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== Ram's Head == [[File:Merchant empire trade routes.jpg|thumb|Honorable Ecinevian League trade routes]] === Honorable Ecinevian League === Nation Name: Honourable Ecinevian League Racial make up: 75% westrasi humans, 25% others Capital: Ecinev '''Culture''' The states which compose the league are bound by treaties of mutual defense and trading, but they would never have been established in the first place without the common grounds due to the original típu tribes. These peoples already showed an aversion towards bloodshed, a skill for sailing and favoring the accumulation of wealth that could then be used to settle disputes. These traits remain. The league faces challenges and settles things by using money. Although other nations might define their aristocracy by superior breeding, divine rights or physical power, here is a matter of how much wealth one has. The ruling families might change from one generation to the next, as people born wealthy rarely are that competent in keeping it. Wealth is the means to all ends. It ensures one has slaves to grow the food, mercenaries to fight the wars and the dowry needed for marriages. However, there is one field where wealth isn't paramount: the sea. Even if the captain won a bid for his position, the crew will value him for his actual skill at keeping law and order aboard the ship, his knowledge of the monsoons, his experience facing storms. The league might hire the generals that command its armies, but the role of admiral is only given, and never sold or bought, to the best naval commander available, no matter how poor he might be. '''Religion''' As a whole, the league worships the twin gods Gloria and Etalia. The first is worshiped as the ruler of the skies, giver of rain and lord of the sun. The second is reverenced as the queen of the oceans, provider of fire eels and lady of winds. They are seen as the ideal couple, each one complementing the other. Not out of love, but because both benefit. Each and every league settlement, even if far from the waters, has one lighthouse-temple which serves both deities. Some regions adopt other minor gods, if only to appease the natives. [[File:159684092470085812.jpg|thumb|Sereníssimo Alexandre Silveira, Grand-Admiral and First-Citizen]] '''Organization''' The Honorable Ecinevian League is a federation of two hundred cities, petty nations and even some chiefdoms grouped together through treaties of mutual aid during wars and disasters as well as a complex web of trading monopolies. Each member sens one ambassador-senator to the Great Council in Ecinev, where they must elect one of their own as the Sereníssimo, the title for the ruler of the whole league, the Grand-Admiral, responsible for its warships, and the First-Citizen, responsible for law and order. That Alexander Silveira currently has all three positions is a testament for his fortune and skill. That he survived two dozen assassination attempts means that his peers fear such accumulation of power. '''Origin''' The details differ according to whoever is telling it and whoever is paying the historyteller, but most agree that the members of the league came to be after the legendary overthrown of the Treants in the Fourth Era. While there are mentions of glorious battles and rebellions, the truth is closer to a gradual diaspora of coastal tribes creating canoe fleets to cross the sea and conquer the aboriginal clans of Vishga-Immunga and elsewhere. It was during this time that the tribes discovered how to process the oil of fire eels into the fuel used in flame-projectors against the Treants and, later, against enemy ships. The Fifth Era is marked by the transition of tribes into city-states, which constantly sought to establish dominance over each other by any means available. There was little open conflict inland, but many naval battles, underhanded sabotage, bribery and assassination attempts. The Honorable Ecivenian League came to be in the midst of the Sixth Era, as Ecinev managed to become the "shark in the reef" by assassinating, buying or bullying its opposers. Many of the other cities, tired of conflict, came to accept its suzerainty. The rest had no option but to follow suit. '''Diplomacy''' The members of the league are predictable. They can expected to make a profit in whatever it is they do, and they believe the profits justify the means. As they don't expect their own neighbors to be trustworthy, they make and enforce very elaborate contracts which are followed to the letter. They also don't see anything wrong with this, and will be the first to provide such advice. The fact that they gave said advice will be included in the contract as well. It's only fair. They have a distinct relationship with the Boro nation. Members of the league don't trust locals to be their bodyguards and private militias. But the well-equipped buerse warriors are considered trustworthy and even a sign of social status, and so are employed by most of the merchant families. Against Belara and Mourloux, the league maintains revolts, corsairs and proxy wars but it knows that it is ready to face and overcome only one of these powers in a proper war. '''Geography''' The league's homeland dominated by grasslands and rocky outcrops, except at the north and west, both influenced by the monsoons. The dry seasons bring fires and the wet seasons bring floods. The rivers are flanked by gallery forests, many of which provide good lumber and charcoal. Much of the interior is given to the herding of cabybaras. '''Economy''' The league's homeland has its fair share of resources, supplying foodstuffs and some metals, but what brings them wealth is trading. Metal crafts from Boro, silk from the Celestial Empire, amber and lumber from the Treants, gold from Radmir, opium from Mai-Xi. Thousands of ships ply the seas, buying from here to sell there. That doesn't mean that the league doesn't have its unique items. In fact, there are two: the homeland's plantations produce half's the world's sugar. And the colored glass from the Muirano Island is unmatched in color, transparency and reflexion. '''Ecinev, the Capital''' '''Carcerary Fleet''' [[File:Prison hulks.jpg|thumb|Prison Hulks]] Hundreds of vessels pass by Ecinev every day. And every night, a couple more hulks are left to rot nearby. These ruined vessels quickly become part of the floating slums which threaten to choke water traffic. To avoid this, Ecinev's authorities established a prison ten kilometers downstream, the Carcerary Fleet. It is made out of the old hulls, modified to fit as many people as possible. And they're fuller than they should, filled with mendicants, thieves, murderers, pirates and all sort of scum, both men and women. The air is so damp and foul that lamps can't burn. The heat is so overpowering that anyone which still wears more than rags might prefer to go naked. The death rate is high, for there isn't enough food to go around. Guards must form groups to enter the cells and retrieve dead prisoners to prevent cannibalism, diseases or simply that shivs are made out of their bones. Now and then, a whole ship and its cargo is sold for slavers. '''Chinampa Fields''' Tens of thousands live in Ecinev, a city built in islets of a lagoon surrounded by swamps. Tons of foodstuffs are needed daily. To feed so many, engineers hired by the senate arrived at an ingenious solution. They built artificial islands fully dedicated to farming. Barley, lentils and other plants are harvested multiple times a year. The canals between the chinampas are fenced and used to raise giant salamanders, crayfishes, capybaras and fire eels. A network of dikes, sluice gates and aqueducts prevents that the farming areas aren't filled with salt water. Alchemical fertilizers, the swamp's mud and the city's night soil keep the fields very fertile. The chinampas are worked by multitudes of slaves and peasants. A whole tribe of canoe nomads and their tamed crocodiles was hired and brought from overseas to police the workers, keep the jaguars away and prevent bandit raids. Here and there, watermills grind maize. And every day, thousands of boats navigate towards the Ecinevian Floating Market to sell their produce. '''Ilion, the Palace of Dancing Lights''' [[File:Ilion, Palace of Dancing Lights.jpg|thumb|Ilion, Palace of Dancing Lights]] Built over an artificial island in the middle of the harbor, lies the tower of the senate. Here, two hundred and two representatives discuss, argue, bicker, plot and sometimes fight each other. Their housing quarters also are inside the tower, together with their families. This is the epicenter of the League's political game. The Tower is a hundred and twenty meters tall and tiered, resembling a wedding cake made out of ten layers. Its base circumference is of a thousand meters. It is called the Palace of Dancing Lights due to the hundreds of Muirano-made sculpture holding prisms which decorate the exterior walls. Besides being aesthetic pleasing, they channel sunlight inside the building. An intricate clockwork system, powered by watermills, moves the prisms in such a fashion that they reflect the sun towards the towers' thousand rooms at all hours. The rest of the tower's exterior is no less glamorous, being covered in mosaics of quartz, ceramics, brass and marble which depict maritime animals, ships and great moments of the League's history, such as the Treant Wars. Besides housing the senate, Ilion's top tier also serves as the harbor's lighthouse. It has an assemblance of mirrors and lenses that can be readjusted in several ways: it can reflect sunlight, both to spare firewood during sunny days and to ignite sails; it can also serve as a powerful telescope which can gaze upon astronomical bodies as well as observing distant ships. The whole machinery is complex enough to allow for the astrologer-watchers to perform two or three of these tasks at the same time, although better results can be achieved if the whole system is employed towards one single task. '''Mendan University''' Although being called an "university", it is actually a community of teachers, scholars, alchemists and magicians occupying a whole cluster of islands, each researching and teaching their respective fields of study at their homes, halls or even in the open. Many teachers teach the same fields, so they compete for students, leading to rivalries, espionage and even sabotage. The district also has three libraries which together have about 350,000 manuscripts, codexes, lead and clay tablets, old scrolls and much more. There are laboratories, workshops, dorms, guild halls and schools for over 10,000 students, many which come from other cultures and far lands. Here one can learn rethoric, singing, swordsmanship, poetry, several living and dead languages, magic, literature, ethics, law, zoology, cartography, medicine, painting, writing and reading, astronomy, astrology, alchemy and metaphysics. The university also has a grand hall of curiosities, artifacts and relics from all over the world, and it always seeks to expand its collection. Finally, there is a small zoo with such beasts as parrot wyverns, a new litter of akhluts, shadow dolphins and even a scarcrawler. '''Muirano Islands''' [[File:Muirano alchemical furnace.jpg|thumb|Muirano alchemical furnace]] A cluster of islets previously used as a resort, its villas were recently converted into workshops and housing for all the previously spread glassmakers of Ecinev. The idea is to concentrate the entire glassmaking industry into one place from which all imports and exports can be easily guarded. Despite this, smugglers still manage to move glass products out of the islets. How they manage to do this is unknown: some outlandish theories include trained clay monkeys or some sort of underwater breathing apparatus. To prevent further contraband, the senate has forbidden glassmakers and their families from leaving the area without official escorts. It produces mainly glass beads, mirrors and chandeliers, but its alchemical furnaces can produce wonders such as soft glass and cast obsidian blades of incredible sharpness. '''Ecinevian Floating Market''' Open land is scarce in Ecinev. Almost everything has been built over, and expansion is only possible by filling up the waterways. Which is against the law. Even the open plazas of old have been covered by six-store tall buildings. But this hasn't stopped the commerce. As the public spaces were occupied, the traders gradually started to have their shops on the very ships which brought the merchandise. Eventually, the city's authorities noticed this and decreed that the Caixas canal, easily a kilometer long, as well as both wide and deep enough for three caravels abreast, would become the new market. From dawn to nightfall, it contains a mess of boats, canoes, dhows, barges, floating shops, gondolas and much more, many of which are connected by planks of wood. Money flows faster than water here. One can find countless merchants, clients, artists, adventurers, mercenaries, pickpockets, priests, homeless and a few city officers trying to oversee everything. They always fail. One can find glass coins, tons of amaranth grain, domesticated clay monkeys, soap made from wyvern fat, the fur of a giant lion, obsidian daggers, scribes for hire, Treant wood, giant pearls, quartz jewels, a breastplate made out of a turtle's shell, second-hand slaves, golden stools, even the ruined core of a Godmachine. And much more. Come the night, come the vices. Most of the previous ships go away while new ones enter the canal. Floating brothels full of red lamps and bards aboard gondolas dispute space and customers with barge-casinos and leaky canoes full of barrels of cheap rum. People sing, dance, eat, drink and get warm in the arms of whores of several races and preferences. Fortunes in gambles and bribes are quickly spent and not all bodies found floating at the next morning drowned against their own will. === Confederacy of Highland Bean Farmer Cantons === Races: 99% Human, 1% Lizardfolk Government: A dispersed general alliance of local cantons and villages, co-operating only for defense, negotiation and ritual. Outspokely clannish and democratic. Capital: N/A The men of the Cantons, or the Apurimac (Bean-Growers, in their tongue), are of a different stripe from the men of the West, having come out of the Eastern sea into their beloved highlands in the distant past. Living in the craggy mountain valleys and holding tightly to the high passes, their lives are defined by the growth and harvest of beans (and, less importantly, squashes, gourds and potatoes). Their mountain valleys are well fed with nutrients from the mountain springs above, but require much work to be tamed and put to use. The work of carving sheer valleys and cliffs into even terraces suitable for farming is what brought together the Apurimac into their villages, towns and cantons, and the need to maintain them against storm, flood and mountain-spirits alike demands they stay together. For the Bean Farmers, the mountains and their valleys are constant companions. The valleys are held to be sanctified by the spirits of the ancestors, who toil to defend it from the wild mountain spirits just as the living hold off treant, beastfolk, lizard-kin and all other comers. The passes into and out of the valleys are well washed in blood and paved with centuries of bones. The spirits of warriors, enemy and friend, are held to dwell beyond the valley-passes, and these wandering war-spirits are feared and courted by men at their peril. Within the valleys, the Beanfarmers live in centuries-old fortified villages. Monumental stone walls surround their rock-cut houses and the entrances to deeply cut chamber tombs. To them, the village is the central organ of daily life. Though they are parsimonious and ruthless traders with all outsiders, with their village kin the Apurimac give with an open hand, since all must work together for the terraces to survive and the harvest to be taken in. There is a saying among them; “Do not spite your shieldbearer” - since all must serve in times of need to defend their valleys, the Apurimac prize good nature and honesty between themselves. For outsiders, the same is seldom held. Other beanfarmers are trusted more or less depending on shared descent - all claim the same first ancestor, Huemac, with closer villages sharing more and more ancestors before diverging. A man is not counted an adult until he can recite his ancestors in this fashion. A man who shares all but two of your ancestors is to be taken into your home at need, fed and counted as a brother, but a man who only shares Huemac can expect a bowlful of beans and a place in the root cellar for three days and no longer. This, of course, is broken in case of feuds - if a dishonour is done, a feud is the usual response, with the two family lines attempting to slay one another on sight more and more ferociously the more shared relatives they have had, since there is little graver than the insult of one who shared your father. Villages maintain deep cellars full of dried beans, which are held up as the sacred source of life, from which sprouted the raft that carried Huemac’s fathers over the ocean to their blessed highlands. Most trade is conducted by the standard of sacks or pots full of dried beans. More pressingly, beans are held to be the food most fit for the dead, and a family will pour bowl after bowl into the rock-cut tomb of their forebears, only retrieving the preserved legumes at times of great need. === Nanji Citystate Alliance === === Gold Coast Tribes === [[File:A_Family_Palace.jpg|thumb|A Family Palace from the Gold Coast]] The Gold Coast Tribes are a people of dark-skinned humans, occupying a coastal strip stretching from the Kingdom of Boro to the Merchant Empire. The entire territory is covered by dense rainforest, dotted with rock formations that rise above the trees and on top of which the various tribes have built their fortified palaces. Members of a tribe, in order to reproduce, employ breeding slaves, usually bought in neighbouring countries or captured from other tribes. Since it is a sin to shelter a member of a foreign family in a Family Palace longer than is strictly necessary, breeding slaves are killed when they are no longer needed. The Gold Coast takes its name from the very numerous gold mines in the area, which the tribes of the region exploit in order to trade with neighbouring kingdoms. In fact, gold is so common in this province that it is not uncommon to see Family Palaces with roofs covered in gold, or tribesmen parading around with solid gold crowns and belts. You shouldn't underestimate the dangerousness of the tribal warriors of the Gold Coast, though. They are considered the best archers in the world and know the jungle of their region like no one else, using, when fighting neighbouring nations or enemy tribes, fearsome guerilla tactics that allow them to eliminate armies far outnumbering them without suffering a single casualty. The fact that, despite the wealth of the region which attracts the greed of many kingdoms, the place has never been conquered and is still the territory of these tribes, testifies to their valour in battle. === Punaji Chiefdom === === Ranji === === New Belwed === Country Name: Dominion of New Belved Population (New Belwed): Belarian 30% Native Human 69% Ogre 1% Capital : New Belwed Goverment: Colonial Administration >Culture Belwedian Culture is splin into two groups. The creole combination of islands native population and Belarian cultures that is prevalent in countryside, and classical Belarian culture in cities. >Religion Same as Belara. >Organization Board of Colonial Administration – New Belwed, or just BCAB, right now is in tie between administrators. 2 of them are militarists, 2 are merchants and 2 are colonists representatives. Right now biggest problem from administration perspective is ensuring continued supply of Xexe beans. >Origin New Belved was founded soon after technology allowed transoceanic voyages to be easier and safer to complete. with idea of it becoming second Belara. Fight with natives was quick, and new colonist flocked to this new land. Now few centuries after the fact its still most civilized out of its colonies, even if belarians still are still minority. Things changed only some time ago, with xexe discovery. Now colonization almost stopped, since war over xexe is on horizont. >Diplomacy If Ta-Li could be called velvet glove diplomat, and Norvia an giant stick vielding thug, when it comes to diplomacy New Belwed is combination of both. Slave raids are not uncommon when it comes to enemies of Belara, while lucrative pacts are offered to nations willing to sell its own land for xexe plantations. In fact almost half of Beanfarmer confederacy was sold out in this way, and now is used as plantations of beans, that no longer are used by natives. >Geography New Belved is peculiar land. On one hand land near coasts is almost same as on Belara, creating illusion of new homeland that was shattered long ago. Few miles into land temperate land becomes jungles, and jungles become wet hells. Rain falls there half a year, and then it falls another half, but more. >Economy They are main exporter of Xexe beans to Westrasia, beyond that they export tropical wood, fish, and precious stones and gems. === Mun === === Maaga Amazon Tribes === The Maaga Amazons are not natives to the hills and plains of Ram's Head, once calling the southern jungles in the central plains home. However as the Treant Empire grew, more and more tribes were forced to migrate away from the tide of deadly flora. Some tribes tried migrating east, only to be lost to the Necroswampers and be raised up as undead. To the south however, they found hills, valleys, and fields along the Maaga River. However these lands were not unsettled, and the Amazons purchased their new home through blood. After several wars against the Cantons and the Gold Coast tribes, they had carved out a nation with their warrior priestesses and female equestrians. Culture Matriarchal in design, the Amazons are a culture ruled by strength and a series of ancient laws taken with them when they were forced from their homeland. They are organized into various tribes, each ruling over a geographic area and managing most of their day to day affairs. Two matriarchs are elected from each tribe, One veteran warrior and another of a priestly sisterhood. They are sent represent their tribe in the council of amazons, where the tribes would organize themselves and discuss internal politics and external dealings. If war is ever declared a symbolic spear is struck through a effigy representing the chosen foe within the temple of the Goddess of war.Upon discovering a new nation they will build a statue representing them within the temple of their Matron War Goddess, who also encompasses the domain of sovereignty and rule. They will hang an olive branch on the effigy, signifying that the Amazons recognise their nation. The branch is a symbol of peace through victory, and if war is declared to another nation their branch will be sent to whoever rules the enemy nation. The Amazons will then spear the statue, officially declaring war in the eyes of their goddess, and they will recover the branch through their Victory. Inability to reclaim a Olive Branch, and thus claim peace through victory, is a great stain on the honor of any matriarch. The only current unreclaimed Branch is that which was sent to the Treant Empire. Men within the Amazon Tribes are treated as second class citizens, unable to choose mates and used mostly for physical labour and dishonorable tasks, such as farming or dealing with unclean creatures. If a male is particularly unique, he may be selected by a tribal matriarch to serve as her personal shield guard and often times breeding servant, such males are given the privilege of carrying weapons and shields for the purpose of defending their mistress, such roles are sought after by the male masses and rarely given by the ruling matriarchs. === Boro === Races: 93% Imuuga Human, 7% Other Government: Feudalistic Monarchy Capital: City of Borinn ==== Nation ==== Located in the southern region of Ram's head, Boro, which is called Buero in their own tongue, and the people of boro refer to themselves as 'Beurs' and 'Beurese'. It is a hilly nation with stony cliffs and rocky coasts along the Ram's sea. It borders parts of the Gold Coast clans, The Amazon Tribes, and The Maag Kingdom. Boro is famed for their great, dark forests and metalworking skills. Many foreign princes and traders travel to the foggy coasts of Boro to purchase fine weapons of steel, with the most sought after treasure being the Damasced Swords of Boro. These weapons are a smithworking miracle closely guarded by the most prestigious smith families. The nation of Boro was once much larger, a region known as Greater Boro, but much land has been lost in numerous wars against the Canton Bean Farmer Confederacy and The Kingdom of Maag. ==== Government ==== It is a mostly untamed nation ruled by local lords that answer to a high king, which historically is the man with the largest army. However the high king must always be able to claim heritage back to Conchobor. These claims are always dubious at best, and the main method of questioning the king is by questioning his lineage to Conchobor. The current king of Boro is called Dallik Boro. He rules by cleverness and not by blade. He is not a popular king, and many dispute his claim to Conchobor's blood. Though his rule started bloody, Dallik brokered peace between Boro and the Amazon tribes after a few arranged marriages and blood oaths. He has expanded the wealth of the nation and seems to walk the path of civilization, abandoning the warlike roots of his nation of smiths. ==== Culture ==== They are a hardworking people, with a culture strongly built around one's chosen trade and his ability to maintain cleanliness. To a Borose man, his hair is a symbol of his pride, a man with well groomed and decorated hair is a wealthy and strong man. It is tradition to send an enemy a bronze or bone comb when war is declared, as a sign of respect. They worship four gods in their pantheon. Their most famed hero and famous god is Conchobor, who is said to have founded Boro. Priests within Boro hold a great deal of power and control most of the nation's educational Institutes. Many Buerse warriors, who have grown tired of the current peace in Boro, work for the Merchant kings as skilled bodyguards and warriors. Though they currently are at peace, many local Kings and tribes watch the Maagan border; their old grudges and hate of the Chariot Kings still runs deep within them. ====History==== Boro has only officially become a nation in recent history, only in the 6th Age. For the greater span of the Borose people's history, their region has been divided by many warlords and clans. In the earliest written texts of Boro, there were the 6 Great Clans or Fynes. These clans were; The Chalucya(The Shield Breakers), The Pallavasa(The Hill Dwellers), The Fiacharah( The Wolf Men), The Daurash(The Water Logged), The Una Harsha( The Fire Eaters) and the last clan, Una Falin(The Iron Skinned). These 6 clans warred just as eagerly against their own borose brethren as any foreigner, whenever one promising warlord tried expanding from his native region, he would be struck down by another and a vicious cycle continued. Clans were their own autonomous nations, even if they shared blood with one another the laws and practices of one clan could vary greatly from a bordering clan and visa-versa. These cultural divisions still remain in the small nation to this day, with three regional dialects spoken in Boro(Chalui, Fiannie, and Dun-Speak). Three centuries prior to the current age however, the clans were forced to put aside their bloody feuds and united under the banner of the cultural hero and savior; Conchobor. During this age much of northern Boro was lost in conflict to the Maag Kingdom, their wise Pharaoh and their well disciplined mounted Caste-Warriors defeated the Borose army in any open field battle and as such forced the clans into the hills where they rearmed during the harvest season. However, the local druids and shamans warned that any army that marched during the Harvest festivals would surely insult the gods, as such the Borose could not defend their own home. Conchobor instead left his kind to tend to the gods, taking with him the blessed spear Dál Karna and his trusty swords to do battle with the Maagan armies alone. The Battle lasted for three days, some sources claim he battled them on a mountain pass near the modern Boro capital of Borinn, while other sources claimed he battled the army on a bridge that led over the Maaga River. All sources agree, even those of Maagan Sources claim that Conchobor used the local environment and geography to terrorize the invading force single handedly, on the second day even attempting to assassinate The Lord Horrendous himself, losing the Dál Karna in the process. The third day however he was wounded fatally by a group of war charioteers; and on the forth when the sun broke they found their foe standing before them at the crossroads, his body held against the tree marking the parting with his own intestines. The pharaoh's advance was slowed and by the time his army arrived at the Borose clans, they had prepared for battle and drove them back, helped by the wound that Conchobor gave the immortal Pharaoh before his death. Some say their hero will return in the hour of Boro's greatest need with an army of Werewolves and warriors from the Other-Realm. In the modern day many Kings or aspiring lords claim ancestry to the clanless Conchobor, his clanless birth has not stopped the 6 Great Clans from claiming him as their own post the hero's death. After the loose unity of the nation during the 1st Maagan War, the clans began to steadily lose influence as each elected king gained more and more power over the nation. The current King, Brasha II, has increasingly introduced reforms that further model the nation after 'Civilized' nations such as Celestia. Furthermore, though the nation currently is at peace, tensions with Maag, The Cantons, and even their long time ally the Merchant Empire have never been higher, even reaching the point of warriors adherent to the old ways that have spoken of open rebellion. === Maag Kingdom === Population: 70% Westari Human, 20% Vishga Human, 10% Beastfolk Capital: Opug Goverment: Absolute Monarchy, Caste Based Society In the South of Ram's Head is the nation of Maag, a land of warm hills and flat fields of grass and sandy zones. This nation is mostly encompassed of the natives that migrated to Ram's Head in the age of hunter gatherers, an agrarian society composed of several social and legal castes, as was implemented when they were conquered by the Techno-Barbarian army of The Lord Horrendous. The Techno-Barbarians came several hundred years ago, a singular wash and escaping the north and travelling to Ram's Head at the wish of their warleader who had gained strange visions of what he thought were gods, that urged him south. The southern lands of Ram's Head were not prepared for a hardened force of barbarians, experienced in years of battle, and the locals were quickly defeated and forced into submission. After a swathe of land was conquered the Lord Horrendous sought to claim more and scour the sands for his destiny, and to do that he needed more men. So he implemented the Opug Code; a legal text that would organized the conquered people's into a society that would willingly follow The Lord Horrendous. The Lord Horrendous himself stood at the top of the Maagan Caste system, and below him were the converted locals into a priesthood. Then came the other techno barbarians and future generations of warriors that would fight for Horrendous. The came the scholars and merchants, then the craftsmen and farmers, then the slaves. Horrendous then set out and found his prize, as well as conquering lands stretching up to the Highlander Cantons. His prize would be located under where the new city of Opug would later be located, an ancient underground bunker of the Old World. Here he would gain immortality, and find his destiny amongst the gods and drag the Maagani people with him === Pash Kingdom === [[File:Pash1.jpg|thumb|right|The city-state of Mashavaar]] The small kingdom of Pash is an arid and dusty land dotted with rare oases around which huge city-states have been built. These city-states, ruled by Merchant Princes, although officially forming a Commercial League supposed to act as a grand coalition headed by the King, from his city of Ran Dagaan, are in fact constantly at war. In Pash, anything can act as a casus belli between two city-states. Even a simple insult can result in ten years of armed conflict. However, gold is supreme in these merchant lands and the trade routes are neutral and sacred grounds that cannot be disturbed for any reason. In the city-states of Pash, fencing is considered as a science and studied as such in prestigious fighting schools. Each city-state has, over the centuries, developed its own style, quite distinct from its neighbours. For example, the style of the Floating Blade, elegant and slow, is typical of the city of Jyrash, while the Sleeping Gazelle, much more lively and based on feints, is the predominant style in Karash. [[File:Pash2.jpg|thumb|right|A Pashi veteran duellist]] The Pashi society is divided into four social classes: To the three usual social classes (nobility, clergy and plebeians) is added the class of duellists, noble families dedicated to the study and practice of fencing since centuries. In these families, one is considered a man when one receives his karij, a typical Pash sword. Each duellist carries on his blade, in the form of tiny runes, the story of his life and accomplishments, and the experience and value of a fencer is measured by the number of runes on his sword. Losing one's sword is, for a Pashi fencer, the supreme shame. Those who lose or break their sword are usually exiled and end their lives in utter misery because it is taboo for a Pashi duellist to change blades. Each blade is forged by adding a little of the blood of the child to whom it will be assigned and is thus considered to be linked to his soul. The artists who carve runes into Pashi swords are called the Karijdyana and are incredibly respected. By tradition, they teach their art to only one disciple in their lifetime, often a former duelist who has decided to stop fighting. Fencers are everywhere in Pashi society: as bodyguards for rich and noble merchants, guards in cities, escorts for caravans, soldiers in the mercenary troops hired by city-states to wage war on each other, or simply itinerant fencers who travel from city to city to accomplish their "shakash" (an initiatory journey that every duellist undertakes between the ages of 16 and 20 in order to meet and challenge other duellists from different schools), etc... A popular legend in Pash is that of the Broken Blades master, a Pashi swordsman who lost the rest of his family went mad and took all the blades of his ancestors and smelted them down into one horrible-looking, jagged monstrosity of a blade. === Theocracy of Radmir === [[File:Radmir.jpg|thumb|Radmir]] Population: Humans 90%, other (non human converts that emigrated to Radmir; they come from all the sentient races) 10% is official racial makeup that shows in censuses. Capital: Radmir Government: Strongly decentralized theocracy. State is being led by the Great Ressurectist who is also leader of the council of Resurrectionists, that consists of 20 high priests, that in times of peace lead one province each. They have despotic powers, but in times of war great conclave is summoned, and they have to give their power up to civil governors. Great Ressurectist is head of church, leader of the military, and decides on matters of external politics. Culture: Radmirians are patient, peacefull but vidicative people. They put huge emphasis on moderation, while trying to live in the moment, finding pleasuers in beauty of life, art and nature. Contrasting with this is their culture of alcohol drining and production, even the poorest Radmirains can aford to drink beer few times a week. Religion: State religion that is worshipped by almost everyone is Cult of Miracle, its church IS the goverment. Some time ago heresy started, and is mostly worshipped on island close to northern coast, and in hidden communes in mountains. It advocates greater emphasis on creating lasting, positive legacy, and justice. Organization: While Radmir state church is closely tied to country, it also is represented in other countries and regions. Some cantons, most of Mai-Xi native population, huge communities in largest cities of all of southern Rams Head and large portions of drache marshes all follow techings of First Prophet, and thus are represented in church. Chronology of orgin: around year 30 - first settlements in delta of radmir river. around year 200 - first civilization of radmir rises up and creates its alphabet used with changes to this day. around year 700 - canne clans split up year 760 - kappara slaver kingdom created year 841 - Niniwa kingdom created year 1597 - Bloody mountain erruption, First Prophet rise to power Year 1598 - End of erruption, destruction of Dar Year 1601 - punitive strike agains northwester beanfarmers, creation of new mountain range Year 1602 - Unification of Radmir Year 1612 - Second Eruption, destruction of Bloody Mountain Year 1613 - death of First Prophet, rise of Theocracy of Radmir Diplomacy: Radmir tries to sprad its religion far and wide, and thus maintains peacefull relations with most of their neighbors, exception being necroswampers, who Radmir constantly tries to eradicate, and Northern Beanfarmer Cantons that they have bloody vandetta against each other. Radmir is alied with Mai-Xi Dinasty, but if native population were to rebel they would intervine on their behaf. Radmir is also alied with Merchant Empire against westwards colonization, and to ensure stability in region. Heretic don't have foreing policy. Geography: North of the country is made of deserts, south is mostly mountains rich in metals, west tip is made up of delta of poisonous Udar river that creates marshes, Southeast, and east is based in riverlands of Radu river. Most of population lives there. Economy: Radmir is rich in resources, especialy gold, but giant mines also mine out iron, coal, salt, copper, gems, and much more. Radmirian goldsmiths are one of the best in the world, and Radmiran coin is almost imposible to fabricate. Radmir is also trading nation, two main trade routes that enrich it are Empirean south route, and Treant western route. Radmir hoever always needs to be prepared in case of famine, so one of more imported resources is simple grain. Radmir in times of peace is also defender of Norther rams head from pirates, but heretics stop this anti pirate action at the moment. <big>Radmir Ancient History: </big> Radmir long ago was split into three civilizations. Radu river nations (called by historians old Radmir), first to achieve agriculture in northern corners of Rams Head continent, and first to create functional alphabet on whole Rams Head. Canna horsemen, nomadic people that lived in peace with nature, and used lush pastures of Canna steppe, before it became desert. Dar-Kapparians, isolationist people that were content living in deep mountains, where they often came in contact with small creatures. Those creatures were probably dwarfs, but no one can be sure, because of tribal war that ended with total destruction of those small people. This period is known as Silence by the church, because even though Old Radmirians knew the alphabet, no written record from those times was ever found. After Silence came the Storm, named so because of chaos that happened during this period. As time went on, climate grew ever hotter, and ever more arid in the north. This change, simple on the glance, caused starvation, and infighting between clans, and in the end there were three contenders to title of overlord, that could unite Canna for the first time. None of their names was remembered by future generations, because none menaged to fulfil their desiny. Instead Canna people split, one leader led his clan north, where they created civilization separate from mainstream Radmir culture, but were subjugated by newcomers from far, far north. Second commander led his people south, to the Radmir, where he conquered all that opposed him. His conquest wasn't finished in his lifetime, but by sons of his sons. First king of unified Radmir and Canna took the name Niniwa, and founded the city of the same name as his capital. Third warchief went west, and entered war with the Kappara people. Even before he went on to conquer them his wish was to live forever, and so he entered into a pact with Death Mountain (then knew just as Bloody Mountain) spirit. He would grand him immortality, in exchange for endless reverence of his name. With his power Canna people enslaved Kappara people, and near the end of Dar river they founded a new capital, named the same way. Storm lasted a few centuries, and almost all the information of this period (and silence) comes from Epoh of Niniwa, a heroic poem describing the deeds of Niniwa ancestors, himself, and his sons. Storm ended with the eruption of Death Mountain, and the Apocalypse of the First Prophet began. <big>Rise and Life of First Prophet:</big> Apocalipse, the grand reveal of reality, happed same day Bloody Mountian erupted. Prophet then was an lowly miner, returning from day in mine. When he was reaching his house he saw erution in the distance, and fell to the ground. When he woke up a week passed, and he was under a thick coat of ash. During this time he took part in communion with God. His name was to holy to enter his ears, and so Prophet at first wanted to call him just that a God, but it displeased being that he was adressing, who called itself Miracle of the Creation. And so Prophet, and his followers used this name ever since. He was comanded by the God to go north, to the place where sea meets land, and he did so. After he reached sea he saw horrible sight. Water turned red, anddead fish, animals and humans lied everywhere. And those corpses sang the song for the Miracle, and Prophet who was horribly afraid of whole situation demanded them to stop. And they did. And he on the fundamental level understood why he was send there. He had to bring peace to disturbed souls of this land. This level of understanding was granted to him by Miracle, who was pleased with his obidience, and who wanted him to become its speaker to the world. Prophet then turned his gaze to the sky, and beged Miracle to not leave him alone in his quest. And as he did from the sea rose giant fortress that flew to the sky. And it was first miracle, and everyone in the desert saw, or atleast felt what happened. And they flocked to the floating fortess, and First Prophet. He said them what he saw, and was told, and he felt, and they followed him. He did not know what to do, so after he and his people prepared for a month, he begged once again, this time to find his target. And sand swallowed him, ripped his skin from his body, tore organs outside, and filled him to the brim. And miracle tied his soul and sentience to the ravaged body, healed his wounds, and prophet was reborn. And it was second miracle. From his skin he created the map, and from his organs the ink. And invoking power of miracle he created map of whole world, not only on material, but also spiritual and many other levels. Following the map he, and his men came to the giant lava river coming from death mountain, and to be precise they came to place where it met the sea. He then entered the river of fire with iron in one hand and wood in another. And after a day he reemerged, He caried ironwood sword, an holy weapon fit for fighting evil, and after he left the river, it fully turned into obsidian, and it was third miracle. He and his people traveled to the Bloody Mountain, and stood before army loyal to demon that was once Canna warlord. And once First Prophet drew Ironwood sword Canna army was hit by paralisys. Only Demon was spared. And it was fourth miracle. Demon and Prophet fought for a week, and Demon was killed at the dusk of every day, only to be recreated by his overlord the next dawn. At the dusk of seventh day prophet killed his enemy, and asked his master for help. At this very moment sand sipped throught prophets pores, and surrounded Demons body. Everyone who was there heard monstrous scream, but only the prophet saw as his foe's soul is ripped to the shreds, and stored in grains of sand. Soon wind took the sand away And it was fifth miracle. Quickly prophet went away, forgiven opposing army, and recruited them himself. He led his army to the vulcano, and before the dawn they were there. So no one saw as the body of warlord is surrounded by fog, destroyed and reformed by it, and how it rose, to forever serve as reminder to people of Gloria-Etalia that there is no rest for the demon worshippers. At the vulcano rose the prophet, and fire spirit, and they talked, and in the end prophet menaged to convince him that it will be better for its well being if he stops the eruption. After prophet left the vulcano he went to the dar, to tell people that live there that their saviour have come, and now they can rebuild and serve true god in peace. But those unvelivers had hard hearts and even harder necks, and didn't even opened hates for him. And his revange was monstrous, because he demanded from the miracle to punish them. And at the same time wind concentrated all over the city, pushing noxious air from both vulcano and marshes to the north to the houses of dar people. And they all perished, but their souls stayed behind, and beged prophet for forgivness, and he allowed them to leave for afterlife. But air forrever tainted the river, that now was called udar (the punishment in radmirian laungage). And it all was sixth miracle. After uniting most of present Radmir, First Prophet stopped his war march. His mission was bringing peace to the souls of the land, but there was still much work do where he stood. He couldn't allow his followers to suffer from lack of security, plauges, starvation and dehydration. So he for two years, builded and reinforced town after town, village after village. He builded irigation canals, roads, bridges, water wells, shrines, surrounded every settlement with walls, and in cities he constructed hospitals and temples. After all of this, he ventured south, to the lands of barbarians that lived in the valleys, and his forces sacked land in many miles from the border. He did so to ensure that no enemy force could arise there, and to ensure that no revenge could reach true belivers, he asked Miracle to make earth itself subservient to his will. And it did so, and he used it to create giant earthquake, that destroyed old and risen new mountains, until he created almost impassable wall mountains that were rich in minerals, mainly gold, because it was favoured metal of Miracle. And it was seventh miracle. After he entered warpath once more he traveled to Niniwa kingdom, and demanded them to convert, and to take Miracle as their master. He gave king Niniwa XI an day, and in fact he wanted to comply, and surender, because he knew what First Prophet done in the past. But nobles didn't wanted to hear anything about it, and killed the king, introning his son. After a day with no reply, First risen his hands and with blast of wind cut city into half, 3 meters height from the land. Anything below it, was swalowed into the earth, the rest hit earth with such force that most people died on impact. And it was eight miracle. After this happened rest of nation quickly converted, and Radmir was united for the first time. <big>Radmir recent history</big> For centuries Radmir was mostly peacefull nation, few times it went to war with Mai-Xi to end their brothers slavery under boot of northerners. Sometimes they succeeded, and in fact once for whole century they pushed invaders out of penisula. But those wars were an distant memory now, last one ended more than 50 years ago. Radmiraians also sometimes faced against Bean Hightlanders, but it was problem only in and around death mountain region, and no teritorial changes were made by ether side. Radmir hoever is in constant state of war with Pirates and "Pirates" funded by surrounding empires. No formal declaration of war is needed to do so, and both southern and northern admirality go far and wide to fight pirate scum, and so in times of peace waters of Radmir are one of safest on planet. But recent times couldn't be called peacefull with stright face by anyone living in Holiest country on Gloria-Etalia. Twenty years ago peace was violently ended by split in the church. Both Svyat and Viy were members of Ressurectionist council, and in fact they were one of most prestigious mebers of it, conroling two of the most rich provinces in the delta of Radmir. As time went on thought, they started to teach populus and priests theological doctrine that was different from official stance of the church, and while it was toleraded for a time, in the end they were recalled to capital to explain their behaviour. Once they got in Radmir, and in Black Citadel thought, they acted in a way no one could have imagined. They met Grand Ressurectionist in his throne room, only to assasinate him, and storm the golden city. Those two men had strenght to hold on temple guard, death guard, ghostly defenders and every other horror that was on path to Golden Piramid. They went there, and in their greatest transgression lied their eyes on the body of First Prophet. And after they did greates blasphemy, they decided to also rob his Grave from precious relicts. The ironwood sword, the flayed skin map, and skulls of first and second ressurectionists. Everyone belives that they wear those skulls as masks, but no one who belives this theory can ecplain why those maska don't look human at all... After they stormed out of the city, they escaped capital, ralied their forces and declared that they in fact represent true Radmir. and for five years they fought until they were forced to escape with rest of their forces to the island of Prossa. === Mai-Xi Dynasty === Population: 10% Qi Fu Human, 88% Canne Human, 2% ogres Capital: Xei-xi Goverment: Monarchy First men to settle tip of penisula were Canne clansmen, who enslaved native ogre population. They created first Cannxi kingdom, but as time went on, it became more and more instable, and this instability was used by invaders from North. Qu-Fi establised there thier colony, and throught the millenia were forced out of it many times, but each time they came back, and reenslaved native population. Change in those relations was independence war fought between colony and mainland that happened 40 years ago. After independence was secured, first nation to acknowlege this fact was Radmir, there was only one condition - end the enslavement of all that followed cult of mirracle. Then general, now monarch - Mai-Xi agreed to this, probably unknowingly that in fact most of native population, both man and ogre, already followed this religion. To not find itself on brink of war with more established nation in west, they followed with their promise. Rich coffe and opium plantations now lied desolated, and to change this Mai-Xi dynasty quickly funded slaver fleet. Since then black ships of this kingdom are bane of all tribal nations in southern sea. Slavers are wise enought to not attack established nations, or atleast to do so in times of chaos. On the mainland thought, second most worked job, beyond being slavers and slaves, was woodcuting. While not as prestigious as treant woodcraft. It had hight enought quality to become second largest importer of such craft in the region. People of Mai-Xi are not happy with current regime. Qi Fu humans are acustomed to meritocratic administration known in their homeland, while Canne still crave independence even after emancipation. Only ogres feel like they finaly achieved succes, because they are one of most common enforces of will of King. Only time will tell how long will this entity survive, but one thing is sure, not for long. === Heretics of Viy and Svyat === Population : Radmirian Humans 99%, 1% Ogres Capital : Prossa Government : Disorganized, cult like remnants of rebelious Radmirian administration and clergy led by Viy and Svyat . Culture: Radmirians are patient, peacefull but vidicative people. They put huge emphasis on moderation, while trying to live in the moment, finding pleasuers in beauty of life, art and nature. Contrasting with this is their culture of alcohol drining and production, even the poorest Radmirains can aford to drink beer few times a week. Religion: Major religion on island is heresy of Cult of Saints. It advocates greater emphasis on creating lasting, positive legacy, and justice, than religion it comes from. Orgin: Twenty years ago peace in Radmir was ended by split in the church. Viy and Svayat started to teach their own gospel of Miracle, and in proces antagonized church. After they had no other choice they ralied their forces and declared that they in fact represent true Radmir. For five years they fought until they were forced to escape with rest of their forces to the island of Prossa Magna. Diplomacy: Heretics are cut off from larger world throught Radmir blocade of island. If they were to break throught naval blocade, supporters of Viy have plans to forge pact with one of colonial powers, but such action would be seen as dealing with the devil by most of continents population, and could bring consequences unforseen by island population. Geography: Heretic nation is located on Island of Prossa Magna. Its rocky, hot and unpleasant place, but it offers great deffensive value, that current owners of island try to use in their advantage creating multiple fortresses on steep slopes, as gates to galleys, and on sea cliffs. Economy: Prossa economy was always supported by fishing industry, but now that whole island is surrounded by naval blocade its almost dead. To fight food shortrages all farmable land on island is being turned into farms, but it could have great long lasting effect on its ecology.
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