingdom. After the Vestrassian Kingdom split into Voros, and Vestlaria; Vestlaria, invaded the Vesterlands. Having become significantly larger and more advanced, compared to the outlanders of Vesterland, Vestlaria easily defeated the Vesterlanders, despite their prowess and valor in battle. Vesterland became the Vesterland colonies of Vestlaria, which overtime became Belara. After the Split of Belara, Morloux controlled the former Vesterland colonies. These colonies were largely regarded as outlands, and were all but neglected by the rulers of Morloux. The inhabitants of these colonies saw an oppurtunity to restore the Vesterlands to glory and sovereignty. Morloux busy with it's Revolution, and subsequent aftermath, was powerless to expend the resources far southwest to stop this secession. The organizers of this secession were split amongst themselves. One half wished to return completely to their old kingdom., the other half wished not to be under the thumb of any monarchy, but create a new and freer government based on the old Vesterland values. The former took the northern peninsula, and named their country The Kingdom of Vesterland, as it was in the times of old. The latter took the southern shores, and named this new country Lahaila, in honor of their original founder, and hero Lahailain. They valued individual liberty and enterprising innovation, and developed a republic where leaders were elected by those members of society who had established businesses for themselves. Being some of the more industrious and entrepreneurial Westrasi, they began to establish themselves as vital pieces in major world trade routes, even being responsible for establishing previously non-existent trade routes. Their affinity for business earned them the modern name: The Lahaila Merchant Republic. =====Diplomacy===== The Lahailans are business people before all else. Although once they had to take their independence from Morloux, in modern times they are deeply involved in global trade with Morloux, a decision which grants them access to a greater market than they could reach on their own. They also have positive relations with The Kingdom of Vesterland, whose bay they use in conjunction with Morloux, in exchange for fair taxation. They retain good reltions with the Kingdom of Uoros, who they view as the other parent, in the birthing of the Lazari Confederation. Even though Lazari declared it's independance from both Lahaila and Uoros, both countries maintain positive relations out of trade necessity, but also admiration. =====Geography===== Lahaila is the southwestern most part of the former Vesterlands. It is a mostly comprised of flatlands and rolling hills, with temperate deciduous forests, tapering off into grasslands closer to the shore, with a river valley in it's northeast corner. =====Economy===== The Lahalia Merchant Republic is mostly liberal capitalist economy, which encourages entrepreneurship. Although there are many small-businesses, there are several large shipping corporations, whose vessels transport most of Morloux's international trade. To eastern Westrasi, to the Giant-Halfling Alliance, and to Morloux's colonies in the east. === Kingdom of Uoro === Population: 87% Westrasi Human, 8% Suoxi Human, 3% Other, 1% or less Halfling, 1% or less Giant Capital : Vestrasia =====Goverment===== The Uorosian government is a Constitutional Monarchy, whereas most power is held by the Parliament, which is chosen on a basis of Meritocracy and Geniocracy. The Position of royalty is mostly ceremonial, although highly respected, because it is considered the oldest known Westrasi Throne. =====Culture===== The original home of the Westrasi is now home to a paticular breed, whom celebrate their rich history, but are always looking forward. The Uorosians hold great value in knowledge and accomplishment, second only to the inquisitiveness and adventurousness that precedes them. Their capital Vestrasia, is a regional center for knowledge, and an important port city for any trade ships taking goods along the river system from Vesterland's Bay to The Westrasi sea and eastward. Being the oldest known Westrasi civilization comes with great pride, but also regret. The Uorosians harbor great shame about their ancestor's history as slavers. This shame likely reinforces the hospitality Uorosians show outsiders, the continued predilection of intellectual and exploratory pursuits, and their aversion to senseless violence. Most Halflings and Giants still have no trust, and no love for Uorosians, but some of their prominent intellectuals have taken up residence there, in appreciation of their pursuit of and archiving of knowledge. Although they are not militaristic, they do indeed value the ability to defend themselves. They are intelligent enough to realize that passage along their river is crucial to all their neighbors, and are cunning enough to defend their nation solely through securing their river. =====Wardens of the Wyrd Watch===== [[File:Warden of the Wyrd Watch.jpg|thumb|A Warden of the Wyrd Watch]] In the pursuit of exploration, the Uorosians became the first Westrasi to make continued expeditions into the Wyrdlands. These early explorers made peace with the natives, and participated in their ritual use of Phreissian Wyrd, allowing them to traverse the Wyrdlands with greater ease. These early expeditions resulted in many unexplainable events, the disappearances of countless Uorosians, and brief political instability about the risks involved. Eventually it was concluded that keeping close to the river would be general protocol for the explorer's. They were still permitted to explore on land, away from the river, but for no more than 72 hours at a time. Eventually these adventurous Uorosians encountered the Time Wraiths. These beings are aberrations in existence, often indescribable in appearance, and unfathomably destructive. little is known about them, but soon after the first encounters with them the Kingdom of Uoros decided it needed to take precautions against them. The Wyrd Watch was set up all along the border of the forest, populating treeline fortresses built to house them, and was made up of the most elite rangers leftover from those early explorers of Wyrd. The modern Wardens of the Wyrd Watch act as sentinels against the Time Wraiths for Uoros, and also all of Western Westrasi. They are said to be invaluable guides through the Wyrds, and a merchant ship passing between the Vestern Bay and the Westrasi Sea hasn't passed without a Warden or two since anyone can remember. They still act as rangers, exploring for new knowledge, and investigating any anomalies that occur. The Wardens use Pherissian Wyrd ritually, not only burning it, but also ingesting it in various ways. They hold many strange beliefs, some would say more similar to the Wyrd Tribesmen than their fellow Uorosians. It is rumored that some Wardens have met themselves out of time in the Wyrdlands and went mad, or never returned. =====Religion===== Valuing intellectualism, and adventurousness, most Uorosians have a pretty secular view on Gloria Etalia. They do however, amplify the importance of Gloria Etalia's message of striving for civilization, and believe that their intellectual pursuits are the best reflection of that. Most Wardens of the Wyrd Watch have their own spiritual beliefs, consisting of a mixture of Gloria Etalia, the beliefs of the Wyrd Tribesmen, and their own collections of superstitions and skewed views on the nature of reality, aquired through experience. =====Origin===== The Westrasi came into prominence under the shelter of their Northwestern Forest, in the southernmost tip, when the lands to the North where still frozen in their ever-winter. Vestrasia, the first and current capital, was built in the center-most point of their river, which provided all they needed in the early days. Growing stronger and more ambitious in the cradle of their green garden, they began to venture south, to avoid the "cursed" lands to their east. They found a way around the Wyrdlands, but they also found new people. Small, but useful people. Caught in the fervor of their ambition, they began enslaving the smaller, and relativley defenseless people. With a new and exceptionally crafty labor force, the Westrasi were able to grow in power and expand into previously unconquerable lands. Around this time the ever-winter of the North began to wain, and a second capital was built; called Vestlaria. Vestlaria became the port of exploration for the Westrasi world. There was a major divide between the global explorers. The Academics, and the Enterprising. The academics thought that the goal of mankind should be to explore, aquire all the knowledge that they could, and enlighten society as whole, to create a paradise on earth. The enterprising believed that exploring the world, and aquiring knowledge was useless, unless you had great power, and ever-expanding your own civilization was the end-goal of these former ventures. Unsurprisingly, the enterprising types had a majority control in both ruling class and military. A revolutionary academic named Voros led an uprising in Vestlaria, but the academic forces were much less militaristic. They were ultimately defeated, and fled back to the all but forsaken Vestrasia. Those in Vestlaria deemed their homeland no longer useful, and ceased pursuit before wasting the resources of crossing the southern mountains. Vestlaria became Belara over time, and continued a tradition of power-hungry expansionism for many years. Vestrasia made Voros a Sage-King, and the Kingdom of Voros became the Kingdom of Uoros. Although most former slaves were now in Vestlaria, they outlawed slavery upon the founding of the new kingdom, to prevent it's tpxic grasp from taking hold in their culture again. With a natural inclination for intellectualism, they developed systems of Meritocracy and Geniocracy, which grew into a governmental parliament naturally, as the succession of sage-kings realized their own position of absolute power was antithetical to their beliefs. Their society continued the tradition of exploration, but for the love of knowledge and adventure. Becoming a center for knowledge, and passage from Western Westrasi to Eastern Westrasi, and the rest of the world. =====Diplomacy===== The Uorosians are extremely diplomatic. They are ambassadors to all, and a lynchpin in a crucial trade route for much of Westrasi. They are still mistrusted by many Halflings and Giants. One of the only nations to actively maintain a friendship with Wyrd Tribesmen. =====Geography===== The Uorosians inhabit the southeastern most tip of the Northwestern Westrasi Forest, it is also the native homeland to all Westrasi people. They are the gateway to the rest of the world, a dense broadleaf forest, with a central river valley and patches of meadows leading into the Wyrdlands to the east, and more Mediterranean lands to the South. The initial expansion of the ancient Westrasi saw significant forest clearing, but there was been a concerted effort since the early days of the kingdom to replant native trees, leading to even their capital city having relatively abundant forest coverage. =====Economy===== The Uoros control the crucial river connecting trade ships from the Lazari canal, safely through the Wyrdlands to the Westrasi Sea. Merchants pay sizable taxes for the use of this river, as well as handsome fees for Wardens of the Wyrd Watch to be used as river guides. They get most of their money this way, and it is enough for most Uorosians to live comfortably. There is a general egalitarianism among it's people, leaving them free to pursue great accomplishments. There is also a decently lucrative hospitality industry servicing travelers who come seeking knowledge from Uorosian archives. === Lazari Confederation === Population: 94% Westrasi Human, 6% Other, Capital : Port of Lazar =====Goverment===== A confederation of sovereign peoples, who contribute to the common infrastructure and economical well-being of Lazaria. They are bound by basic laws of non-violence towards their fellow countryman, as well as non-disclosure agreements about the proprietary methods of the confederation, and confidentiality agreements to their clients. =====Culture===== The Confederation of Lazar is made up of sovereign people, with an individualist attitude towards trade and personal freedoms. The population of this nation may not be many, but their Canal is the lifeline of trade between West and East Westrasi. Their mountain fortresses offer an opportunity for high-profile clients to hoard treasures and artifacts away from the inquisitive eyes of taxing governments, and self-important conservationists alike. Most inhabitants come from a Lahailan or Uorosian background, although there are some others. There are bustling port cities on either end on the mountain range, and many Research Rangers within the mountains themselves. Many Lazarians that aren't port city merchants, or research rangers, make a living working on the constantly needed repair of the canals infrastructure. =====Rangers of the Strongholds===== In the ancient steel caves, turned research centers and wealth strongholds, reside the Rangers of the Strongholds. With their hippogriffs acting as guard dogs, and occasional mounts, but mostly as companion animals, These rangers uphold the secrecy and integrity of their research, as well as the utmost discretion and confidentiality about their clients' hoards. It is said that unauthorized visitors may be rode down upon for coming within a mile of their great steel caves. =====Religion===== Comprising mostly of Lahailan and Uorosian descendants, most Lazarians tend to be quite secular about Gloria-Etalia, although they do believe that having some spiritual belief is important to personal growth and achievement, and more importantly that someone's spiritual beliefs be their own. =====Origin===== After the Uorosians separated from the Belarans, the explorers of Uoro began expedetion east into the Wyrdlands, and Northwest into the inhospitable Mountain range between them and the most concentrated part of the Belaran Kingdom. An initial outpost settlement was constructed on the northernmost point of the Uorosian River, where it's headwaters disappeared into the foothills of the mountains. The Uorosian Research Rangers encountered a native population of Hippogriffs, of which they domesticated a small portion. Although large enough to mount, the Hippogriffs could not carry excessive supplies in flight with a rider, and could only fly with a rider short distances. They still proved effective for exploration as they displayed agile footing in the mountains, and could at least fly the riders over patches of otherwise impassable terrain. On the western end of the mountain range, the explorer's found the headwaters of another river, the one they knew flowed into it's estuary in Vesterland Bay in the Vesterland colonies of Belara. They found something else just north of the headwaters as well. In the mountains nearby the rangers found a series of magnificent caverns, the likes of which they'd never seen. They were lined with thick metal, and inside were ancient relics. This was a mother load of ancient knowledge, if they could put together the pieces of such degraded material. They went to work building another major outpost here, both to accommodate their extensive research, and to keep a watch that Belara did not try to invade them through their Vesterland colonies. After the Split of Belara, and then later, the Revolution of Morloux, The westernmost parts of the Vesterland colonies became the Kingdom of Vesterland, and the Lahaila Merchant Republic. One day a ship from the Lahaila Merchant Republic docked at the western research outpost. The leader of this expedition was a scout named Lazar, who was searching for a trade route to Eastern Westrasi. The rangers informed him that there was another headwaters, and settlement on the eastern side of the range, but they were seperated by unfavorable terrain. Lazar had an idea. He proposed that they let Lahaila build a canal joining the rivers, to use as a trade route, They would invest in the infrastructure of the research settlements, and that this trade route would greatly benefit their home kingdom of Uoros, which high in honorable deed, and academic pursuit, was admittedly not economically flourishing. This was agreed upon between the two nations. After a brief time, Lazar learned of the ancienct metal caves, and coveted them as merchandise, which led to a brief conflict between The Uorosian Rangers and Lazar. Ultimately it was agreed upon that Lazar could make more money using parts of the less relic-filled caves as strongholds, which Lazar could charge high-profile clients to hoard secret treasures from their governments and enemies. Then, although he was one of the richest men in all Westrasi, Lazar grew discontent with paying taxes to his homeland of Lahaila. He knew that the Research Rangers of the mountains were sometimes criticized by their homeland for their inability to decipher meanings from the ancient caves and their relics. Lazar and the Researchers from Uoros agreed to declare themselves an independent confederation. They had wealth, and they had a stronghold on the main Westrasi continental trade route, as well as the accumulated hoards on undeclared treasures belonging to many of the most powerful people of Westrasi. Noone dared to stop them. It was decided that the expereinced Uorosian Rangers would actually wield most authority over this new nation, while Lazar was afforded the dominion over national profit, as well as the vanity of naming the nation and it's capital city after himself. =====Diplomacy===== The Lazarians are the up keepers of the infratructure of one of the most vital trade routes to all of Westrasi, and their strongholds house many powerful Westrasians' secrets. Nobody in Westrasi would every start a conflict with Lazari, and Lazari would never pick a side in any inter-Westrasi conflict. =====Geography===== Lazari's landscape is an inhospitable, mountainous, boreal forest, with most of it's civilization residing in it's two port cities, and along the canal in it's foothills. =====Economy===== The people of the Lazari Confederation makes their money by heavily taxing non-citizen's using their canal connecting the Vesterland River and Uorosian River, as well as many of it's citizens being involved in continental trade themselves. They also make substantial money acting as a private confidential treasure horde to wealthy clients. '' Meta-Lore: The great metal lined caves of ancient relics, were actually a system of bunkers where elite members of the ancient bygone society and their extended families hid during the nuclear extinction event at the dawn of our current world. When they ran out of resources, they were forced to exist the bunkers. They found the mountain range inhospitable, and most of that area and northward and westward were still on the tail-end of a nuclear winter. They migrated southeastward to the site of modern Uoros, where they found a more temperate forest and settled. This is the true secret origin of Westrasi Hunter-Gatherers. '' ===Jorivakia=== Population: 66% Westrasi Human, 6% Imuuga Human, 17 % Suoxi Human, 3% Treant Vassal Tribesman, 8% Other Capital : Jormsburg =====Government===== Military Junta, consisting of: an Infantry General, a Naval General, and a High Commander. =====Culture===== Jorivakia is a nation of Mercenaries. These elite soldiers operate out of the fortress city of Jormsburg in the middle of their territory. Here the High Council of Commanders, dictates the orders and assignments that will send their warriors around the world. People have seen Jorivaki fighting in many conflicts, waging proxy wars on behest of their clients. Some say they will even be fighting for different sides in the same war, but never cross each others paths, as if they were aware of each others positions. This is convenient, because the Jorivakian code prevents them from ever raising arms againts their countrymen, no matter what battles they be involved in. Their code states many other things. Among them that a Jorivakian may never have a family or rear children within the territory of Jorivakia. This does not restrict the Jorivaki from engaging in sexual intercourse, or even rearing families that live away from them, outside of Jorivakia, just that they may not bear and raise children within Jorivakia itself. It is no place for children. This also helps ensure that only individuals who meet their requirements become Jorivaki. A potential recruit must complete a series of feats, and training to be excepted as a Jorivaki. The training tackles a wide array of subjects, so that a Jorivaki can fulfill any role in active duty outside their borders, and any role of their military society within, even the mundane task of cooperative group cooking. The final feat is to be stripped naked, and sent into the strange forest in the eastern half of the country, with no weapon. This place is the home to the JormsBoar, a uniquely wild, large, and dangerous breed of wild boar, that hunt in intelligent packs, and have a taste for human flesh. The recruit must successfully survive for a month in this forest, only eating and clothing himself with this most dangerous game, only then will they be a true Jorivaki. The Jorivaki hold a great admiration for their native fauna, emblazoning the boar on their banners, armors, hilts, and shields. While the wild forests lie to the east, to the west are more docile forests. This land is home to the handsome estates of the Jorivaki, where they reside during their allotted downtime. When off-duty, a Jorivaki may recreate at their estate, or travel anywhere they please, as long as it would not cause them to be absent for their next assignment of duty. Although Jorivakia supplies any goods they need, it's up to the Jorivaki to prepare their own food, and entertain themselves when off-duty. Some Jorivaki have set up improvised taverns for the enjoyment of their comrades. Although the Jorivaki sell their services to anyone in the Mukwesk or Nurwesk regions, they will not act to significantly upset the balance of their homelands. For instance; They would not use their entire force to invade and conquer a Westrasi nation for another. Most people also believe, that if a foreign force ever invaded the Mukwesk or Nurwesk, that the Jorivaki would stand and fight, for free. =====Religion===== Jorivakia is composed of many different cultures, and has no over-arching religion, but it does have a universal code, this code states thats: 1. A Jorivaki must never raise arms against a comrade. 2. A Jorivaki must never show fear. 3. A Jorivaki must never flee from a battle in which they are matched equally in power and number. 4. A Jorivaki must never disobey direct orders from a superior, unless an inquiry, or blatant obviousness, finds their superior to be of unsound mind. 5. A Jorivaki must not horde the spoils of war, with exceptions for trinkets of sentimental significance, and in some cases, through approval, an exceptional trophy of unique achievement. 6. A Jorivaki must never plunder, pillage, torture, or otherwise brutalize, and most show their enemies as much respect as is possible. 7. A Jorivaki may not procreate, or rear children in the borders of Jorivakia. =====Origin===== Jorivakia is a rather young nation, if a nation you could call it. It came into being when some of the greatest soldiers of Belara and Morloux came together, and decided that for all that was built on their backs, they didn't get the share of wealth or power they felt they deserved. They resolved to establish their own nation-state, where they would all be equal, and all at arms. They took the greatest men loyal to them, and went south to a stretch of land that not even the Vesterlanders or the Lazari desired to inhabit, because of it's proximity to the Jormsboars, and the anomaly of Tautoburg. There they first began selling their swords in battle, and in doing so recruited many great warriors they met in battle around the world. Word of the equality among warriors, and comfortable lifestyle stretched across Westrasi, and now ambitions sellswords from all over the continent travel to Jormsburg, for a chance to become a soldier-citizen of Jorivakia. =====Diplomacy===== The Jorivaki sell their services to any and all nations of the Mukwesk and Nurwesk regions, and have good relations with all of them. =====Geography===== The west of Jorivakia is rolling hills of deciduous forest, and the east of Jorivakia is a strange mixed forest. =====Economy===== The Jorivaki are elite mercenaries. Used not just for war, but also elite guards for important people, and security forces for trade shipments. They are paid handsomely for their services, whether it be in money, weapons, armor, common goods, or foods. This bounty is distributed evenly among all Jorivaki, whom live more than comfortably, when they are not on duty. Since the economy of Jorivakia is based on centralized distribution, many clients cut out the middle-man, and pay the Jorivaki with goods and services. Most of the buildings in Jorivakia have been built by tradesmen hired by the clients of Jorivakia. Most goods and food are not produced in Jorivakia, but rather shipped their on trade boats, which pass through Jorivakia, via the Vestriver. ===Tautoburg=== Population: 100% Westrasi Human (???) Capital: Tautoburg =====Goverment===== Seemingly: A Monarchical City-State =====What We Know about Tautoburg===== A traveler who finds themselves in the strange patch on dense, thick, and abnormal mixed forest in the central Mukwesk region, may happen upon Tautoburg; A sudden and unexpected castle-town, among the thick wilds. The visitor will quickly notice something very unnerving: All the people of Tautoburg appear to be identical copies of the same small handful of people, repeating without end, but in different clothes, doing different things. These people are all friendly and welcoming. They have good food, and good alcohol. If one should inquire into the strangeness of their home, they will be blankly ignored. The Wardens of the Wyrd Watch, who have traveled here for research, have attested that this phenomenon is not a temporal anomaly, like that of the Wyrdlands, as they can see no evidence of aging in either direction on any version of the Tautoburgers. Further puzzling is that the inhabitants don't look the same to every traveler or group of travelers who venture to Tautoburg. Accounts of their appearance may differ from one encounter to the next, but in every encounter, the entire populace is made up of repetitive copies of no more than one hand's full of people. Most puzzling, and perhaps most disturbing of all is to seek an audience with the Lord of Tautoburg. This King or Queen will appear in the exact visage of the visitor seeking their audience. Some have reported that two or more separate individuals have seen this lord as themselves, while their companions saw the lord as their own self, simultaneously. A resemblance, never acknowledged. =====Origin===== Noone knows when Tautoburg came to be. There are references to it in the oldest known Westrasi folklore. =====Diplomacy===== No nations have a regular relationship with Tautoburg, and none desire to make aggression against it. Tautoburg itself is friendly to all visitors, and noone could say with certainty they'd ever seen a Tautoburger outside it's walls. =====Geography===== Tautoburg is a walled castle-town, in the center of a dense and abnormal patch of mixed forest in the central part of the Mukwesk region. =====Economy===== Tautoburg trades with noone, it is not even known if they use currency. Noone knows how they aquire resources, but they are always abundant with food and common goods. === Halfling-Giant Alliance === ===== Nation ===== An integrated society of halflings and giants with halflings forming the bulk of the population mostly as farmers and the giants usually being the warrior and ruling classes. In the middle of the nation there is the most amount of mixing from the two races, with the homelands of the two skewed toward the native race, but with a portion of the other race living there. There is a giant wall spanning the top of their border to keep out their ancestral enemies, but they are not isolationist. They have fleets of ships that go out into the world to trade and learn from the humans. ===== Government ===== The government is made up of two parts: the representatives and the crown. The crown is made up of a giant who takes on the role as tribemaster, and a halfling who takes on the role of king or queen. Once elected, they rule until death unless the representatives all agree to dispose of them. The representatives are made up of elected officials from each village, and are mostly giants due to a lack of interest and natural skill for nation working from the halflings. But there are some halfling councilmembers. ===== History ===== ====== Pre Union ====== The halflings always lived in fear of slavers from the north coming to take them away as they are terrible combatants but make excellent farmers and craftsmen.The giants, while big and strong, could not support their constant need for food in big groups, and when to small they were hunted down and their children sold off as slaves as a giant broken as a child makes a wonderful slave laborer/status symbol. ====== The First Union ====== One day a cunning and enterprising halfling named Lifferkin who, in his campaign for mayor, approached a small and suffering giant tribe and offered them food, weapons, and shelter in exchange for guarding and protecting the halflings. The newly appointed giant elder, an old and half-blind female named Urte took stock of her remaining tribeskin’s chances, and agreed. In her mind, they had nothing left to lose. He then brought them back to his village to show the other halflings the “solution to all of our problems!” as his slogan went. While there were many halflings unconvinced that the plan was going to work, they decided to hear him out and went on to feed and arm the giants. When some slavers came for easy prey, they were met with well equipped giants, and were easily crushed. Lifferkin was quickly elected mayor, and continued to integrate the giants into halfling society, implementing them as construction workers and excavators. Soon other towns across the border started to hear about Lifferkin’s new policies that were making his town flourish, and invited giants to join their towns as well. Soon both giants and halflings were living together, and slavers became a smaller and smaller menace, even though people were sometimes still caught. Urte was living now well past her expected lifespan due to her newly forged security, but she was not content. Being wise, she saw the village’s solution had only driven the slavers away to halflings that could not protect themselves and giants that were easily preyed on. Seeing this, she proposed to Lifferkin, who has kept his position as mayor almost as long as any halfling in remembered history due to his policies, that the independent villages along the border join up to become a greater threat to those that would wish to harm them. He was skeptical at first, but Urte wore him down, and they both proposed their plan to “unionise” to the other villages. With some convincing, they agreed, and the halfling-giant villages formed to create the first kingdom their land had seen. They called it the Halfling-giant alliance. ====== The Birth of the Halfling-Giant Alliance ====== Soon enough a government was formed. Each village sent a representative to start to create laws and policies. These representatives were mostly giants, who knew how to work together for the benefit of their tribe, but a small number of those sent were halflings. They met with Lifferkin and Urte, who they proposed that in order to govern efficiently, they should elect one giant and one halfling to run the kingdom with the titles of Tribesmaster and King, with the representatives acting as a counterbalance to their power with a council power of their own. After some debate, they agreed that someone has to run this new kingdom, and everyone having a direct voice was inefficient. So they agreed and elected Urte and Lifferkin as the first Tribesmaster and King. Their first policy enacted was to get more villages to join up, and envoys were sent to both the giants and the halflings. One by one, villages were convinced, and halflings and giants were sent to integrate into the two societies. Soon enough they turned their eyes north, where slavers were still a big nuisance that they were fed up with. Their solution: build a giant wall stretching the border to keep them out. They hated the westrasi people, and wanted nothing to do with them after being preyed on for so long. It took many years, but soon enough with giant prowess and halfling ingenuity a wall started to go up. Litterkin and Urte died, but others rose to take their place. After many decades, the wall was complete and the two races were united. Urte and Lifferkin are still celebrated as national heroes to this day, for uniting the tribes and solving a near-impossible problem === Wyrd Tribelands === The Wyrd tribe lands have their name derived from one of two things from their "weirdness" or from a plant which grows there only known as the Pherissian Wyrd. An oddity of the tribelands which makes them impossible to conquer or subdue is the non-linearity of time. Diplomats sent to the Wyrd Tribes report meeting people who claim to be ancestors of leaders they met centuries before or younger versions of Wyrd mercenaries which work for them. The Yoroslovan Kingdom even claims to have hired the same mercenary twice and the two which were one served alongside each other. The Tribe of Ywyrd claims though that, that was just a prank played by two twins. Anthropologists describe the Tribesmen as using the Pherissian Wyrd or as they call it "Nostalgie plant" to navigate the land. When you burn it the smoke always shows towards the past. Supposedly one also sees the smoke facing different directions depending on date of birth and the further you wish to travel from the day you were born at the quicker the smoke changed directions and new fires need to be lit more and more often. Thus Wyrd tribes often are not derived from family units, but formed from people born on the same day to make traveling together easier. The Tribesmen seem to not really ever mourn the dead or have any funeral rituals. I mean why would you do it if you can just go back and visit your mother when before she died? The greatest myth of the Wyrd is the "City of Glass" they describe a city of glass where no one hungers. One resembling in description the mirages of the grand desert. One can only reach the City of glass once he follows the Smoke of the Wyrd all the way to the beginning of time where once it's lit on fire the smoke forms a spiral. Due to it's odd layout and diplomatic visits it is suspected that the Land of the Wyrd Tribes might be folded like Origami and likely is as big as Suoxi-Dan Dio or even bigger. ==== The City of Glass ==== Before the great Calamity which struck ending the Age own Dawn a single city in the world knew it would come. The name of that City is long lost. They were foretold a catastrophe would come which would doom the whole world, no the whole universe. As such they chose to leave. Their scientists worked on creating a bubble. A bubble of time and space. One where time would still run, just completely separately from the world around them. The experiment succeeded, creating what we now know as the Wyrd, or rather an imperfection in the process gave birth to the Wyrd. The Wyrd is a place of transit a thin layer of time and space separating the City of Glass and the world of normal flowing time. With enough patience and knowledge of navigation it is possible to travel between those two planes of existence. The City of Glass exists as a myth among many of the Wyrd Tribes as their ancestors either laid their eyes on it themselves, or met researchers from the City sent out to explore the world. It is not exactly clear what is inside the City of Glass and how it operates now, but whenever they send someone out they always ask about the "Wandering City of Mimics". === Yoroslovan Kingdom === Founded by the land's first king, the warlord Yoros. Yorosolovan's founders were raiders flung far afield from the icy north. They were chased from the halfling lands by giants even larger than the trolls of their homeland. Fleeing to the north, into the lands that would come to be their home, they found tribesmen ill equipped to defend against their dwarven steel and the cunning of Yoros. Yoros himself pitted rivals against one another only to set his outnumbered forces against the loser and absorb the prisoners of war into his army with promises of lands, gold and women. WIP In modern day Yoroslovan the monarchy rules over a council of lords. Much of their sea raiding ancestry and infantry tactics has been cast aside in favor of massed heavy cavalry. Their sons organize "chivalric games" games of war where they organize into teams using small levy troops in brutally violent displays, often resulting in injury and damage to peasant dwellings. In early spring as the snow falls the lords gather their forces and practice raiding on the bordering tribal lands, attacking specific tribes that have offered insult whether that be real or perceived. Occasionally tribesmen are hired as mercenaries for skirmishes against Uoro or Araxia, though usually they are hired as fodder for "giant hunts" for when one of the southern giants cross their borders. The kingdom of Yoroslovan has few allies though the current king Yoros the eighth wishes to wed his three daughters off to remedy this before his neighbors grow weary enough of his war obsessed kingdom to band together and destroy it. === Yoroi Tribelands === 90% Yorai Westrasi Human 10% Vashian Westrai Human Capital: Freegate The Yoroi Tribes were a loosely connected culture of hunter-gatherers that settled along the Westrasi Sea. They practied a form of agriculture in which the trees and orchards of the area were cultivated around their migratin routes and the Yoroi calendar is still used as the basis of almanacs around the sea. The Yorai culture was conquers by a series of invasions across the sea from Saramese exiles. Over the years these raids would see the Saramese form a unique ethnic identity known as Vashian; they took control of the Yorai lands and declared an independent Vashain republic, based on the Morloux model but without rights given to the Yoroi or the poor. Recent economic pressures led to a campiagn for voting rights for all citizens and to avoud giving control of the government to Yoroi; the majority Yorai areas were spun off into an "independent" reservation known as the Yorori tribe lands. They are governed by a Consulate headquartered at the border, and Yoroi are forbidden from entering the republic without written docuements. Lumber and fruit from the woods is harvested by underpaid Yoroi then sold to the republic to be shipped across the sea for mass profit. === Vashian Republic === Population: 45% Vashian Westrasi Human, 20% Elves/Half-Elves, 20% Yorai Westrasi Human, 15% Other (mostly other Westrasi Humans) Capital: Helias ====Government:==== Oligarchy ====Culture:==== The inhabitants of the Vashian Republic are a notoriously arrogant and self-righteous people who see themselves as a beacon of civilization compared to the other Westrasi nations. The Republic is centered around the large metropolis of Helias, a city famous for its gorgeous marble buildings, clean streets, and strong law enforcement presence, though several other cities and towns exist. The Vashians takes great pride in their efficient and largely uncorrupt bureaucracy, skilled diplomats, high levels of education, sponsorship of scholarly endeavors and the arts, progressive attitudes to gender roles, good relations with the elvish peoples, orderly cities and landscapes, commitment to peace (in theory), piousness, and vast wealth. However, to the frustration of some in other nations, it is rare to see any Vashians acknowledge their exploitation of the Yoroi, class divide, authoritarian government, skill at realpolitik, and general hypocrisy. Vashian society is organized around wealth and status. It has a large number of wealthy nobles, merchants, scholars, artists, and artisans in proportion to its population, who enjoy rights and privileges on par with the best of the Westrasi democracies. Meanwhile, servants and laborers live out of sight of the upper and middle classes. Many of them are foreigners (particularly Yoroi) from poorer nations, who take on indentured contracts in order to be able to live in the Republic without fear of arrest. Despite miserable wages, the expectation that they live in packed basements and barns, limited legal rights, and dark stories of abuse, there is no shortage of people willing to accept these conditions in return for being able to escape extreme poverty and/or instability in their home nations. ====Religion:==== Gloria-Etalia is the dominant faith within the Republic, with a heavy emphasis on their self belief that they are far closer to being an ideal civilization worthy of bringing about the return of Gloria-Etalia than most of their neighbors. Their subjection of the Yoroi People (when acknowledged at all) is rationalized on the basis that they are helping them achieve a more civilized state. Despite the Vashian's fondness of claiming they are an open-minded society, other faiths are not tolerated in the Republic, and even other Chapels of the Gloria-Etalia religion are shunned. ====Organization:==== Although theoretically a democracy based heavily on the Morloux Model, in practice, power lies with the representatives of the dozen or so most powerful noble families in the Republic via seats on the Privy Council. In particular, the First Citizen, who is elected by the Commons Seat, wields enormous executive power. Since the founding of the Republic, the First Citizen has almost always come from the powerful Verrun family, leading some to refer to the Vashian Republic as a de facto monarchy. Power is highly centralized around the First Citizen, who commands both the large Vashian Army, as well as the public purse to hire mercenaries. Smaller towns and cities are ruled by mayors elected by the wealthy, however every sizable community in the republic contains spies loyal to the First Citizen, as well as at least one unit of the Vashian Army in their distinct red and white uniforms with silver edged armor plates and soft brown padding. ====Origin:==== Like much of the Westrasi Sea region, the area where the Vashian Republic now stands was once part of the Verani Empire. Helias and the surrounding area were once one of the wealthiest regions of the old Empire, but the area was heavily looted by the ancestors of the Yoroi People following the Fall. The Vashian Republic was founded by Saramese exiles who mixed in with the descendants of the Verani Empire who were still living along the coast, who then together conquered much of the surrounding area in a series of wars. Recently the Vashian Republic has split the Yoroi Tribelands off into its own separate vassal state in order to prevent the emerging Yoroi middle class from influencing the Commons Seat. ====Diplomacy:==== The Yoroi Tribelands are a de facto vassal state of the Republic. Despite their theoretical independence, the Yoroi government is filled with Vashian "advisors", and Vashian Army units are common throughout Yoroi lands, either to guard Vashian financial interests, or to defend the borders. The Vashians know they can't hold the Tribelands forever, but plan on holding onto "their" territory for as long as possible via drawn out negotiations and economic dominance. A small separatist guerrilla movement exists, who some feel are just Vashian pawns that will provide an excuse for the Vashians to re-invade Yoroi. The Yoroslovan, Euraxian, and Araxian Kingdoms, the Suezi, the Farisians, and the Commonwealth are seen as primitive barbarians who descended from those who destroyed the Verani Empire. In particular, the Farisians have made themselves a nuisance by either directly or indirectly funding Yoroi separatists. Although the Vashians claim open warfare is crude and uncivilized, they have in fact been involved in more wars than any other nation on the Westrasi Sea, typically involving themselves in other's disputes in return for trade concessions and military alliances against other nations. The Vashians see the Veranese, Betranoxians, and Saramese as fellow descendants of the Verani Empire (or at least inheritors of said culture who didn't actively participate in bringing down the Empire). They all share a certain love for scholarship, art, intellectualism, and the arcane, and scholars, artists, poets, and arcanists from the republic frequently visit these nations. The Vashian Republic often chides the other three nations for fighting among themselves, but the Vashians have never been ones to let their own self-righteousness get in the way of self interest, and have either secretly or openly sabotaged the interests of the other nations when it was to their benefit. Terravia and Uroxians are dismissed as nations of wackjobs, bordering on being seen as outright evil, and are poorly regarded by both nobles and commoners in the Republic, though, of course, faustian political and trade alliances are common. Relations with Sarkatia are poor due to several long standing theological disputes. Vashians generally ignore the giants and halflings who live south of their Yoroi vassals, seeing them as too barbaric to civilize. ====Geography:==== The Vashian Republic is a relatively small but densely populated region. Most of the land has been transformed for "civilized use", with large fields of grain, orchards, vineyards, and grazing pastures covering a large part of the territory. Sections of grassland and forest have been left alone for recreational horseback riding, hunting, and to provide privacy to the estates of the wealthy. ====Economy:==== Generally considered one of the wealthiest nations on the Westrasi Sea, the Vashians benefit greatly from their near monopoly on the Yoroi Tribeland's abundant natural resources. However, even without the Yoroi, the Vashians make good money thanks to the many skilled artisans, arcanists, and theurges living within their territory, not to mention their uncanny ability to come out on top in many conflicts and trade disputes. === Araxian Kingdom === The Araxian kingdom is one of the earliest Westrasi human kingdoms, formed along the river Tarkos, Araxians are called by other nations 'The Bulls', as the bull was the symbol of the first Dynasty of Arax, and the one with the longest reign. By the time the House of Brachen had fallen, the bull had become intertwined with Araxian identity and the new ruling family, the House of Gotley, kept the Bull Throne and horned crown as a symbol of their newfound power. Araxians have a long history of conflict with the Sarcian Mountain clans in the west and the Yoroi clans in the East. While large scale warfare is rare, the constant raids and skirmishes along these borders helped imbue into Araxian culture a heavy dose of militaristic thinking. Their kingdom political structure is a feudal monarchy, and the kingdom is broken down in three duchies and the Crownlands by the mouth of the Tarkos into the Westrasi sea. Arax mostly content ignoring the giants beyond the great wall, as the kingdom is often pulled into the may wars and disputes of the Westrasi Sea. Arax has a strong rivalry with the Farisian republic, due to the Farisians occasional usage of Yoroi mercenaries, which the Araxians see as sponsoring of the troublesome warlords past the border. === Veranese Citystates === Country name: Veranese City-States<br> Population: 65% Westrasi Humans, 20% Elves, 15% Half-elves<br> Capital: Dominating cities in the region are Ravena, Tiria, Iluria and Sforza<br> Goverment: Varies by city, but all the cities are part of a League with a leader elected by each city casting a vote.<br> ==== Culture ==== Veranese are merchants, lovers and bon vivants at heart. While the city-states are not a big military threat to any neighbor, they are the home of many fable duelists, poets, fabled seductors and legendary gormands. Each city has their own habits and peculiarities but in general they are brave yet undiscipline, hot blooded people as quick to yell and curse as they are to fawn and flatter. Often in the span of minutes ==== Religion ==== The majority of cities follow the Church of Divine Duality. However Sforza is the founder and most burning adept of the Sforzian Chapel of Gloria and Etalia. ==== Organization ==== The cities of the Veranese coast formed a league to protect themselves and most important, their trade routes from raiders, Westrasi Sea pirates and foreign invaders. Most cities are 'republics', though they are de factor ruled by a plutocracy of the richest patrician families. ==== Origin ==== In the ancient age, the Verani Empire conquered the whole Westrasi Sea and held grasp of it for over seven hundred years. The Empire called it 'Our Pound', as they held all lands around the sea. The Verani empire fell mostly due to internal economic strife and sternal pressure from less civilized neighbours, but the core of the empire remained tightly knitted together by paved roads and a love for gold. While the cities fought each other frequently, recent conflict with the Saramese lead them to join forces to present a united from in naval warfare, and the benefits of the alliance caused the temporary pact to become a temporary arrangement with rotationary leadership. ==== Diplomacy ==== The Veranese cities have tense relations with the Saramese, but close ties to the Euraxian kingdom. They trade with most of the Westrasi sea, but their main rival is the Free city of Betranox. Depsite both fearing the Saramese fleet, Betranox is constantly disrupting Veranese trade with by being a corsair haven. ==== Geography ==== The land is mostly arid, rocky hillsides not good for growing much besides grapes and olives. ==== Economy ==== Trade is the backbone of Veranese economy. Trade and craftsmanship and refining. They by raw materials, from timber, stone, olives, grapes, wheat, wool from all over the Westrasi sea and beyond through land routes, and the high urban population provides sufficient journeyman guildsmen, tools and facilities to process these goods into their most expensive form: Sculptures, furniture, wine, olive oil, clothes, etc. These high quality goods are they sold either back to where the raw materials were bough, or elsewhere. As their main trade is 'knowledge and skill', Veranese city states have developed craft universities and a overarching guild system to both preserve the secrets of the trade but also expand the knowledge base. Veranese crossbows are legendary quality. The most expensive of them are fitting gifts for kings. === Leixi-Airoxian Commonwealth === Races: 95% Human, 5% Assorted Others Government: Electoral Monarchy Capital:Tharnux Leixi and Airoxia were once separate nations, but they are now united under one crown. Leixi is centered around the river running through the Commonwealth, with a high population density due to the regular nature of the river's flooding. Airoxia, on the other hand, is largely rural, relying less on agriculture and more on pastoralism. The monarchy of the Commonwealth is a semi-electorate, with each heir to the throne having to be approved by an assembly of all the Airoxian nobles. The king largely relies upon Leixi for the tax revenue and military, leaving the Airoxian nobles free of large-scale taxation or manpower levies to ensure votes for his heir. As a result, Airoxia is a land of feuding nobles, where noble families have near limitless power within their own demesnes. However, true conflict beyond small skirmishes is highly uncommon, as the monarch has the potential to raise a huge military far and away beyond anything any single noble family could muster. Despite this, the noble families have the potential to raise a similar sized army, if they work together, which ensures that no monarch uses the Leixi power base to disrupt the electoral nature of the monarchy. The Commonwealth was formed hundreds of years ago when the kingdom of Leixi insulted the Airoxian nobles, who jointly banded together, deposed the Leixi monarch, and elected a king from amongst themselves to rule both kingdoms. ==== Culture ==== Though Leixi and Airoxia are united by a monarch, they are very culturally distinct, only sharing some basic similarities. The people of Leixi live their lives seeking order and regularity, believing that a perfect world is one ruled by schedules and conformity. Many believe that the ideal way to achieve the perfect world of unity and peace that they desire is to follow a strong leader who can impose order over chaos. Though they are not inherently warlike, they are willing to go to war if they can be convinced the war is just. The Airoxians, on the other hand, believe in strength gained through struggle, which lends them a more warlike stance in life. This divide comes primarily from the different souces of subsistance in the two kingdoms. Leixi depends on the regular flooding of the Rzeka river for its high population, while Airoxia relies upon pastoralism, which focuses on bending a herd of animals to an individual's will, much like how the Airoxian nobles feud with one another, hoping to gain dominance over the other nobles. ==== Religion ==== Leixi-Airoxia follow a modified version of the faith of Gloria-Etalia. The people of Leixi believe that Gloria-Etalia will return when the people of the world have created a perfect orderly society, while the people of Airoxia believe that they will return when an individual strong enough bends the world to his will and calls them back to the world. ==== Organization ==== In Leixi, the king is treated as an absolute monarch, but the Airoxian nobles are largely left alone within their own fiefs to guarantee their electoral votes for the king's heir. As such, Airoxia often has no larger ruling power than the counts of the land. ==== Origin ==== Airoxia has existed in some form since the late fourth age, with the many counts agreeing to come together to defend their lands in threatened. Leixi cut through the Airoxian lands on the Rzeka river, forming a unified kingdom to defend against the Airoxian nobles in the early fifth age. They existed as separate nations until the sixth age, when the ruler of Leixi, King Amhaten IV, insulted the Airoxian nobles, calling them savage raiders not fit to be known as counts. The nobles banded together, sacked Tharnux, publicly humiliated and executed Amhaten, and elected one of their own, King Thutszkoe I, to lead both nations. The Airoxians enjoyed supremacy over the Leixi during his reign, but his son, Thutszkoe II, rallied the Leixi people, defeated the Airoxian nobles on the field of battle, and the two people came to the agreement that rules now, with the Airoxians having the power to approve the heir, provided they submit to the current king. ==== Diplomacy ==== Leixi-Airoxia are seen as a fragmented people by many, but their closest neighbors know that though they seem disunited, the entire kingdom despises foreign influence and will unite to drive out any invaders. Many states have attempted to seize the holdings of some Airoxian noble, only to be quickly repelled by the full combined might of the Leixi people and the Airoxian nobility. The Airoxians are suspicious of foreigners, but are content to leave them be, provided that they are left alone in turn. The Leixi see most foreigners as chaotic people who need to be shown the light of order and stability, be it through peaceful relations or through conquest. ==== Geography ==== The land to the northeast of the River Rzeka is a grassland, gradually becoming less fertile the closer one gets to Windhell Valley. The land to the southwest of the River Rzeka is composed largely of rolling, grassy hills. The land surrounding the river itself is a highly fertile valley perfect for growing crops. ==== Economy ==== The Airoxian economy is built largely off pastoralism, though some counts with territory on the mountain range have focused their efforts more heavily on extracting iron and silver from the mountains, much of the former is sent to the industrial centers in Leixi. Most of Leixi is dedicated to wheat farming, though certain large cities such as Tharnux are more urban, focusing on industry and manufacturing goods for the rest of the kingdom and beyond. === Terravia === [[File:Owens Hue.jpg|thumb|Owens Hue]] Population: 95% Westrasi Human, 5% Other Capital: The City of Deru Government: Anarcho-Communism ====Culture==== Terravians pride themselves on their sophistication as a people. However, instead of priding themselves on their wealth and social power, they instead focus on philosophy and spiritual enlightenment. The Terravians believe themselves to be the most enlightened and knowledgeable people in the world, and have declared all other humans to be uncultured barbarians. Their occult practice of Emotism and its teachings is practiced by every citizen. Everybody is very eager to meet new people, to the point that almost everyone in the region knows everyone else on a passing level. One of the most popular pastimes of Terravia is to meet new people, and adventures from Terravia can be found all over Westrasi and beyond. Because of the communist doctrine of their leader and their religious practices of deepening ties with their community, they share everything they can with everyone else, and because of this everyone is happy, which is shared around as well. ====Religion==== Emotism is an occult religion which focuses on the emotion of the human body. They believe that everyone is connected, and that emotions travel from person to person. They believe these ties to be the most important part of a mortal body, and practitioners spend their time deepening their ties to those around them through magic and deep connections with other people. The happier the community is, the happier the person is, and so people strive to make sure their neighbors are the happiest they can be. ====Organization==== The nation follows the social doctrine of their leader, Owens Hue, and his political advisors. Under his leadership, everybody in the nation shares what they own with everyone else. ====Origin==== Terravia was founded 37 years ago in 4963, when Owens and his followers fled the Saramese mainland after a failed revolution. Recognizing the deep rooted practices of Emotism already in place in what used to be the Kingdom of Terra, he won over the nation by preaching his policies of communal interconnection and the abolishment of the structures of society to achieve this. The people were all for this new doctrine of sharing and caring, and declared themselves a new, united nation. The royals and noble classes were assimilated into this new state or exiled. Owens lets his advisors lead the nation, and instead focus on philosophy and refinement of his political system for other nations to adapt. ====Diplomacy==== While their political and social practices are strange, most other nations are neutral to them. They are an agricultural powerhouse and happily bater food at generous prices to forgien powers in exchange for goods. ====Geography==== Terravia is a fertile and developed land, with most of it being used for agriculture. ====Economy==== There is no money in Terravia. Internally people share with each other, and everyone gives everyone else what they need. Externally they use a barter system with other nations to export food and raw materials. === Chiefdom of Voroi === Population: 58% Westrasi Human (Voroyan), 19% Westrasi Human (Morloux), 11% Westrasi Human (Suezian), 8% Westrasi Human (Other), 4% Other. Capital: Ulkasy. Government: Hereditary Chiefdom. ====Culture==== Out of all of the words that could be used to describe the people of Voroi, combative is the most accurate one. Almost everything that a Voroyan says can be taken as a challenge, and almost everything that is said to a Voroyan is taken as a challenge. Famous for their scathing wit, they're quick to lash out with both their tongues as well as their fists. For this reason, they are given a wide berth whenever they're encountered outside of their homeland. The Voroyans are also renowned for their defiant nature, and their refusal to bow before any foreign power. Though their nation has been conquered innumerable times, the people of Voroi have never been broken. Every attempt at occupation has ended with the invaders being pushed out of the country, licking their wounds and cursing the natives. “Taming the Voroyan” has become a common idiom in the Westrasi subcontinent, synonymous with attempting an impossible task. ====Religion==== In the eyes of the Church of the Divine Duality, the Voroyans are considered a barbaric people that desperately need enlightenment. This is used as an excuse by the Westrasi powers to invade Voroi and occupy its lands, under the pretence of civilising it. Though most Voroyans believe in the legends of Gloria-Etalia, they have concluded that the world is beyond saving and that the Two-Faced God will never return. Despite this, there are some adherents of Gloria-Etalia that can be found in Voroi. The Morloux Chapel has a significant presence in the Northernmost parts of the country, due to frequent occupation by the Morloux Republic. Similarly, the coastline and the Southeastern border have been partially civilised by the Suezians and the Church of the Divine Duality has a small presence there. ====Organization==== [[File:Zahariya Vazepa.png|thumb|Zahariya Vazepa, Voivode of the Voroyans]] The hierarchy of Voroi is quite simple. The Voroyans divide themselves into clans, each of which is led by a ruling family that serves as that clan's warrior aristocracy. The leading figures of these families are known as headsmen, who fight each other in ritual combat for the title of voivode. In times of war, all of the Voroyan clans band together under the leadership of the voivode. In times of peace, the title means nothing. The current voivode of Voroi is Zahariya Vazepa, who has only recently claimed the position. ====Origin==== When the Verani Empire fell over a thousand years ago, the great Belaran Empire saw an opportunity to claim the Westrasi Sea for itself. Colonists poured into the region through the mountain passes, where they went about subjugating the Verani remnants. Rather than suffer at the hands of their Belaran oppressors, many of the Verani fled into the neighbouring Wyrdlands. The imperial colony of Alsonne was established in the land that they left behind. For almost five hundred years, Alsonne remained loyal to the Belararn Empire, only to suddenly fall silent. No taxes came from the province, nor did any messenger sent to the colony return. In search of answers, the King of Belara sent an imperial legion to investigate. They found that Alsonne had been overrun, seized by a barbaric horde that had emerged from the Wyrdlands. The Verani had returned, although their exposure to the Wyrd had changed them. They had become the Voroyans. The Belaran King demanded the reconquest of Alsonne, at any cost. Though his armies were successful, the Voroyans returned years later and reclaimed their homeland. This cycle repeated itself several times until eventually, the Empire of Belara was engulfed in the bloody civil war that would lead to its division. At long last, the Voroyans had the opportunity to entrench themselves and found the independent country of Voroi. Finally, they were free. ====Diplomacy==== Voroi has a lot of enemies. Denounced by the Church of the Divine Duality as an uncivilised nation, they are the subject of constant invasion by the other countries of the Westrasi Sea and beyond. One of the most frequent aggressors is the Principality of Suezi to the South, which sees itself as the rightful heir to the Verani Empire's throne. Another is the Republic of Morloux to the Northwest, which seeks to re-establish the colony of Alsonne under its own dominion. However, the Voroyans are subject of fascination in the Uorosian lands, and they maintain a warm, reciprocal relationship with the Wardens of the Wyrd Watch. The clans of Voroi also have strong ties to the Wyrd tribes, and it is common for them to offer resources that are rare in the Wyrdlands in exchange for the treasured nostalgie plant. This friendship has led to the accusation that the Voroyans are little more than an upstart Wyrd tribe themselves. ====Economy==== There isn't much in the way of wealth in Voroi. There are fisheries along the Eastern coast, mines in the Northern hills and farmland found in both of those areas. However, the vast majority of the country consists of undeveloped woodland. If there is one thing that the Voroyans are famous for producing, it is a liquor known as stawka that's distilled from fermented buckwheat. It is so beloved by sailors of the Westrasi Sea that it's earned the moniker “seaman's bane.” The people of Voroi are also known for their intimate connection to the Wyrdlands. Though most traders would rather work with the Wardens of the Wyrd Watch, miserly merchants who might turn to the Voroyan rovers instead. Their manners are coarse and their methods are unconventional, but they are able to navigate the Northern forests of the Wyrdlands without getting lost in time. They never venture further South than the River Uoro, however. ====Geography==== For the most part, Voroi can be considered a dense forest. Along the Northern border, colonists from Morloux have deforested the land to make room for their agriculture and mining operations. Along the Eastern coast, the Suezi and other invaders have torn down a great many trees to clear land for their farms and settlements. Beyond that however, Voroi remains wild and wooded, full of ancient trees that cast long shadows. This is where the Voroyans are most at home, where they live and die. Each clan has its own grounds, a parcel of land within the great woods where they cut back the trees and build their homes as they please. However, they know that the forest serves as one of their greatest weapons against the invaders, so they fight to preserve it. Deforestation outside of these clan grounds is a crime that is severely punished, sometimes even with death if the culprit was responsible for chopping down one of the Jezik. For the truth is that the influence of the Wyrdlands bleeds into Voroi. Scattered throughout the Western reaches of the country, there are Wyrd zones where time ceases to be linear and flows in whatever direction it pleases. The Voroyans identify these locations by carving elaborate runes into the trees that border them and are found within them. These trees are known as the Jezik, and the symbols are a code. A single rune contains the date as the carver reckons it, the time of day as the carver sees it, the identity of the carver, the last Jezik that the carver passed and the next Jezik that the carver is going to. The Jezik are found throughout Western Voroi and the Northern forests of the Wyrdlands. Through their runes, the Voroyans are able to crudely navigate their way through the temporal anomaly of the Wyrd and sometimes even exploit it. This is why entire clans can vanish into thin air only to resurface months later, and why the size of a Voroyan army can miraculously double in the space of hours. === Principality of Suezi === Country name: Principality of Suezi Population: Population: 87% Westrasi Humans, 3% giants, 10% Halflings (both nonhuman races are assimilated remnants of old empire slaves) Capital : Suezi Goverment: Absolute Monarchy, with fundaments on bureaucracy not nobility. “Wear your words like long shining coat to blind your enemies, and be always ready to put long knife from underneath” – Astrator, self proclaimed tetratch-heir of old westrasian empire. Culture: While similar in culture to their southern neighbors, because of shared historical heritage, Suezians recently experienced remergence of their culture before collapse of old empire. Dignified, pious, and disciplined are words that can describe this both new and old kind of westrasi man. Religion: Principality has no official religion, to reflect empire it tries to recreate, even though most of population follows the Church of Divine Duality. It’s one of few nations on continent that permit not only different religions, but also atheism. Organization: Since old duke founded principality 100 years ago, it was always monarchy, based on military administration. As person joins legion, they become part of administration. As person grows in rank, they are assigned cities, provinces and more, along with divisions in legions, and legions itself. Capital city itself is where biggest army is always ready to curb any political opponents that could try to destabilize regime of Astrator. Origin: While city of Suezi exists since beginning of old empire, only in last century it grown in prominence. Old duke Commustus, then just doge of city, founded his own nation throught war. First civil war against his opposition that ended in 4900, and after that just war. He fought surrounding cities first, then confederations of cities, and destroyed tribe after tribe. When he died in 4958 at age of 90, he united only half of what is principality now, but he did so truly. He was father of new nation, and he left it to his sons. 4 Devils they were called because they plunged new state into civil war that lasted 32 years. In 4990 Astrator, son of one of devils united broken nation once again, but his ambition was ever growing. He declared himself tetrarch-heir (tetratch was emperor title during times of old empire), and thus declared his ambition to once again unite westrasi sea. Most think him a madman, but in just 10 years he destroyed all his enemies, and now looks south on city-states and their lucrative trade routes that need change in management. Diplomacy: Militaristic by design, people of Suezi have little time for diplomacy, and no friends, because as they see it, everyone around them is enemy, usurper, or both. Thats why, when they have to end up creating pacts, they are always willing to end them in blink of the eye. Their greatest enemies are city-states to the south. Geography: The land is in south mostly arid, rocky hillsides not good for growing much besides grapes and olives. In north thought, fertile farms and deep forests are very frequent, and create picturesque landscape. Economy: Mayority of country economy is geared towards war, and so large manufactures of weapon and armorsmiths are much more common than in neighboring countries, but that could be said also about industry in general. From agricultural standpoint, large amounts of wine, olives and grain are produced every year, and (even thought army confiscates its share of every harvest) brings large profits for landowners. === Farisian Republic === Population: 76% Westerasi Human (Farisian), 11% Westerasi Human (Yoroi), 6% Westerasi Human (Other), 4% Halfling, 3% Other. Capital: Faris, the Striving City. Government: Maritime Republic. ====Culture==== The Farisian people are defined by their ambition. Every citizen of the city-state, from the highest patrician to the lowliest peon, always hungers for more. Society in the city of Faris revolves around the acquisition of wealth and prestige, with little interest in matters of faith or philosophy. Yet at the same time, there is a certain respect for law and order in the city. Everyone must play the game according to the rules, and if anyone is foolish enough to get caught breaking them, they are subjected to draconian punishment. The brave and the stupid don't last very long in the city of Faris. However, there is more to the Farisian Republic than the city that it is named after. The metropolis is surrounded by a great deal of satellite settlements that exist for the sole purpose supplying Faris with the resources that it requires to function. These days, that mostly involves food. In these sleepy rural communities, life isn't anywhere near as cut-throat and the citizenry are happy to get on with their lives without worrying about matters of wealth of prestige. The only cause of any discontent is the growing influx of Yoroi veterans, who have been granted citizenship for their long service as mercenaries. ====Religion==== Faith isn't an important part of Farisian life. In fact, over the course of the past three centuries, it hasn't established a chapel of its own. The primary religion of the city-state is the Araxian Chapel of Gloria-Etalia, but there is no discrimination between religious sects in Faris. Every chapel of the Church of Divine Duality is welcome in the Striving City, though there's little respect for anyone who devotes too much of their time and energy to religion. ====Organization==== [[File:Vitale Orvaro.png|thumb|Chancellor Vitale Orvaro]] The class of patrician is an important aspect of life in the Farisian Republic. It is a title that is awarded by the Minor Assembly to citizens who have 'served the city of Faris with grace and dignity.' More often than not, this involves contributing a great deal of wealth to the republic's coffers. The title is hereditary, and is granted to the eldest male descendant of the patrician upon his demise. Patricians enjoy significant tax relief, though this typically doesn't outweigh the original cost of acquiring the title. In addition to that privilege, patricians enjoy membership of the Great Assembly, the legislative body of the republic which handles day-to-day legislation. It is also responsible for the electing thirteen patricians from their own ranks who form the Minor Assembly, which oversees the Great Assembly and possesses the power of veto. In turn, they are led by the Chancellor of Faris, who is elected for life from the ranks of the Minor Assembly by the Great Assembly. Both the Minor Assembly and the Chancellor are elected for life. The position of Chancellor comes with a number of powers. To list a couple, he has the authority to revoke the title of patrician, provided that the subject of revocation is not a member of the Minor Assembly. He also has the authority to declare war or sue for peace. However, the Minor Assembly's power of veto applies not only to the Great Assembly, but to the Chancellor as well. Every power that he seeks to enact must go through the council of thirteen before it can become a reality. The current Chancellor of Faris is Vitale Orvaro, and his reign has been somewhat troubled. Though he was successfully able to sue for a white peace with the Euraxian Republic, defeat was only narrowly avoided through the mass employment of Yoroi mercenaries, many of whom were paid with the promise of Farisian citizenship. ====Origin==== The fall of the Verani Empire was a time of great opportunity. On the Northern coast of the Westrasi Sea, the Saramese built a great kingdom on top of the ruins left behind by the old regime. On the Western coast, the legendary adventurer Euron Pean razed a helpless Verani colony and founded the nation of Euraxia on its ashes. The Araxian Kingdom took advantage of the power vacuum as well, and seized a great swathe of woodland that had once belonged to the fallen empire. On the coast of their new territory, the Araxians built the city of Faris. Taking advantage of their position and the great forests of the province, the people of Faris set about constructing a fleet of boats for the purpose of trade, plying the Westrasi Sea. With every century, the wealth, fleet and population of the merchant city continued to grow. By the end of the Era of Expansion, the Farisians were an unstoppable force. They had a hand in the majority of trade in the Westrasi Sea and they had brought great prosperity to the Araxian Kingdom, yet the people of Faris were hungry for far more. In the midst of its golden age, the Araxians had grown complacent. They didn't expect the Farisians to demand independence, backed up by a horde of mercenaries from a dozen different nations. At that time, the armies of Arax were stationed on its South and Western borders, in an effort to ward off Yoroi and Sarcian savages. This meant that the mercenary legions of Faris were able to lay waste to the Araxian countryside without consequence. By the time that Arax would be able to muster its forces, there would be nothing left to fight for except for scorched earth. So with a heavy heart, the Araxian king granted Faris its independence. The city-state has existed as a sovereign state for over three hundred years since that fateful day, free to decide its own fate. But one must always remember, in the Farisian tongue, there is no word for the concept of “enough.” ====Diplomacy==== There isn't a single nation that thinks of Faris as an ally or even a friend, yet every ruler accepts that you can't do business in the Westrasi Sea without working with the Farisians. After a recent war, tensions between the Farisian Republic and the Euraxian Kingdom are gradually fading, and trade between the two nations has resumed Hopefully, the promise of mutual prosperity will be enough to prevent the conflict from reigniting. Even though the Farisians claimed independence over three centuries ago, there is still some bitterness towards them in the Araxian Kingdom. Recently, tensions have begun to rise over the employment of Yoroi mercenaries in the armies of Faris. Though many of the Yoroi Tribes eagerly join the armies of Faris and provide the Striving City with much-needed lumber, others are wary about this exploitation. They fear that they are witnessing a return to vassalage, just under the Farisians rather than the Vashians. Speaking of the Vashians, they have grown increasingly frustrated with the Farisians contesting their dominion over the Yoroi Tribelands. As a result, the two republics are locked in a trade war that only seems to be growing more vicious by the year. ====Geography==== Long ago, most of the land surrounding the city of Faris was covered in dense, impenetrable forest. Centuries of heavy deforestation to provide lumber to Farisian shipyards has changed that. These days, Farisian territory is best described as warm, humid farmland, even in the less arable regions. As for the coastline, it's mostly steep and rocky cliffs, inhospitable to all but the emerald wyverns that consider them their natural habitat. The only exception to this rule is the site where Faris was founded, a sandy cove has been converted into a hectic port. A few small rivers flow down this inlet into the sea, though they are known to swell and flood the city during periods of heavy rain. ====Economy==== If the Farisian Republic is known for anything, it's its ships. Expertly crafted galleys are churned out by its shipyards at an alarming pace, which has led to a rumour that there are almost as many ships in Faris as there are men. In the past, the construction of seaworthy vessels was accomplished with Farisian lumber, harvested from the impenetrable forests that used to cover the countryside. These days however, most of the lumber used for shipbuilding has to be imported, typically from the Yoroi Tribelands. The patriciate of Faris uses these vessels for the purpose of trade, faccilitating the exchange of goods all across the Westrasi sea with cut-throat efficiency. There's no one that's as eager to strike a bargain as a Farisian, nor is there anyone who drives a harder bargain. Driven by the unending desire for more, these patricians are responsible for the inconceivable growth of the Farisian. Every coin that these traders earn is funnelled straight back into their business, leaving them teetering on the brink between even greater prosperity and bankruptcy. They quite literally cannot afford to fail. However, no economy can run entirely off of trafficking. Anyone with a boat who can't afford the big business of trading resorts to fishing instead, trawling for mullets and hake and mussels and clams. Truly enterprising Farisians dive into the warm waters of the Westrasi Sea in search of pearls or valuable salvage, scraping the seabed in search of anything of value. There are even rumours of Farisian “privateers,” who make a fortune for themselves by intercepting foreign traders and robbing them for all they're worth. It is often claimed that the economic practises of Faris aren't sustainable, that a crash is inevitable and their foolhardy lust for ever greater wealth will end in their downfall. Whenever a Farisian hears these remarks, their only response is a wry grin. === Euraxian Kingdom === '''Country name:''' Kingdom of Euraxia<br> '''Population:''' 95% Westrasi Human, 4% Elves, 1% mixed<br> '''Capital:''' ''LaBaton''<br> '''Goverment:''' Feudal Monarchy<br> <br> '''Culture'''<br> They said you should never taunt a shark in the water, a dwarf in a tunnel and an Euraxian on Horseback. The Euraxian knights charging downhill are among the most terrifying and awe inspiring sights in the Westrasi continent. Euraxians nobles are proud, strict adherant to their code of honor and chivalry that makes war almost a 'game' of capture for the nobles, and a slaughter for the peasants trampled beneath their hooves.<br> '''Religion'''<br> Most Euraxians follow the Euraxian Chapel of Gloria-Etalia, and many knights join the prestigious order of the Etalian-Templars, sworn to defend the church and it's subjects, or the Glorian-Hospitallers, sworn to protect the commonfolk and keep the roads safe.<br> '''Organization'''<br> The Roy (king) of Euraxia sits on the Chateau Blanch overlooking the city of LaBaton from the high cliffs. He commands the loyalty of his subjects but his authority actually derives from keeping the noble lords of his kingdom happy. At least happy enough that if it came to warring, he'd have more loyal knights than whoever revolted against him.<br> '''Origin'''<br> The kingdom was founded in 3982, by Euron Pean, a legendary adventurer who had amssed a large company of followers. His captains became the first knights of Gloria-Etalia.<br> '''Diplomacy'''<br> Euraxians are currently in a stand-off position, ever fearing an invasion from the Commonwealth. After warring with the Farisian Republic and failed attempt to lay claim to the Saramese throne, Euraxians seem to have given up on expansionist prospects.<br> '''Geography'''<br> Hilly meadows and small pockets of forests where nobles hunt, with bright white sand beaches where they built their summer manors, Euraxia is rich in game, specially boar and deer, and grows a lot of wheat and barley. They also export very expensive warhorses, which are exported gelded so other countries can't raise them<br> '''Economy'''<br> Euraxian economy is feudal based, with the excedent of production paid in kind or coin to one's liege, all the way up to the king. The merchant class of the kingdom, mostly resident in LaBaton, trades in wine, beer, grain and wool across the whole Westrasi sea. As the kingdom has no particularly strong navy, merchant often hire Veranese boats to scort them, creating close ties between the merchant classes of the two nations.<br> '''Trivia'''<br> King Louis X of the house of Cheval-Noir, Duke of Proveaux and First Knight, also known as the Cleaver of LaBaton. Despite being king, Louis X frequently partakes in the melee in tournaments and participates in the frontlines. When fighting besides the Auraxians in the War against the Yoroi warlord Kukata, Louis gained his nickname by chopping the Warlord's Horse's Head with a swing of his greatsword, Matilda, Dame of Crimson. Louis was then known as Prince Rennard, but he took the dynastic name Louis when he ascended to the Throne. As king, he still fought and won three single combat duels against gruelling Euraxian Nobles. === Uroxian Federation === Population: 97% Westrasi Human (Uroxian), 3% Westrasi Human (Other). Capital: Caedox. Government: Federal Elective Monarchy. ====Culture==== Uroxians are famous for their severe and brusque behaviour, and for their almost fanatical adherence to the science of Euhaematics. It is the study of the human condition and how it can be improved, through a combination of selective breeding and rigorous training. What little free time they have is spent on self-improvement, on the excision of weakness through physical hardship. When it comes to marriage, Uroxians select their spouses for their physical health and their lineage above all else, and go on to produce a great deal of offspring. Every child is inspected by a Euhaematician of the University of Caedox at the age of four. During the examination, the inspector must decide whether the child is an invalid or a postulant, based off of their physical health. Invalids are discarded, as they are of no interest to the University of Caedox. Postulants are taken in and raised in crèches, where they receive intensive training and education. At the age of sixteen, they are inspected for a second time, to determine whether they are an exemplar or a defect. Exemplars are seen as the future of the Uroxian Federation. If an exemplar is the child of invalids or defects, they are swiftly married into one of the exemplary families, which serves as the aristocracy of Urox. If they were born into one of these families, then they may return to it. Defects are assigned vocations based off of their examination results. They may learn the ways of the Euhaematician at the University of Caedox, serve as metalworkers in the foundries or join the ranks of the Steel Legions of Urox. Invalids are damned to a lifetime of serfdom, toiling in the farms and mines of Urox. If the child of exemplary parents is declared invalid, they are quickly disposed of before their family's reputation is tarnished. ====Religion==== Euhaematics ultimately has religious roots, as it was founded on the belief that humanity were created as a perfect race by Gloria-Etalia. A combination of indolence and cross-breeding led to the degeneration of humanity and the departure of the Two-Faced God. Gloria-Etalia will only return if humanity is able to reclaim perfection, or so the scripture claims. For this reason, the Uroxian Chapel is closely tied to the University of Caedox, with Euhaematicians doubling as clergymen in the eyes of many. ====Organization==== [[File:Archduke Matthias Gotha.jpg|thumb|Archduke Matthias Gotha]] The nation of Urox is divided into twelve duchies. Each of these provinces is led by a duke, who possesses a great deal of control over the internal affairs of his state. Each duchy is divided into estates, each of which is controlled by a count, the only truly hereditary title in the Uroxian Federation. The count's titles are inherited by his eldest male descendant, provided that he is legitimate. As for the inheritance of a duke's titles, the counts that once served him must elect a male successor from his dynasty upon his demise. This even applies to the Duchy of Aegost, which belongs to the Archduke of Urox and is home to the city of Caedox. The fact that the provincial dukes have no say in the election of the Archduke is a common source of resentment and was the cause of a bloody civil war almost a century ago. The current Archduke of Urox is Matthias Gotha, who has overseen two decades of relative prosperity and stability for the Uroxian Federation. However, he is past his prime and with tensions rising all around the Westrasi Sea, it is believed by many that the coming years will be fraught with chaos. The Archduke himself has succumbed to these fears and is singularly focused on preparing the Urox Federation for the coming storm. ====Origin==== As is the case with many countries that border the Westrasi Sea, Urox was once controlled by the Verani Empire. During its imperial occupation, it was known as the Uro Tribelands. Even back then, the natives sought to cultivate their strength through a combination of diligence and selective breeding, a lifestyle that they called the Way of Heaven. In the eyes of their Verani overlords, this made them ideal slaves. So they subjugated the Uro Tribes and put them to work in plantations and mines. Though the tribesmen suffered greatly under the dominion of the Verani Empire, they bade their time. At the end of the Era of Discovery, the decline of the Verani began. It didn't take long for the empire to collapse in on itself, leaving its provinces vulnerable. As one, the Uro Tribes rebelled against their masters. However, driving their overlords out of their country wasn't enough. Instead, they declared a campaign of extermination and set about killing every last one of the Verani. Once the purge was complete, the Uro Tribes gave the land a name and set about partitioning it. This was the birth of the Chiefdoms of Urox. Though there was occasional infighting, the Chiefdoms of Urox managed to coexist with each other and whenever they were faced with invasion, they banded together and fought as one. As the centuries passed, the Uroxians gradually adopted the feudal structure of their neighbours and the chiefs became dukes. It was during the Era of Expansion that the Way of Heaven transformed into the science of Euhaematics, with the establishment of the University of Caedox. The Euhaematicians declared that the holy mission of the Uroxian people couldn't possibly be accomplished while Urox remained divided. Over the course of a decade, the disparate duchies were convinced to band together beneath a single Archduke. In 4542, the twelve dukes of Urox met at the University of Caedox and signed the Affirmation of Heaven's Will, forming the Uroxian Federation. ====Diplomacy==== Urox is viewed in a strange light by the other Westrasi nations. The Uroxian people are commonly viewed as culturally bankrupt boors, and every country seems to have its own joke about their humourless ways. However, Uroxian steel is highly sought after and the University of Caedox is renowned as the pre-eminent medical institution of the subcontinent. For these reasons, merchants and traders tolerate the dismal manners of the Uroxians, at least until their backs are turned. The last time that Urox went to war with one of its neighbours was over fifty years ago. For this reason, the Uroxians currently enjoy a cordial relationship with the Saramese Kingdom, the Euraxian Kingdom and the Leixi-Airoxian Commonwealth. That is not to say that the Steel Legions do not see conflict, as the Uroxian Federation frequently sells their services to the highest bidder. However, the Uroxian Federation is on poor terms with the Church of the Divine Duality. Two centuries ago, Archbishop Naran II declared the Uroxian Chapel to be a heretical sect. This was due to its strong ties to the science of Euhaematics, which he described as an “inhuman and immoral conceit.” Despite frequent petitioning from the Archduke of Urox, the Church of the Divine Duality is yet to rescind its declaration of heresy. ====Geography==== Urox possesses little in the way of flatland. It is a land full of rocky hills and verdant valleys, with plenty of steep slopes and sheer cliffs that make it difficult to traverse. The weather can best be described as subtropical, which leads to hot, humid summers and cool, mild winters. Unperturbed by the verticality of their country, the natives commonly build their settlements into hillsides and live in squat houses made of rusty red stone. One can rarely travel for more than a mile without seeing some sign of Uroxian industry, typically in the form of great quarries and iron mines that scar the land. ====Economy==== It is no secret that the majority of Urox's wealth comes from its foundries. These great halls of industry are found in almost every Uroxian town and serve as the destination of the ore that is gouged out the countryside. Through a rigorous and standardised process, the unrefined iron is transformed into good, strong steel. Though the majority of this goes towards arming the Steel Legions, the surplus is sold to the other nations of the Westrasi Sea at a premium. While some merchants recoil when they hear the price that the Uroxians ask for, many others are happy to pay out for steel of that quality. Despite the condemnation of the Church of the Divine Duality, the services of the Euhaematicians are sought after throughout the Westrasi subcontinent. Centuries of dedication to improving the human condition has made them an authority when it comes to matters of medicine and anatomy. Many of the world's greatest surgeons and physicians hail from the University of Caedox and whenever a lord or lady seek to stave off death or save the life of a loved one, they will often pay an arm and a leg for a Euhaematician's expertise. Over half a century of peace has meant that the Uroxian Federation has had no need to retain its professional military, the Steel Legions. Rather than disband them however, the Archduke sells them to the highest bidder. One third pikemen, one third swordsmen and one third arbalestiers, the Steel Legions are famous for their unshakeable discipline and lockstep marching style. Having participated in a number of wars and skirmishes, they have made quite a name for themselves as a mercenary army. They never stray far from Urox however, in case their homeland requires their services once more. === Free City of Betranox === '''Population:''' 99% Westrasi Human, 1% Others '''Capital:''' Bertranox '''Government:''' Plutocratic Republic ====Culture==== Betranoxians share the same values and cultures of the Saramese kingdom, being sophisticated lovers of knowledge, free-thinking, and esotericism. However, they are also fierce believers in republicanism and the rule of those who work and produce the wealth, rather than those born to power. ====Religion==== Those with religious ideas too radical to be tolerated even in the Saramese kingdom often find exile in Bertranox. The city is a haven of heretics, apostates, prophets, and doomsday cults. While most of the people in the city/island believe in Gloria and Etalia, the Church of Divine Duality has a hard time enforcing its dogmas on the islanders, and as such, most GE temples are run by the Bertranox Chapel of Gloria and Etalia. ====Organization==== The City is ruled by a council of composed by one member of each of it's thirty-two guilds, who elect a First Chairman for life. Upon death, they elect among themselves a new chairman. This council appoints a High Marshal of the Guard to command the small contigent of soldiers who keep the peace in the island. Aside from that, the council seeks to only deal with affairs that affect the island as a whole or foreign relations, and the guilds each address the issues inside their areas. Due to this 'hands-off' approach, the island of Bertranox is almost a 'legal' haven for pirates, who the City will not attempt to arrest or prosecute unless they break the law while landed on the island. So many pirates choose to make a home there while reaving the whole Westrasi sea. ====Origin==== After a failed revolt that sought to install either a liberal republic or a constitutional monarchy (depending who you ask), many Saramese rich citizens and nobles fled to the City of Bertranox, the last bastion of the Rebellion after their continental forces were crushed. The Saramese attempted a naval siege but were soundly defeated by a fleet of ships hired by the rebels from the Veranese. Subsequent attempts to retake the island failed twice more before the government simply decided to let the rebels be. The rebels named themselves an independent 'free city', and this has been the status quo for the last sixty years. ====Diplomacy==== Veranese quickly regretted their support for the island, as Bertranox became a haven for pirates who plague their Westrasi Sea trade routes. The Saramese Kingdom still claims the island is part of its domain and will often refuse trade with countries that openly deal with Bertranox as a free city. In the Saramese Kingdom there has been a 'count of Bertranox' and the last 60 years the titled was passed down from father to son twice and neither has set foot on the island. They instead reside at the king's court waiting for the faithful day their family holds will be restored. ====Geography==== A rocky island filled with cliffs and surrounded on one side by a barrier of reefs that limit a lot the naval approaches to a potential invasion, a reason for their independence to last this long. ====Economy==== The city trades mostly in goat and sheep byproducts and survives merely serving as a warehouse for foreign merchants and haven for pirates, as they have little to no arable land, and rely on outside trade to even feed themselves occasionally. === Chiefdom of Uraka === === Sarcian Mountain Tribes === Population: TBD, mostly human, maybe also goblin? Capital: None Government: Tribal. Each village-hold is usually a single tribe, with their own chieftain. However, when the neighboring empires and kingdoms try to invade or claim their territory, an Administrator is elected in a War-moot composed of all the Sarcian chieftains. ====Culture==== Each Sarcian tribe lives in a village-hold, which is a fortified, hidden village in the mountains built around ancient sanctuary caverns (actually doomsday prepper vaults). Strong hexing/curse-flinging culture, their practicioners are old women called Spitfires because many of the rituals involve rapid chants and mantras akin to singing. Grievances between village-holds are settled with champion-duels, and for the most grievous offenses and accusations, the losing champion gets sacrificed via hammering and their body thrown from the heights to please the spirits of law. Sarcians tend to use guerilla tactics when defending their homes, and many turn towards the mercenary life. ====Religion==== Abstract animism. As in, they believe in spirits, but only abstractions have spirits. For example there is no 'spirit of wind' but there are 'spirit of haste'. Spitfires often reference and call upon the spirits in their rituals. ====Organization==== There are around 13 Sarcian tribes, some of the most prominent are the craftsmens of Tighay, cliff-artists of Cheyo, Spitfire central Esk, and mercenary Kaish. ====Origin==== Sarcian oral history tells of the time where the sanctuary-caves sheltered the progenitors of the Sarcians; for fourty times fourty days they endured inside until the magical storm that ended the previous world abated. From the sanctuaries they emerge, and staunchly defended their land for generations. ====Diplomacy==== Staunchly isolationist and independent. Pain in the borders for neighbors, especially when a paranoid chieftain decides to pre-emptively strike a perceived threat. Celestial Empire keeps wanting to wipe them off the map but due to mountainous terrain, guerilla tactics, and Celestial armies getting spread thin keeps the Sarcians still existing. Only the few Sarcian mercenary companies and fewer traders ply their trade elsewhere than Sarcia. ====Geography==== Mountainous and hilly. Plenty of cliffs but also some flatter valleys and highlands, where most of the village-holds are. ====Economy==== Mostly mining and high-altitude tubers, normal croplands and grazing pastures are at premium. Livestock herding is third most profitable after mining and tubers. === Saramese Kingdom === '''Population:''' 98% Westrasi Human, 2% Others (mostly elves)<br> '''Capital:''' Bapsburg<br> '''Government:''' Highly centralized Feudal Monarchy<br> ====Culture==== Saramese are proud and sophisticated people, with a taste for the finer crafts. With a higher degree of literacy and a larger part of their population living in cities as craftsman and free workers, Saramese are among the greatest sources of literature and culture, philosophers, astronomers and other intelectual pursuits. They great value knowledge and domain of a craft, and often define themselves by their work and achievements. Also, Saramese have a leaning towards mysticism and esoteric doctrines, making for great arcane practicioners and theurges. ====Religion==== While most of the population follows the Church of Divine Duality, due to their proximity to the Sarkation Empire, the Saramese Kingdom is a cradle to many religions who count no more than a few hundred followers between themselves. Which ones are cults and which ones are legit faiths is a matter entirely subjective. Gurus and wisemen abound in this highly mystical land. Bapshire is known as the city of a thousand prophets; and the tone in which one calls it that often tells you how they feel about these smaller faiths. ====Organization==== Saramese follow a very common feudal structure present all across the Westrasi continent. Knights, Barons, Counts and Dukes. However, the kingdom has very fertile lands and this allowed for a large urban population. The Verani empire city of Baptium was the second most populous city in the Empire before it's fall. This is now the city of Bapsburg and the Saramese capital. With this large urban population, this means the mayors and guildsman have a much greater impact in Saramese politics, and while the feudal lords do serve as knights, a big part of Saramese forces is composed by freeman's militias armed by the cities' guilds. ====Origin==== Saramese were the tribe originally settled in this lands. The kingdom formed a few centuries after the fall of the Verani empire, with Saramese natives stepping up to fill the role of local governor when the Empire collapse, and eventually crowning themselves kings and lords. ====Diplomacy==== Saramese have a ongoing dispute with the free city of Bertranox. Once part of the Kingdom, a group of exiles from a civil war fled there and declared it independent. The saramese don't recognize it as such, but with Bertranox allied with some naval powers, the Saramese lack the maritime might to press their claim. ====Geography==== Semi arid and temperate areas abound both in the kingdom, who mainly exists as big cities along two rivers, the Sarans and the Yonax rivers. ====Economy==== Saramese mostly grow wheat, olives for oil production and lettuce. Oil is their main export, and the kingdom actually excels in the production of codexes, or books, but in no way this amount to more than a blip in it's trade. Saramese export the occasional luxury articles, and are famous for producing a blue dye out of a flower known as King's Crown. This leads to the expression 'Saramese blue' to describe deep, vivid blue color. ===The Wastrasian Trade Bureu=== The Westrasian Trade Bureau is a loose "Adcavocy Group" of various Westradi companies with interests in the transoceanic trade. Headquartered in East Hibon, in the Farisian Republic, their primary rivalry is with the Ecinev Merchant Empire and they are heavily entangled with the Belarian Government. Originally an extension of the Belarian Crown meant to manage its holdings, the revolution saw it spin-off and take on investors and traders from other firms. Currently, most shares in the group are held by The Great-West Trading Federation but Urox Incorporated and Westsea hold major influence as well. The current business model is based on taking imports from New Belaria and then shipping them for sale across the Westrassi Sea. Many in the trade bureau are interested in setting up plantations in the fertile tropics and fields of the "Wild East." However, finding a way to grow xuxu beans without buying them from the Cantons has been a particular holy grail for the Bureau, and several mercenary groups have been funded to destabilize Ram's Head for the purpose of acquiring land to do this. A small mining company is part of the group and is based on selling salvaged materials from the Cursed Wasteland. They have yet to venture far inland and are mostly seen as curiosities at this point. The Qifu Oni Banking Clan of No-Rex and So-Xen are currently petitioning to join the Bureau.
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