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== Central Plains == === World Scar === The World Scar is an unfathomably large depression; deep enough to have weather patterns form inside it, and wide enough that you can see the other side in only a few places. Such a grand geological feature has significance in many cultures and religions, and as such, pilgrimages into the Scar are not uncommon. Over time, a certain route into the Scar became quite popular due to its generally easy to traverse terrain. This route, known in the modern age as the Pilgrims' Path, has 4 small outposts along its length so that the pilgrims may restock on supplies, and enterprising merchants may separate them from their money. Seen as a holy place by many, the divinity is only reinforced by what is inside the Scar. All religions in the world claim the Scar as their holy place and all people of great faith or love for knowlege long to go there. They set of on the Pilgrimage Path with 12 Dolas prepared. Or even more if they wish for deeper enlightenment. What is a Dola? It's a small green, piece of cloth with magical symbols in slightly lighter green engraved in it. If the symbols are even slightly wrong one will be chased off and bared entry by the Keepers of the Scar. One is only permitted to enter the scar half a year. It is unknown why. The Keepers of the Scar have skin made out of metal and dress in odd ways. Mainly depending on the "Park" they chaperone. '''The Parks''' There is 7 Parks which are remnants of ancient amusement parks. Park of the Mouse This park teaches us ancient tales, of valour nobility and femininity. In plays and dogs. It is a great honour to meet one of the Princesses of this Park. All such meetings are commemorated with paintings. The Park of the Cow It is a land reminiscent of the desert. Where the art of "pistols" dueling is paramount. These Izitzil relics are common here. The Keepers of the Cow are the warriors and soldiers of the Parks. Teaching us of honour, Valor and justice. The values of the Wild Vest, if one embodies such values they get to wear such a Vest themselves. Park of the Bear It is a fake Forrest with the flora and fauna of the ancients and divines. Here one can learn how to maintain forrests and manage fires. It is a holy place for druids and Treant worshippers. Park of the Kraken A holy place for the people of the Black and Storm island as well as many sailors. Here one can learn of the deeds of heroic pirates. Ancient beasts of the sea and various tips on ship building and sailing. Path of the Divine Beasts A park where one admires ancient divine beasts. Dragons, Dinosaurs, Giant Lions and more. One learns how they live, their anatomy and much more. It's a divine place for the people of the Khanate and Orde's. Park of the Eagle Seen as a holy place by the Techpriest of Goldland. This place teaches the history of Godmachines. The battles they fought in space against one another in ancient mythical times. This Place even includes a few Godmachines! One can learn basics of Godmachine repair here as well. Park of the Star A land which the Priests of Gloria and Etalia take as their own. Rokets displayed here reflect the ancient horses the two Gods visited the world on. In this place one learns astronomy and of the many races which live on other worlds. As well as of the land of the Gods. '''The Keepers''' The Keepers in spite of gaining sentience still follow the same goals they were programmed to follow: 1. Maintain the Park 2. Entertain the guests 3. Act as if it's all real. On top of those directives new goals emerged. Combat Androids were created to keep the Fire elementals at bay. Mining outposts were created to provide materials to keep everything running. The Keepers themselves only ever leave the Scar to hunt down someone who stole something from the Park. '''Outside the Parks''' The World Scar is a large place, mostly full of plains and rivers. Being on an old Supervolcano it is full of geysers and all the water is building and full of sulphur. The Parks are climatised, but the outside temperature is usually 40-60C. In the 6 months the Scar is closed it goes above 100C. And that is when the heftiest wars with the elementals happen. The cliffside of the Scar is riddled with Moleman outposts and villages. They often stage raids to steal technology as sacrifices to the Effigy. Thus are hunted down. The only other sentient inhabitant of the Scar are Dwarves. They can simply handle the heat. Various minor Dwarven tribes live there. Some allied to the Parks, others isolationist, some work together with the Molemen and the last ones have signed a pact with the Fire Elementals and are openly hostile with a small nation of their own existing in the scar. '''Origin''' The World Scar was formed by the eruption of a supervolcano in the distant past. The world Scar used to be a mix of no man's land (like Antarctica,) and national Park (Yellowstone). 4 companies once managed to obtain the right to build theme parks there. The 7 theme parks, were a fad which passed soon, but being located in no man's land the companies kept them arround to do illegal robotics research there. After the collapse of civilisation only the automatons survived in the Scar. Running the empty parks untill magic returned to the world. The scar is the most magically active area of the world. Thus on one hand the Keepers gained sentience on the other the will of the ancient Supervolcano became manifest in fire elementals which wish to spread death and destruction. When entrances to the scar were rediscovered it was by primitive people. Who saw everything they saw as holy and divine. And skills taught to kids by play, were actually very useful to those primitives. As such the scar became a place of worship and knowlage. === Uruzataar Khanate === Races: 98% Qoktengel Human, Government: Monarchy Capital: none The Uruzataar Khanate is a massive nomadic empire ruled by the fierce warlord Uruz Khan. The people are composed of nomadic warriors riding across the northern steppes on horseback, thirsty for bloodshed and conquest to favor the Khan. ==== Kara Khan ==== Kara Khan was a Great Khan that lived at the end of the Sixth Era. At the time, the Magna Orde was the greatest power in the known world. When they came of age, Kara made a pilgrimage to the great spire. No one knows what they saw there but when they emerged, they seemed to possess eerie powers of the mind that led them to great victories in battle. Kara's army of "Soulriders" was made up of tribesmen from across the Great Plains and beyond. Goblins, Treant and Humans alike rode in "Great Hunts" that weakened the power of the Magna Orde until its leader, Aeetli Han, came to face Kara in single combat. Kara won the battle and took the pelt of Aetli's Giant Lion as a trophy. With the Magna Orde falling apart, Kara's wife, Pellar, asked them to settle down and organize their horde into a proper empire. Kara was obsessed, however, and embarked on what would be their Final Hunt. Kara assembled an army of Soulriders, Horselord and Tnz'qran both, and declared The Great Hunt. They would ride past the World Scar, trek through the cursed wasteland, and circle the Izill mountains until they could plunder the lost secrets of the ancients. Many thought the Khan mad, but the victories on the battlefield gave the Khan a sense of near divinity. So ten thousand soul riders left from the Crystal Spire and began a long trek west. Half would die by the time they passed through the Wasteland, many begging to be killed out of mercy from the pain and terror the sands brought. Yet that horror was a mere taste of what was to come. The 3000 soulriders who made it into the land of gold were crushed by metal demons since thrown into myth. Blue flame seared meat from bones, ferocious sounds saw men and beast alike claw out their own eyes; their soldiers died like flies and yet Kara pressed ever forward. At the final bend, in the heart of Goldland itself, the remaining 100 soulriders begged Kara to turn back, but a strange look in the eye of the Khan told them there was no answer that led to survival. With tears in their eyes (as they told it) the last hundred turned back, to watch the Kahn travel to their death. Of that hundred, only 12 made it back through the wasteland. Found by scouts and taken back to the Crystal Spire, the report of the Khan's death crushed the people. Pelar declared herself Khan and completed the raids against the Ordes but she was no Kara. Without their divine figurehead, any dream of any empire to match the Magna Orde was dashed. The Final Hunt was the final major interaction between the eastern and western halves of the continent until Vayos the Belarian made their Great Voyage centuries later. The double power gap of the fall of The Second Great Orde and the Kara Khanate lead to a massive vaccum in the East that enabled the Celestial Empire and Treant Empire to rise to the heights they see now. And the legend of the Last Hunt cemented Goldland as a place of fear and terror for generations and religions to come. To this day the name Kara is considered near sacrilegious to be granted in Orde and Khanate cultures, and their death has been cemented in the national myths of both peoples. ====The Tear of Kara Khan ==== When 12 soulriders returned from Kara Khan's ill-fate exposition from Goldland, they returned with a scrap of Mithril, the largest such source of the metal found west of the Cursed Wastelands. It has exchanged hands across the centuries from Khan to Khan and the occasional foreign raider. It was originally used as a symbol of power to connect to the fallen great Khan, until Uruz mages learned how to magically smelt off shards of The Tear that couldn't otherwise be torn. Mithril arrowheads have become a prize product of the Tear, notable for being more durable than steel and being able to conduct magical energy better than gold. Due to the small size of the Tear, most mihtril weaponry is used for vanity weapons by various Khans. Owing to his wariness of anything having to do with the Cursed Wasetlands or ancient power, the Great Khan doesn't use an Mithril weaponry, though he was wise enough to keep the Tear safe in the Kanakar Steppes away from ambitious wizards like Kana Khan. ==== Pre-Conquest States within the borders of the Khanate ==== [[File:Pre-Conquest States.png|thumb|Pre-Conquest States]] Just gonna propose some lands conquered by the Khanate, their general former location, possible date they've been conquered, and some extra notes. I'll allow other people to add on to this, whether it be lore or more regions. >Kanakar Steppes People (~25 years before present) First to be taken by the Uruzataar, forming the Khanate. Culture very similar to Uruzataar people. >Temengel People (~24 years before present) Culture similar to early Qoktengel humans and Uruzataar people. >Kazai Tribes (~20 years before present) Culture maybe similar to some human tribes occupied by Treant Empire. >Daizhun Kingdom (~17 years before present) Culture a combination of early Qoktengel and early Qi-fu humans. >Ni-Jeong Dynasty (~13 years before present) Culture very similar to modern Qi-Fu. >Inengu (~12 years before present) Elvish-inhabited region. >Aizhaw (~10 years before present) Elvish-inhabited region culturally closest to the First Elves. >Oktaw (~8 years before present) Elvish-inhabited region. >West Qi-Fu (~5 years before present) Land east of river remains disputed territory. >Mokuit (~3 years before present) Elvish-inhabited region culturally closest to the Nananuit snow elves. >Vargen, Grendarrym (~2 years before present) >South Ruskata (~1 year before present) Currently disputed territory. ====Khans of the Uruzataar Khanate==== As Uruz Khan conquered various local tribes and smaller Khans, he imported the Uruz Khanate system to the underholdings. Each major section of the empire is under a Khan who has risen to the title with a mix of skill cunning and loyalty. =====Kana Khan===== Born as Jimu-Da, Kana Khan are the younger fraternal twin sisters of the Great Khan. Under Uruz culture, twins are legally seen as a single person and Jimu and Da were chosen by Uruz to take advantage of this. Pre-conquest, Uruzataar and the Kanakar Steppes were invoked in a tangled web of tribal politics and clan conflicts. Uruz eased this tension with massive violence but the remaining system is still rife for sedition. Kana Khan's mastery of intrigue, politics and fierce loyalty to their brother made them the ideal candidates to run the holdings closest to the homeland and well time assassinations and sold off marriages have glued the formerly wild Steppes into a hotbed of diplomatic culture. =====Teme Khan===== The Temengal people were the most respected of the Great Khans conquests. They held the ways of the ancient ancestors, hunting Oozestadon on horseback and worshipping ancient Dragon spirits. The mighty Qok RIver served as a natural barrier and Temegal horsemanship was matched nowhere else. They fell only by Treachery. On Dragonfall Day, peak of the ancient Qoktengal FEstival where bloodshed was forbidden, a bribed Temegal chieftain massacred all the priests and chiefs of the Temegal tribes while they were inebriated from the Qoiag ritual. The traitors name was stricken from record in shame and they are no known as Teme Khan. Seen as a savage even amongst the Khanate, Teme is the Great Khans axe-man for when the unspeakable needs to be done. =====Kaza Khan===== The Kazai tribes were the longest of the Great Khan's conquests. The countless polities were hard to take down and the influx of Treant magic made the usual illusion magic tactics of Uruz ineffective. The tribes were finally delivered by an alliance with the spellcaster Mah-Leek. A master Druid, they trained a sorcery Corps within the Khanate soul riders that specialized in offensive magic. The Khanate burned down trees and fields alike, and as a reward, Mah-Leek became Kaza Khan, ruler of the ashes. They now are the Khanate's chief sorcerer, to the irritation of Uruz illusion mages and their Kazai subjects both. Kaza Khan cares not, and is assembling spells and spellcasters from across the Khanate to collect the greatest compendium of arcane knowledge in the world. =====Daizha Khan===== Mesha Rhuk was seen by many as the fiercest warrior in Uruz forces. Serving on the frontlines since the Kanakar wars, she time and time again was frustrated by political issues rewarding allies over true warriors. She demanded a territory from Uruz and the Great Khan offered her the mighty Daizhun Kingdom, whose fortress had held off the Khan’s horseback armies for decades. … if she could take it in a month. Should she fail, her head would be forfeit. For 20 days Daizha and her soulriders laid siege to the Daizhun walls, the fields outside the barriers becoming a marsh of blood. On the 21st, she made a request to sue for peace, unheard of from the Khanate. The Daizhun KIng celebrated in generational victory and during the negotiation, demanded many concessions from the Khanate...until messengers told him the entire west coast of the Kingdom had fallen. The 20-day siege had been a mere distraction. Mesha used the time to build enough ships to take an army of 6000 soldiers from the inner Khanate straight across the Daizhun sea and into the kingdom’s heartland. Half the souriders died on the journey, but the survivors took total control of the innards of a Kingdom that amassed all its forces to the frontlines. Mesha offered a trade, the Kingdom’s head, and throne, and she would only massacre HALF of his citizens. Mesha arrived on the last day of the month with the king’s rotting head, waiting until the last minute on purpose in mockery of the challenge. She was named Daizha Khan and became the admiral of the first true Uruzatarr Navy. =====Nizha Khan===== The Ni-Jeong Dynasty was utterly destroyed by the combined forces of the Khanate’s various holdings. The ethnic Qi-Fu were almost exterminated and the land of the Dynasty was called "Spring's Graveyard." Nizha Khan is a 15-year-old youth, a scholar assigned a near-barren territory as an appeasement to politics out west. Nizha Khan has a gentle heart and has tried to give some measure of dignity to the survivors of the genocide but is still hated by the Qifu populace as an invader. =====Ahkta Khan===== Despite traces of elven heritage, the Uruz Khan cared little about the differences among various cultures and so all Elvish claims in the Khanate were bundled into one. Ahkta Khan, born Nanu-Nanalenin, was a Mokuit Elf enslaved by Uruz Khan's brother. As the elf of highest standing in the Khanate they were given rule of Inengu, Aizhaw, and Oktaw elves by default. Ahkta was raised a scholar of shamanic magic but their skills make it hard to control a territory of so many different peoples. Most of the time they are dealing with age-old tribal disputes and trying to keep Kaza Khan from taking elves for experiments. =====Vargen Khan===== Marza was the Councilor of the Grendarryn territory of Vargen at a time when Grendarryn was under internal strife brought on by the economic disaster of the Dragon Heat. As the Great Khan decimated three regions, she saw the writing on the wall. Realizing serving under the Khan could be a benefit, she willingly submitted to Uruz and was named Vargen Khan for her efforts. Vargen is now a unique blend of Westrasi and Uruz culture as the natives have been allowed to keep there culture and traditions under the Tarrow Yoke. Vargen Khan seeks to use the resources of the wider empire to take down the other Grendarryn Councilors and become Khan of all of Northedge. =====Ukzi Khan===== As the Khanate grew larger and more stable and Uruz Khan grew older, younger and more viscous upstarts often tried to take power, either through military might or political gains. Red Zhan was a beloved military hero who was amassing enough prestige to challenge the Great Khan himself. After an inspiring checkers match the Great Khan “rewarded” Red Zhan with the Ukzi Khanate, a mostly worthless strip of desert with no chance for fame or glory. Ukzi took this maneuver in stride and used the closeness of the region to the Tnz’qran Lands to secure an alliance with the breakaway Ete’Orde. Trading his daughter to the new Eta Han, Ukzi Khan now plans to become lord of the entire Central Plains ==== Crystal Spire ==== The lost elven mothership. This ship is the size of a small city on the inside and is powered almost entirely by magic. For a reason lost to time, it crashed into this backwards land, and the surviving elves scattered to the corners of this new land to avoid the magical fallout that came from the crash. Those that didn’t were changed. The magic warped them in many ways, and gave them powers. The sanest ones left used their new magic power to seal the ship in crystal, making the spire that now stands today. But nature always finds a way, and deep in the mountain the fey still live. The Great Kara Khan made a pilgrimage to the spire in the late sixth age and was seemingly granted great wisdom in battle from it, as well as an obsession with venturing west to the cursed lands. Many horselords have tried to recreate this pilgrimage, but few survived and none have been blessed as Kara was. === Tnz'qran Raiders === [[File:Nnnn.png|thumb|The World according to the Tnz'qran]] With the Death of the Khan more interplay between the Khanate and Ordes will likely happen. Both civilizations after all even if Ethnically far apart are culturally very close. The Ordes are afterall nomadic horserides which have begun to settle down. The most dominant of the Ordes has for a long time been the K'elle'orda thanks to it's marital ties to the Celectial Empire. It has dominated most other Ordes with the Nhi'orde and Hte'orde being direct vassals to it. The Qssl'orde on the other hand is used as a buffer state by the Treant Empire and might soon become just another vassal. That's how low the once mighty Tnz'qran have fallen. Only Qwwl'orde remains as an old Independant Horse as Swe'yus has gone back under Suoxi Controll. There is a new player among the Tnz'qran though. The Eta'Orde a new Orde. The Minor horselord Hun Eta has married his daughter to off to one of the Great Khans son's allowing them to rebell against the K'elle Orde and carving out their own land. They seek to unite The Orde's once more and trough marital ties to create a joint grand Empire of Horseriders as well as retake Tzn'qran Land in the Northern half of Suoxi-Dan Dio. The Tnz'qran Raiders, previously known as the Magna Orda are a mix of the Huns and Tatars. The Great Han, Aettl once united all the Tnz'qran tribes and lead to their rapid expansion, even nearly accomplishing a conquest of the Celstial Empire. Since then the Orde's have splintered and lost a lot of land. ==== History ==== The various Ordes have existed in some loose fashion since The Collapse, but it wasn't until early Antiquity with the First Great Orde did they start to become prominent on the world stage. ===== The First Great Orde===== The First Great Orde was formed in the Era of Antiquity around 1350 by the Semi Mythical Qral Lionson. "Qral" is said to be the origin of the terms Khan and Han. His twelve wives and thirteen husbands are said to be the origin of the 24 major clans of the Tnz'qran people. Qral Lionson ... To this day there is debate among the various Orde houses over just how much of the First Orde was fact and how much was fiction. What most people do agree on is that the Tnz'qran Valley of the Great Plains was the origin of the first chariots and the domestication of the Giant Lions. This military culture became a major aspect of their society. ===== The First Collapse ===== (how the first great orde kicked the bucket) ===== The Second Great Orde ===== After the collapse of the First Great Orde, the Tnz-qran people would not be reunited under one Khan until nearly 3100 years later in 4450. The Second Great Orde which was known at the time as the Magna Orda was created when Aettl the Han united the other Ordes into a massive nomadic empire that was able to lay waste to all that stood in their way. The Magna Orda became the dominant political power of the late sixth era until continuous raids by Kara Kahn, Pelar Khan and Bezel Khan from various western forces caused the Magna Orde to collapse. Aettl the Han ... ===== The Second Collapse ===== The "Great Mixing of Cultures" (derogatorily referred to as "The Great Impregnation" by some Tnz) lead to a broader Uruzatarization of Tnz culture, as words, strategies and cultural forces from western groups broke into the region. To this day, the main written language of the entire Plains region is in Uruz script. This era also saw the importation of goblin foodstuffs such as Bezel Beetle and Red fungus which became staples of the Tnz diet as well as the creation of the first magic wands based on imported Treant Mysticism. ===== Religion ===== The Tnz’qran worship the giant lions that migrate through their borders as sacred beasts. Due to the lions traveling in packs and their size they are quite deadly and cannot be killed easily without dooming the hunter. A warrior who could manage to kill one of these beasts alone without dying and bring it back is regarded as a holy being that is one with nature. ===== Government ===== They used to be one united nomadic Empire, but splintered into multiple Ordes at the death of the Khan. Each Orde is ruled by a clan house which governs their land. ==== Nhi'Orde ==== ===== The Seni Pass and Nhigei Steppe ===== The Seni pass is named after the great Tnz'qran explorer Khuwwl Qran Seni. He discovered the passage by following the Black Sevalut into the North. This lead to the discovery of the Nhigei Steppe and it's conquest by the 4th Nhi'Han Khran Nhigei. It was the conquest of the Nhigei Steppe which allowed the Nhi'Orde to become one of the major Orde's. ===== The Hena Pass ===== The Hena pass was discovered only about 60 years ago by Bartolomew Hena a Westerasi Explorer in the service of the K'elle'Han. The discovery of another major entrance into the Nhigei Steppe is what allowed the forces of the K'elle'Orde to defeat the Nhi'Orde, seze land and subjugate them. ===== The Nhi'Han and Goatman Mountain Tribes ===== After suffering a great defeat at the battle of Peak Kreht the then Prince of the Nhi'Orde went into self exile to travel the world and learn of the world and bring greatness to the Nhi Orde once more. He returned on the day of the death of his father as if by divine prophecy with 5000 Dwarven War Goats. Within a few months he trained his riders to use these mounts as mounts of war for the mountains. For the first time the People's of the steppe managed to take control of the Goatman Wall, subjugating the local Technobarbarian tribes. ===== The World Spine ===== Very tall mountains where the technobarbarians live, it is a bad omen to go there. ==== K'elle'Orde ==== The K'elle'Orda is the most powerful of all Orde's thanks to an alliance with the Celestial Empire. The Hte' and Nhi'Orda are it's Vassals. The Han of the K'elle'orde is trough matrianial ties one of the candidates for the next Emperor of the Celestial Empire and the two countries share a deep alliance. ===== Sewalut River ===== The Sewalut River is the largest river along which the Tnz'qran civilization resides. It's the only major landmark which cuts the endless steppe. It is there where villages and settlements exist. The riversides are full of farms and trading huts and the river is very important for transporting Timber from the Goatman Mountains to Swe'yus. ===== Ketl Swamp ===== A Small Area at the border of the K'elle and Hte'Orde which is mostly inhabited by people's related to the Natives of the Treantian Vassal tribes. The Swamps are relatively inaccessible as such little is known about the natives of the Swamp. ==== Hte'Orde ==== Population: 35% Suoxi Human, 30% Unclear/Other, 20% Tnz'qran Human, 5% Westerasi Human, 5% Vishga Human, 5% Imuuga Human (approximate percentages, much of the population is mixed race) Capital: Engret =====Government:===== Clan House Hte (Vassal to the Han of the K'elle'orde) =====Culture:===== Often referred to as the "Sewage Gutter of the Central Plains" as well as many even less flattering titles, this often overlooked region consists mostly of poor rice farms supporting a handful of river towns, and three sprawling slum cities. Those of relatively pure Tnz'qran origin rule over the others, though their proud martial traditions have withered a bit, and they are sometimes considered the dregs of their race. The merchant class dominates the cities and towns, only partially held in check by the ruling Tnz'qran. All sorts of goods (more than a few illegal at their destinations) travel up and down the River. The common folk possess little of value, and are generally ignored by the other classes as long as they don't try to steal anything. The Tnz'qran people in this region tend to treat the other races with disdain, since both the merchants and the commoners are seen as lazy, decadent, corrupt, jaded, cynical, and overly fond of narcotics imported from the Ivory Kingdom. =====Organization:===== The Han rules from a crumbling, yet massive fortress in the middle of the city of Engret, just north of Kanna's Knot. His kin and other vassals (all Tnz'qran) rule over the other two cities, and other communities of sufficient size. Small Tnz'qran armies are stationed at the cities of Engret, Vallum, and Tristabool to watch the borders with Swe'yus, Qwwl'Orde, and Qssl'Orde respectively. =====Origin:===== Despite strong beginnings, the Hte'Orde has long been regarded as cursed. A series of failed attempts to conquer the Kanna Knot caused many Tnz'qran warriors to lose faith in their leadership and join other nations. The remains of the Hte'Orde eventually became sedentary, ruling over the thin inhabited stretch of the Sewalut River they conquered on the way to the Kanna Knot. Aside from the Tnz'qran, the people here mostly come from a largely forgotten minor branch of the southeast Suoxi migration, with a scattering of refugees and fugitives from all over Celestia, the Central Plains, and the Ram's Head. =====Diplomacy:===== Hte'Orde is a vassal of the Han of the K'elle'Orde. Not that the K'elle'Orde benefits much from ruling this stretch of river. Hte'Orde pays tithes and occasionally supplies soldiers, but it has little to offer in terms of men or wealth. Qssl'Orde is a cause for concern for the Han of the Hte'Orde. At the time, few though the Treants would bother conquering such a dry, treeless area, but the motives of the Treants are poorly understood by others. Qwwl'Orde is largely ignored by Hte'Orde, and vis versa, since neither nation is in position to try to bully the other. Official relations with the Kingdom of Ivory, Swe'yus, and Nulamore are poor since the Hte'Orde views all three of these nations as rivals in their half-forgotten quest to conquer the Kanna Knot. However, the Hte'Orde will not act without permission from the K'elle'Orde. Despite this tension, merchants and smugglers from Hte'Orde do lively business with these regions. The Celestial Empire views the Hte'Orde as impoverished mongrels beneath their notice, though indirect relations are maintained via the K'elle'Orde and the Dandio'Orde. =====Geography:===== The desert region that makes up much of this nation is regarded as one of the most inhospitable places on the continent. Almost no one lives here except for a few fortified wells along the road from Nian Do to Qwwl'Orde. Most of the population lives along the western bank of the Sewalut River, which forms the eastern edge of the province. The salty marshes of this region can support some rice farms, but otherwise this region offers little of value =====Economy:===== The Hte'Orde is generally considered the poorest region of the Tnz'qran Lands. It is barely self sufficient in terms of food production, and most legitimate wealth comes from taxing and supporting the trade route between Swe'yus and the northern Tnz'qran Lands. Of course, less than legal goods also change hands often here, particularly in Engret. ==== Qssl'Orde ==== The Qssl'Orda is a Treantian Subject. Not fully vassalised. The Qssl'Orda is probably the most powerful, yet least integrated of the Treantian subject states thus is often receive special treatment from the Tree-people their other subjects don't appreciate. The biggest example of that was the marriage of the current Qssl'Han to a lower Treantian Royal. ==== Eta'Orda ==== The Minor horselord Eta Han, recently declared independence with the help of the Ukzi Knan one of the Generals of the Great Khan, whom he married off his only daughter to. They seek to unite The Orde's once more and trough marital ties to create a joint grand Empire of Horseriders as well as retake Tzn'qran Land in the Northern half of Suoxi-Dan Dio. ==== Qwwl'Orde ==== The Qwwl'Orde is is the last remaining fully independent Orde. This independence came at a great cost . It's lands have been slowly chipped away at by it's neighbors and technological stagnation has plagued this Orde. The Qwwl'orde has developed pride in standing alone. They have adopted an isolationist attitude extending it to their culture where they emphasize individual greatness in combat, which means they are great mercenaries. Qwwl Mercenarries can be found in every corner of the world. ==== Swe'yus ==== By Suoxi control I meant the ethnic group. Swe'yus was a minor ethnically Suoxi state the Orde once took over as it gained it's independance it became a mix of both cultures, but the citydwelling Suoxi became the biurocratic Caste while the Tnz'qran became somewhat of a Warrior caste. Formerly known as the Swe'Orda the nation has adopted the name "yus" which used to be a derogatory name for the settled people's the Orde's encountered. Swe'yus is a land where most of the horselord tribes have settled and adopted a feudal and mercantile style of trade centered around the ancient city of Kua'lang which was a citystate conquered by the Greathan centuries ago. They have devolped a creole language. ===== The Kanna Knot ===== At the Kanna know two major rivers meet making it a major trading port which is constantly fought over. In fact it's contested location is the only reason why the Kanna knot did not grow into a major metropolis yet. === Nulamore === A Nation that used to be part of the Jandi city states, but has been taken over by to Morloux. This has been "precived" as a direct act of agression by the Ecinevoi Empire. === Janedi Citystates === [[File:Janedi Mercenary.jpg|thumb|Janedi Mercenary]] Racial Make-Up: 97% Suoxi Human, 3% assorted others Capital: N/A Government: Varies depending on city, but usually some form of monarchy ====Culture==== Janedi culture is based first and foremost on loyalty. No matter how much you have been screwed over, you can never break a promise. While the Janedi are not inherently warlike, this loyalty makes them very popular mercenaries, leading to Janedi mercenaries being seen across much of the world. ====Religion==== The Janedi citystates follow the Celestial religion ====Organization==== The Janedi citystates universally follow their ruler, be it a monarch, or the uncommon elected ruler. Though there have been inter-Janedi wars, they have died down in recent history as the Janedi peninsula has become a playground for larger states. ====Origin==== The Janedi peninsula has been settled since the 3600s. ====Diplomacy==== As the Honorable Ecinevean League and Morloux Republic have expanded into the Janedi peninsula, the Janedi have become puppets of the larger powers. Many of the southern citystates are bound to the service of the Honorable Ecinevian League from treaties signed centuries ago, and the northern citystates have come into the service of the Morloux Republic. As the two large states have entered into an economic rivalry, proxy wars have been staged between alliances of citystates, but as true conflict grows nearer, the Janedi people prepare for their homes to become a battleground between great empires, and for a war the likes of which have never been seen on the peninsula. ====Geography==== Most of the peninsula is a tropical rainforest, with large swathes being cleared out for the construction of cities. As a result, it seems like there are huge holes in the dense jungle. ====Economy==== Many citystates hire out mercenary companies across the world, though the more stable, yet less profitable, source of income for most states is sugar production. === Supprian Alliance === [[File:Suprian Alliance.png|thumb|Suprian Alliance]] The Supprian Alliance derives it's name from the Suprian River to it's North-West which they see as their natural border. Originally the Alliance was an Alliance of a few dozen of Vassal Tribes to the Treant Empire. Not even 3 Centuries ago the Suprian Uprising has started where the 18 founding tribes have declared open rebellion against their Treant Overlords. Usually a futile endevour, but thanks to a large about of support from the Merchant Empire the 18 tribes managed to establish their independence. This war of independence later lead to the 14 Wars of Wood and Steel which lead to the expansion of Treantian Vassal holdings and the loss of many continental holdings in possession of the Merchant Empire. What started as 18 tribes in a dennse forrest slowly transformed into 11 Citystates and finally into the 4 Great Cities we know today. The 4 Grand Cities of the Suprian Alliance are known as: Hawafunekilluna, Kneleggujillaha, Hjektlonikakkana and Krelekjavvwokna. It is impressive that in spite of 14 wars their lands remain unchanged. ==== Hawafunekilluna (Light Blue) ==== Also sometimes refereed too as the City of Thorns is the most militaristic of all the citystates as it is the only one with an open border to the Treant Empire unaided by a river as a defense. This is likely why they have invested in great fortifications. A great (for local standards) complex of walls dots the border with star-shaped fortresses dotting the inside. The Nation consists of one grand city comprised of a grand fortress of 3 layers and 10 smaller 1-layer fortress towns. Farmers live both inside and outsidet he fortresses, but each fortress is to be self-sustaining when it comes to food which is made possible due to Treantian Druidic magic. Farming done outside the fortresses is done excursively for the same of exporting food. The name city of thorns comes from the Star-Fortresses looking like a bush with thorns. ==== Kneleggujillaha (Yellow) ==== It is known as the City of Pearls. Having both access to the Suprian River, the ocean and being in the middle of the alliance this citystate is known as a local center of trade. Therefor it's defenses are comprised of mercenaries, which is seen as foolish by the other 3 Citystates, in spite of them greatly profiting from learning of the tactics and equipment of the foreign forces. Beyond trade what also makes this citystate rich is their farming of Kseklthrien Clam. An odd form of freshwater clam which can grow up to 2 meters and produce pearls as big as 0.5 meter in diameter. The pearls are a bland, stiff and green, thus not very expensive or desired, but are popular as a material to lign insides of manssions with for example. ==== Hjektlonikakkana (Dark Blue) ==== Is also known as the City of Craftsmen. In the 4th War of Wood and Steel the Hjektlonikakkanan Army raided a Treantian Camp of Prisoners of War freeing Tens f Thousands of Captive Dwarves. Thinking them to be humans who have grown short due to malnurishment they took them in as kin only to later find out what a Dwarf is. Thus the Dwarven Klan of Krutz has chosen to settle down in the City to repay an eternal debt of gratitude. The City is now famous from the great weapons it produces which are a mix of Dwarven Craftsmanship and Treant Magic. ==== Krelekjavvwokna (Orange) ==== Also known as the City of Demagogues is known as the political center of the Suprian Alliance. Being the first City founded it is also the one surrounded by most prestige thus is the one negotiating on behalf of the alliance with foreign powers like the Merchant Empire. A more insidious role of the Citystate is espionage. Many of the Wars of Steel and Wood would have ended, much worse for the Alliance if not for secret spies placed among Vassal tribes. The work of the Krelekjavvwoknans has lead many more minor tribes loyal to the Treant Empire to betray them and to join the Suprian alliance instead. To keep their fierce reputation going it is custom for all 1st born boys aged 7 to be given to the Monasteries where they are trained from birth to be Warrior Philosophers. The Krelekjavvwokna Monasteries carry so much renown in the world for producing some of the best Diplomats and Generals in the world that rulers of other nations have requested the forming of said Monasteries in their land. Currently there are 20 in the Citystate itself, 3 in the Merchant Republic, and 1 in Swe'yus. [[File:Treant Empire trade routes.jpg|thumb|Treant Empire trade routes]] === Treant Empire === [[File:Treant Empire TR.jpg|thumb|Treant Empire TR]] 25% humans, 50% humans with treant ancestry, 25% treants (both Ents and dryads) Capital: Kuhikugu Government: Gerontocracy ==== Nation ==== The Empire’s territory and the world’s greatest jungle are one and the same. The Treants make sure it is so. And as wild as it seems, it is wholly designed for sentient plants. The heat and humidity is oppressive. The insects are as big as birds and the birds are big enough to carry off a child. The soil is a labyrinth of fallen branches, webs of vines so thick that they can make a whole tree disappear. Below the layer of rotten leaves there isn’t much soil, for it always seems as if the space between two roots is taken by a third one. The green canopy hides the sun and the moon, but the veins of luminescent brown fungus and orange lichens within the trunks’ grooves ensure that it’s never dark. Your nose will be assaulted by honey, garlic, rotten wood, pollen and a thousands other fragrances: all fresh, damp, sweet and nauseous at the same time. Your ears might never calm down due to all the shrieks, mating calls, rustling leaves, creaks that happen all day, every day. For those that do not submit to the Treant’s authority, it is a green hell: allies are marked by the pheromones that one emits due to eating certain fruits throughout his or her life. For the enemies, there are a thousand poisons, diseases, parasites and predators. And the Treants plot millennia-long strategies so that, one day, all Gloria-Etalia becomes like this. ==== Origin ==== The treants have been around for a long, long time. They had no government until a high ranking explorer from the Celestial Empire went to far into their terrority and got captured. He told the treants about nations, writing, and the outside world. When pressed, he told them about the Empire's govermental system, and they deciced to create their own by copying them. Following the outline of the empire they started to expand their terrority, slowly. They also started to keep time using a system the explorer told them about. The first recorded date of their empire was 1426, and was drawn in the dirt. The treants remembered this, and the words can still be found. === Treant Vassal Nations === 75% humans, 20% humans with treant ancestry, 5% treants (both Ents and dryads) No capital (at least yet, or perhaps multiple ones) Tribal Confederacy The Vassals of the Treant Empire are all the non-Treants which were slowly pushed out of the most fertile lands. Most of them are tribal humans. Those with noticeable Ent or Dryad descendance are commonly elected as chieftains and shamans. The hundreds of tribes have their own customs, languages and religions, although Treant worship is present in most of them. The trade language is nhagatupira, a sign language which uses movements of the whole body. For those which don’t know it, a fast speaker may seem like a very bad dancer. Besides commerce, nhagatupira is used to perform ceremonies, tell stories and make speeches. The Treant Vassal tribes act as buffers among the Treants and neighbors. During peaceful times, they trade lumber, healing crystals made out of Treant amber, silver, messenger-parrots, capybara jerky and ceramics for metal tools and weapons, educated slaves and wine. Next, we shall detail some of the more distinct tribes: ==== Chamanza ==== Among the various tribes that form the vassal nations, it is common practice to regard the Treants with religious idolization, often treating the massive treefolk as living manifestations of some natural divinity. Over time and due to the tribes' unification, a semi-organized form of this worship has even emerged, with a focal point being the ever-constant cycle of life, death, and rebirth that nature endures. Enter the Chamanza, known as "Ash-Walkers" in the native tongue. Physically, they're similar to the rest of the vassal tribes. A tad small compared to the average man, dark-skinned, and ferociously quick. Where they differ is in their eyes, which contain a wild, blazing intensity that threatens to consume all in sight. This is because their magic often does. The Chamanza focus intensely on the "rebirth" aspect of the cycle of life, and accordingly, have turned to a near-fetishistic worship of the concept of fire and ash. Their magicians wield the most taboo of magics in the Treant Empire, burning the landscape and their enemies to a charred crisp, their warriors covering themselves in the ashes of the fallen. To them, they are the spark that sets flame to the dead undergrowth of the forest, so as to make room for new life to grow and spread. To most others, they are a band of pyromaniacs. Why, then, are they allowed to stay in the empire, albeit under a short leash? For a few main reasons: 1. While taken to an extreme degree, they're not entirely wrong in their sentiment. At times, a cleansing is needed, lest rot and decay choke the life from a once-pure grove. 2. They serve as excellent, if sparingly and carefully used, auxiliaries for the Treant army. Few would expect the treefolk to bring such firepower (pun semi-intended) to the fields of battle, and it makes the Chamanza all the more effective as a result. 3. They serve as brutal enforcers for any politicking that takes place. The destruction that can be wrought with only a handful of pyromancers in the lands of the eternal forest is a capable threat, enough to keep any rebellious Treant or Tribefolk in line. 4. Lastly, they make effective fire fighters. As it turns out, having someone skilled in manipulating fire is helpful in redirecting any errant flame from destroying anything too precious. Equally as useful during warfare too, with fire being a common tactic against the Treants and all. ==== Guaxós ==== A large and rich tribe, with tens of thousands of members. They gather gold dust from a river which passes through their territory, exchanging it for metal tools and scythe-like blades. This makes them superior warriors and better farmers, explaining their numbers. They live together in great halls. For a person or family to live in a house separated from the others is seen as suspicious, at the very least. These halls are surrounded by unique defenses: groves of trees in whose hollows live a type of poisonous wasp. To cross such woods, without knowing the right path, is madness. The rite of passage is the same for men and women: trepanation. They believe that the soul resides in the head, and opening a hole in the skull creates a way for it to escape when death occurs. Their fighters, emboldened with the belief that their souls won’t be taken by the enemy, gather in warbands in which the members are sworn to help and guard each other. Then these same bands go forth to acquire that which the Guaxós prize more than anything: heads. They take the heads of their enemies, shrunk them and use them as amulets which increase their strength and give them the power to resist great wounds. ==== Iacarés ==== The Iacaré tribe is formed by dozens of nomad clans which travel all over the Empire’s rivers and coasts on their vessels. The common boat is the Bumbaré, a big canoe which can house one family, a fire at the center, a sail and can be covered by a leather canvas. Bumbaré flotillas group together for safety, fishing, trading, whale hunting and gathering pearls. Each clan has a totem, usually an aquatic animal like a frog, shark, crocodile and such. Among the Iacarés, being a pirate is an honorable profession. The Treants forbid them from attacking other Vassal tribes, but allow them to prey upon any foreign vessels which come too close to the Empire and don’t have a permit to do so. A pirate crew is usually made of several families which build or buy a bigger ship. They elect their captain and follow him during combat. But in every other matter, like deciding who to attack, follow the will of the majority. Each clan buries their dead on a specific Sambaqui. These are earthen mounds filled with layers upon layers of bones. Some Sambaquis can be mistaken for hills. Many precious offerings to the ancestors are also buried on them, some taken as booty from far lands. Every ten years, the Iacarés gather around the Sambaquis and perform competitions to select guardians. ==== Íbaros ==== The Íbaros are a tribe marked by a curse, although they don’t know who cursed them or why. Due to this, they are suspicious and even aggressive towards all foreigners. They suffer intense pain when under the sunlight. As they live in deep jungles whose canopy blocks much of it, the curse isn’t as bad as it seems. When they need to go elsewhere, they dress in mud, leaves, feathers and great hats. Despite the curse, the Íbaros remain lovers of freedom, indomitable and even arrogant. They organize expeditions to plunder other lands, specially targeting the Merchant Empire which they suspect to be the ones which cursed them. They don’t even value the precious metals taken from the merchants, storing them in certain places of the jungle. An ìbaro can be recognized by the zig-zag tattoos all over the body, a sign that he or she passed through the rite of adulthood, which consists of spending at least a day under the sunlight. Each village consists of ten to twenty families. Polygamy is common. When they go hunting or to war, they elect a commander. He must lead by example, and if the hunt or fighting ends badly, must be exiled. They’re seminomad, changing places every three years. Their region is full of rivers, making them skilled in the building of wooden bridges. The Íbaros divide themselves into three groups: ==== Arushus ==== The shamans of this group know how to make potions through internal alchemy. They swallow, smell and chew certain plants, then uses his body as a laboratory. Their sweat then produces the desired substance. They know how to create healing unguents, love perfumes, poisons and many others. ==== Aguushus ==== They practice an art of body domain, through fasting, meditation and a drink made out of a vine which makes them enter the spiritual realm. As a result, they can sleep less, survive with little food and have greater resistance to pain. Some aguushus can even live under the sunlight, but this leads the other groups to believe that aguushus don’t suffer the curse, and might be the ones that created it in the first place. ==== Avushus ==== The shamans of this group know how to produce tsentak, a substance used in darts, arrow tips and javelins. It poisons their enemies, but heals their allies. But to achieve this effect, they divide all people in allies and enemies, and to establish the intents of newcomers is paramount. ==== Icamiabas ==== Not all amazon tribes migrated after the Treants took over the region. A few remained. The better known local tribe are the Icamiabas. They are led by a dryad queen called Conhõri and have dozens of fortified settlements spread out through the borders with the Necroswampers, acting as frontier guards. Each settlement is actually a stone keep directly linked to the smaller houses (like pic related). They communicate between each other through “manhuarés”, drums made out of two hollowed tree trunks which can be heard 10 miles away. Their temples, called Caranaís, are silver-plated pyramids dedicated to the moon or the Treants. Contrary to other amazons, the Icamiabas allow men to live among them and even wage war, but they must also accept a lower social status: men herd common capybaras and fight as skirmishers, while the women are full-time warriors, priests and officers. Men which wish to mate with an amazon must beat them at a “jungle marathon”, a three-day race among the jungle which includes puzzle-solving, traps and hunting. Icamiabas have a wide range of skin colors and body shapes, due to freely accepting warrior women from all over the continent into their ranks. Both men and women wear little more than clay thongs. To better deal with the heat and insects, they use intricate body paint which also denotes their social status, fighting club membership and other details. Deciphering one’s paint is the basis of Icamiaba etiquette. All adult women must dedicate themselves to training and warfare. Their rite of passage has them hunting Necroswampers, either coming back with one’s head or not at all. Those that succeed sharpen their teeth, the signal of a true warrior. Their common weapons are bows, two-handed clubs, bolas and a type of single-stone bolas which can both be thrown and used in melee. ==== Vegegós ==== This tribe has an exclusive duty: they are the shapers, entrusted by the Treants to make living tools and other items out of wood, sap and all the products of the jungle. This power is only possible due to deep ties with the Treants themselves. All families of the tribe have direct ancestry to one Treant or another. They are seen as witches by the other Vassal tribes, both respected and feared. They create bioluminescent candles, razorgrass blades, amber ceramics, petal plates, greentowers, bark pickaxes and spades. Vegegós were the ones to craft the underground rootways which the Treant Vassals may use to travel through the Empire, as well as the podships that form the imperial Treant fleet. Their most prized and unique power is to cover themselves with vines, roots and wood in a sort of living armor. Some Vegegós spend so much time in this state that they fuse with their armor, becoming half-man, half-plant. The latter can be very hard to distinguish from Treants. Unknown to the Vegegós themselves is that the Treants see them as a successful experiment of their objective of slowly making all the other races closer to plants, both mind and body. This is how they plan to, one day, remake all of Gloria-Etalia in their image. ==== Zangós ==== Zangós aren’t part of any particular tribe. Only the Treants know their origin. What all know is that they are a secret society of people possessed by night spirits which can smell thieves, witches and murderers. They wander from tribe to tribe, acting as a supernatural police force. The rumor of a coming zangó is often enough to make people confess. Thus they provide the law and order the Treant Empire needs. All zangós wear a mask, which is said to house the spirit, and a leather cape which hides their whole body. Once the zangó reaches a village or wandering tribe, he will fall into a trance. This might take hours or days, and the natives must protect him or the Treants will punish them. After the zangó starts moving again, he will dance towards the evildoers, singing in an unknown language. Then it falls for the tribe to arrest, force a confession, judge and then apply the sentence.
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