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Habotul Saliszi - The Salished Empire


Alias: The Empire, The Dominion
Government Type: Autocratic. The Sashul appoints peers of high birth to rule in his stead outside of Nyssos. Over the past several decades, some lords have revolted against the Sashul's command and formed independent city-states.
Faction Species: Almost entirely comprised of men. The rural villages and hamlets are virtually completely human, while the large cities are slightly more cosmopolitan. Abhumans, beastmen, and Nyr'kiin are generally unwelcome in Salished society but may be found in the cities in relatively small numbers; those who may be found within the walls of the Salished cities are typically conducting business or passing through. The port and bazaars of Kul Nabal are perhaps the most diverse places within the empire, where the local lord's love of foreign trade overcomes his disdain for the lesser creatures.
Location: Encompasses the greater part of the Rainlands
Faction Religion/Ideology: Pending
Faction Description: Pending
Faction History: Pending
Important Characters: Pending
Important Holdings/Territory/Possessions:
Nyssos: The Emperor's seat of power is situated at the confluence of the Nabal and Tashgad rivers. A series of earthen dams upstream of the city have inundated the rivers' natural floodplains. These waters fill irrigation canals for a vast expanse of ricelands surrounding the city proper. Nyssos proper is a city of canals flowing through tiered sandstone plazas planted richly with lush, verdant trees and flowering plants. Outside of the pampered plazas and canals, a dense ring of slums radiates outward into the ricelands. The vast majority of the city's population live in this cramped, mosquito-infested maze of wattle-and-daub shanties shoddily built just above the waterline.

Arshadar: A walled city built upon a rocky hill overlooking miles of scrubby highland better suited for grazing than farming. As a citadel city, its skyline is composed of sandstone towers giving an excellent view of the surrounding countryside. The city's two rings of walls and many of its towers are still scorched and battered from a siege that occurred a full generation ago, when Sashul Dagorvada took the city back from the upstart Lord Vissaban.

Kul Nabal: A major trade city situated at the marshy mouth of the Nabal River. A Nyssos-esque canal city is situated on the main channel of the Nabal river, though the port and bazaars are much more densely populated. Vessels from ports along the Sullied and Ashen Coasts and the Bay of Teeth bring foreign commerce flowing through the city. Kul Nabal is probably the most economically important Salished city.

Zar Salis: Situated at the threshold of the Ashlands, this city was the Dratha stronghold of Zar Vorgol until Sashul Tiomad IV captured it in the Year of the Setting Sun 7,906 during one of the Salished Empire's numerous conflicts with the Dratha Union. Tiomad retained the Dratha prefix Zar, but replaced Vorgol wit Salis - the Dratha word for Salished - as a taunt to the Dratha Union. A series of earthen dams is being built just upstream, near the Vorgol Falls.
Relation to other Factions: Pending
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The Drathan Union


From Wisdom, Power. From Power, Right.



Government Type: Mageocratic oligarchy & confederation of independent city-states

Faction Specie(s):
    Drathans (ruling class)
    Humans
    Abhumans
    Beastkin
    Nyr'Kiin are farmed for use as slaves and as food by Drathan mages.


Location: Along the Ashen Coast

Important Cities:
    Zar Dratha
    Archeos, the Silent City
    Zar Varyon


Important Holdings:
    Zar Mythrad
    Zar Pellos
    Lake Ungol


Faction Religion/Ideology: Almost all religions and systems of belief are tolerated by the Masters, who are generally aloof rulers disinterested in the lives of their subordinates. Many of the human slaves and subject peoples of the Union worship local Red Gods. The Dratha themselves are famously impious and hold most religions in contempt as mere superstition and obstacles to clear understanding. The bedrock of the Drathan moral code is that if you are powerful enough to do something and get away with it, you have a right to do it.

Faction Description:

A collection of city states and several lesser towns located throughout the Ashlands and Cinderlands, the Union is governed by the (often fractious) Congress of Masters, a coalition of extremely powerful mages hailing from the Great-Clans of the Dratha. Magical inquiry thrives among the elite denizens of the Union, which is home to many of the most celebrated libraries and arcanums in known world. All forms of magic, including necromancy, blood magic, and the other branches of dark arts are permitted and indeed actively studied in the Union.

Except for the relatively small members of the exclusively Drathan ruling caste, the denizens of the Union are deprived any of political participation, though the Masters are generally laissez-faire rulers, interested more in their arcane pursuits than actually governing and disinterested in the religion, mores or associations of their subjects. Most subjects of the Union are slaves, fishermen and grub-farmers toiling in the ashen mudflats along the Bay of Teeth, though there is a strong middle and upper middle class of artisans and merchants who appreciate the protection and low taxes afforded by the Masters.

Militarily, the Union relies on hordes of slave-soldiers, mostly beastkin and mutants purchased by the Masters from the slaver-tribes wandering the Ashlands. Technologically backwards and badly led, the armies of the Union do benefit from huge numbers and from small numbers of powerful magic weilders.

Faction History: (WIP)

Important Characters: (WIP)
    Khalul the Magnificent, Archmagister of the Congress of Masters

    Kai daz Syfo, Magistrix of Zar Varyon

    Athalus Velym, Magister of Zar Mythrad

    Qux Many Eyed, Representative of Archeos to the Congress of Masters

    Gabul the Wanderer

    The Ashen King

    Urzok the Cruel, Cheiftan of the Red Hand Slaver-Tribe

Relation to other Factions: (WIP)
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EDITED (2016-07-21): Changes to the map, religion and location sections.
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Faction Name:
The Reformation of the Salished Dynasty

Alias:
Zoltur, the Ministry of Zoltur

Government Type:
As befits a dynasty, members of a single family lead the Reformation. Two brothers and one sister hold control over all aspects, with each assuming responsibility for certain matters, such as military, administrative or religious, and possessing a comprehensive title: 'Minister'. The siblings permit nobody else any functional control within the Reformation, due partially to a ubiquitous mistrust of others and a history of betrayals or misuses of power perpetrated by their previous confidants. Despite this isolated type of government, the siblings almost completely welcome outsiders into their jurisdiction, for the very nature of their nation is as a recreation of the former glory of the Salished Empire, with modern revisements - where members of any species or background could convene and live congenially within the walls and regulations of a strong presence. Entrants into the Reformation are greeted amiably and provided initial refreshment and shelter. They are offered to contribute by a plethora of ways to the survival and growth of the nation, to work and live under the watchful but welcoming eyes of the siblings and their militant employees.

The Reformation, led by the Ministers, functions as an open society with a logical dubiousness of newcomers, that is kept alive and dwelled in by its populace.

Faction Specie(s):
The Ministers are pure-blooded humans, having come from the Salished Empire, and belonging to its dominant species. However, any being capable of benefiting the Reformation in some way who does not possess ill intent or pose a threat to the lives of the masses is welcome.

Location:


Residing on the subtlest incline of the mountain appropriately nicknamed, 'The Isolated Mountain', stands Zoltur - the capital and sole city of the Reformation of the Salished Dynasty. It lies close to the coast, on the outer perimeter of the Rainlands, and within sight of the creeping fog-clouds of the Eastmarches. To the north-east stretches a largely uneventful plateau, though several mountains occupy the eastern edge of this land, and the looming walls of Tirak are visible in the far distance. To the west the coast embraces the land for as far as the eye can see, and a large forest stretches out suddenly a few hundred paces from Zoltur's walls. The sea begins soon to the south, and the waves and raging torrents, compounded by the all too frequent storms of the Rainlands, can often be heard even behind the thick walls of Zoltur's palace.

Faction Religion/Ideology:
[Same as the Salished Empire]

Faction Description / History:
The Reformation of the Salished Dynasty was entirely derived from the shared concerns of the Ahsor Vok family, three siblings whom lived in Nyssos as part of the Salished Empire until the Year of the Setting Sun 8,003. The three often observed and discussed emerging and burgeoning problems within the city and the very Empire, such as the diminishing authority of the ruling Priest-Smiths under the Sashul, of which the eldest Ahsor Vok sibling was a member - one with enough tenure to have noticed distinctly a worrying gradual decline in his power and a rise in civil unrest. Yet, his governing cohorts ignored or avoided him whenever he attempted to illuminate to them the potential crises that could arise from a weak ruling body and a state of lawlessness bearing resemblance to the chaos of Oskamoore.

The middle-aged sibling, a female Tyshaled Hamalvod - one of the militant orders under the Empire - was part of several expeditions to the Godsfang Mountains to the North, there finding ravenous groups of beastkin: wandering Shriekers and hordes of Gobblers included, appearing further and further south toward settled land. An aura of rejuvenation seemed to accompany the multiplying bands of dangerous enemies, and barbarians were just as present as ever, leaving the female Ahsor Vok sibling struggling through several difficult skirmishes with foes, even in areas where Ssalgad Tul still lay far to the north. An obvious threat was coming closer to becoming a disaster, but still the Priest-Smiths and the city-bound Tyshaled Hamalvod made no precautionary action.

It is important to note the pride of the Ahsor Vok family, both as prominent upholders of Salished honour and as descendants of a family integral to the settling of the Rainlands by the Saliszi forces centuries prior. The two older siblings possessing important roles in society, and the youngest sibling, just ten years old, already destined for a similar prominence after a blessed childhood and a devoted education in important subjects such as geography and crafting, outlined their obvious vast knowledge and respect for a functioning Empire. They were not without their devotees, either. The Priest-Smith in the family was at the head of a chain of command that covered the entirety of Nyssos, and while pursuing an administrative strategy disparate from the norm he had found competent figures of a like mind. The female in the family, though rarely acquiring a friend with similar social attributes, was widely respected as a knight and skilled fighter. Many whose lives she had saved or helped in the past lived within the same city walls and were constantly amiable to her cause of justice and prosperity.

As such, when the Ahsor Vok family left Nyssos - on relatively amicable terms with the ignorant Priest-Smiths and the Tyshaled Hamalvod - hushed whispers of an open nation flowed through social currents and roused some of the poor and ailing, some of the intellectuals and some of the warriors alike. The Priest-Smith of the family had been the catalyst to the exodus, after watching pirates enter the capital city unchallenged, and seeing families murdered after trying to steal food only to feed themselves, and discovering fellow Priest-Smiths broken under the weight of their own responsibility. Nyssos was a dying city. As far as he knew, the Salished Empire was similarly decaying.

A band of over three-hundred travellers could be found far south of Nyssos months later, erecting stone foundations and gathering resources from any viable land surrounding them. The Tyshaled Hamalvod female trained capable men and women to hold weapons and defend their peers from various enemies - her own soulsteel sword constantly slicing through the air or on her person as she patrolled the new city's perimeters. The men of the family worked in tandem, forming and assigning jobs to the willing ex-Salished. They made sure that word did not spread too radically of the new nation that boasted so many similarities to the Salished Dynasties in their prime, for much of the Salished people were becoming belligerent with the declining control of the Priest-Smiths. That is not to say that small groups did not often strike out from a number of Salished cities and holdings with the intention of reaching Zoltur, but their awareness of the Reformation was in most cases limited to the promises of a regulated, prosperous society and an escape from dangerous areas now abandoned by any judicial presence.

Progressively, Zoltur's land stake grew, as did its populace, until the present - whereby it acts as a self-controlling city state with a quiet existence until the day when it is prominent enough to proceed diplomatically with neighbouring nations - to open trade routes and form truces - all with the intention of making the Reformation a glorious return to what once was, what minstrels sing of: the mighty Salished Dynasty that settled the Rainlands. Walking within the confines of Zoltur today, one might hear of the Ministers' intentions to begin work on a new city further to the north, or perhaps rumours of an envoy being sent to the Sashul in Nyssos. While these whisperings are just that, it is not so far from possibility that the Ahsor Vok siblings would pursue these tactics after an unarguably prosperous two decades of existence.



Important Holdings/Territory/Possessions:
Zoltur

Zoltur is a small city by modern standards, having but three sectors and only a couple of hundred buildings. The city lies on a gradual but unremarkable slant, being on the first incline of 'The Isolated Mountain', but that does not affect structural developments. The buildings are generally made out of wood and stone, but the Ministers are laissez-faire in regard to their people's living arrangements, so more ambitious citizens might acquire reinforced stone bricks or imported sandstone to award their home a unique nature. In this way, the living sector of the city is a mishmash of colour and culture, though the populace is still restricted to pure-blooded humans, so traditional buildings are the norm. The other two sectors of Zoltur are assigned to the government buildings and the palace, and the market and occupational centre.

Zoltur's walls rise tall and are comprehensive, surrounding the entire city without fault. A huge oak gate protrudes from the western wall, equidistant from the nearby corners, and is the only entrance into the city. Outside the walls, activity still occurs, mainly by the mines that delve into the foundations of 'The Isolated Mountain' and provide Zoltur with its stone and other natural resources.

Zoltur still retains the vigour and hubbub of a child city, having only existed for around a decade, and frequent expansions are being made by the ever growing populace of the city state.

Relation to other Factions:
Largely unknown, though members of a faction may have heard of a new, rapidly expanding city state by the south coast, and they may be aware of the prominent Ahsor Vok family, especially if they had ever lived within Nyssos.
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tagging @gorgenmast per request of Flagg, as my sheet has a new race in it.
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The Helvetani



Faction Description:

Beyond the Godsfangs, northwest of the Rainland, there lies a small domain unmolested by the Salished Empire. Here, tucked into the foothills of adjoining mountains, thrive a loose confederation of men, abhumans and beastmen. Though the tribes that fall under their banner are many, their sum is known collectively as the Helvetani. This union of people are deemed savage by more “civilized” lands, yet the Helvetani are not without culture. Their lands harbor chains of gold mines, and they mint their own coinage, and turn the metal into handsome jewelry. They trade with their neighbors, having even done so with Salished merchants that dare the journey through the Godsfangs.

While they are more than the uncultured brutes popular opinion makes them out to be, the Helvetani are still a largely straightforward, bellicose people. They clash with nearby tribes often, over disputes of land, property, gold and of faith. They pride themselves on the ability to defeat one's enemies, having resisted the hordes of mutants that rove from the east for generations. Impetuous warbands sally from their palisades in search of glory and material gain, some just as likely to test themselves against fellow Helvetani as they would their traditional enemies.

Of the Helvetani's humans, Salished scholars exaggerate, “They are tall and lofty, possessed of a dour visage and equaling the vigor of ten Salished men. Were a man to call his wife to his side, not a whole squadron of foreigners could withstand them.” They are fair-skinned, usually birthed with light eyes and dark hair. It is common for both men and women to tattoo or paint their bodies with tribal markings. It is said that the ancestors of the human Helvetani migrated from beyond the Broken Coast, before a nomadic lifestyle brought them to the Godsfangs.
The abhumans counted among the Helvetani include the aelgs, a race of broad-shouldered men with pointed ears and brutish faces. These orcish reavers are indigenous to the mountains and make up the most warlike of the tribes. Yet, they are renowned trackers and huntsmen, knowing their territory like the face of a lover.
Other abhumans include bands of ogres, and beastmen driven from more civilized lands. Provided they are able-bodied and sound of mind, the Helvetani welcome most undesired refugees that happen upon their hillforts – as servants, more often than equals.

Government Type:

Each individual tribe enjoys its own political independence, without a definitive ruler over all. The aelgs and ogres are known to elect and follow chieftans, but tribes with greater human populations typically decide on matters through a semi-democratic conference of nobles. This is just as well, for perhaps the Helvetani are more beholden to the words of the Mountain Wisdoms than any secular king. Man, aelg and ogre alike all look to the trio of Red Gods that dwell in the Godsfangs for guidance. The Wisdoms do not commune with their faithful directly, but through the Pale Witches. This order consists of three women, who reside in a sacred cavern within the Godsfangs. These witches can be said to be at the tip of the Helvetani hierarchy, both revered and feared by all. By their word, the tribes set aside all rivalries and worldly concerns, and carry out their will.

Faction Specie(s):
Human, aelgs, ogres, beastmen & misc. abhumans

Species Descriptions:
(See Faction Description)

Location:



Faction Religion/Ideology:

The tribes of the Helvetani revere the Mountain Wisdoms through three Pale Witches, called so because they dwell in an ancient cavern called the Pale. They are respected by all of the Helvetani, feared, even, as they are powerful wielders of magic. It is believed that they interpret the will of the Mountain Wisdoms, and then pass along this knowledge to the Helvetani. The unfiltered voices of the Wisdoms are said to be too great for mortals to hear without sundering their bodies.
The Pale Witches appear as three young women, clad only in cloaks of fur, gold and totems of animal bone. Their eyes and lips are daubed black, and they bear tattoos on their arms. It is unknown for how long they have lived in the Pale, and how, for they rarely appear to the tribes of their own volition. The word of the Pale Witches has been passed down for centuries, yet they can always be found in the Pale when visited by men for their guidance. Some suspect that new witches are chosen by the Wisdoms as they pass on, other swear that the witches themselves are immortal. They are often indirect and cryptic, preferring to reveal their wisdom in visions. Should a need arise that demands all of Helvetani heed their call, their voices roll like thunder from the heavens, and the tribes obey without hesitation.

Faction History:
(WIP)

Important Characters:
(TBA)

Important Holdings/Territory/Possessions:
(TBA)

Relation to other Factions:
(TBA)

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The City of Lugal

Zuag-Si, The City of Quarrels

"There is evil on Earth, evil distilled by time; Earth is dying and in its twilight' - Jack Vance, The Dying Earth

Government Type: Hegemony , A council of ichor-addicts known as the "The Skinless Ones" whos origins remain mysterious.
Faction Specie(s): Ethnic Salisheds, Drathans, Valoths, Trollkin, other various Beastkin, Mutants and Barbarians

Species Descriptions:


Humans Descendants of the Murderous Army of Chella, rogues, bandits, revolutionaries, mercenaries, political dissidents and outcasts.
Drathan
Beastkin

Location:


Lugal is a city on the edge of wilderness and Empire, a fortress on the border of civilization. A seemingly inconsequential bastion of debauchery, salaciousness, and refuge for the outcast, insane and discarded. It is a home to the dregs of society, mad cults, deformed free-men and beastkin. Racial prejudice is cast aside in favor of the freedom to pursue whatever vice one finds pleasing...


Faction Religion/Ideology:


No one religion or ideology is represented in any great number in Lugal, instead serving as a haven for various fringe societies, sects and cults. The dissonant ideologies have given the city its well known alias: The City of Quarrels. From the ichor-crystal ingesting cult Leviity Sin, to the Fever-Dream obsessed Somnambulists, the Murderous Gorgon Sect or the weird Flesh & Beastkin fringe Augmentites, Lugal is known across Azoth as a haven for heretics, lunatics and madmen...

Augmented Abmen
It is a rare thing to find an Abmen that has not altered his physical body, whether by crude street-transmutations (piercings, flayings, skin stretching, etching, burning) or by alchemical or ichor ingestion or mutilation. It is suggested that the proximity to the Gardens of Chella, (and the residual whisperings of the Old Ones) have left a hint of insanity in the peoples minds, and drives them to alter their worldly flesh, others attributing the fad to the Skinless Ones themselves, who wear painful cloaks of ichor that continuously rends the flesh from their bones in exchange for arcane prehension.

The Somnambulists
"In fever dreams we walk'd , towards scarring light..."
The sporadic cult of dream-chasers dwell in the Mourning Quarter, an adjacent tower to the city proper, where the diseased and sick are quarentined. The fevers and subsequent hallucinations brought on by some of Azoth's more tremelous and rare sickness are harnessed (along with powerful narcotics) to breed visions of distant lands.

The Sect of Gorgons
The amateur assassins guild known as the Gorgons were invited to Lugal by the Skinless Ones to hone their craft, and rid the city of undesirables in the process. If Fear is the word used to describe the actions of the Gorgons, it is used in the sense of a botched, painful execution, as the Gorgons have been known to miss vital organs in the initial thrust, miscalculate the necessary quantities of toxin (leaving the target writhing in agony for hours-even days after the hit) or most commonly, mistaking an innocent for the target.
The origin of the Gorgons methods of murder, subsequent 'Ashing' where the victim's body is burned (assumedly in sacrifice) and namesake can be traced to bastardized legends of the Mountain Wisdoms, 'monstrous crones said to lurk high in the Godsfang Mountains..' that some say could turn a man to ash with one gaze.

Leviity Sin
Lead by an outlaw half-Drathan, half-beastkin, 'Flay' as he is known among certain circles has refined a process whereby the narcotic properties of lesser-ichor crystals are brought to the forefront in the distillation process, sacrificing latent power for mere pleasure. A dozen or so followers have followed Flay down to the Slain Quarter with the promise of endless ecstasy in return for , where they are holed up in an abandoned cistern from time immemorial. Every once in a while, a few of the ashen faced followers will venture to the merchant quarters to purchase more ichor. Regarded as simple degenerates by everyone but the Skinless Ones, rumors abound that Flay is in fact practicing an ancient pleasure ritual in an effort to summon a particular salacious and tenebrous Red God.

The Skinless Ones


The Membrane
The membrane is the occult society obsessed with Lugals ruling class, the Skinless Ones. They are the destitute, the poor and addicted. They are fanatical in their devotion to the Masters of Lugal.

Faction Description:


...a black spear jutting from the scabrous wilderness of the valleys around the Godsfang Mountains, the road lined with the disemboweled, the crucified, the vivisected, and the punished, all product of the feared Skinless Ones. One particularly abused Drathan had his lips curled back from his face and pierced with....

...at last reaching the fabled gate of Zuag-Si, carved in the likeness of the moment of The Mad King Chella's Death, eyes wide and black teeth gnashing. His horrible death glare fixed upon all that pass through across that threshold..

....immediately found myself accosted by all manner of vagabond, reject and mutant upon entering the Slain Quarter; the narrow halls of the Salished Empires revered (ha!) dead. I found instead a cesspool of debauchery, robbery and sex. For a moment I doubted the sovereignty of the Skinless Ones but this sentiment was fleeting, and would be laid to rest upon greeting the Masters of Lugal...


-From Travails and Travels At the Borders of Empire, By Mertron Golb,
published posthumously by Rex, Rox, and Chyron,


Rising from the low hills footing the ominous Godsfang Mountains and the scabrous wasteland Erg is the fortified merchant city Lugal, once a Cairn-Tower for long-dead Salished Rulers. From the lower quarters that house the sepulchres and tombs of long dead royalty, to the prospering merchant quarter above, the city of Lugal has a multitude of conflicting populations, cultures, races and

The city reaches into the sweltering sky, a tower of strange cyclopean architecture and improbable geometry, with cruel, pointed spires and thick tangles of barberous wire at its feet. The cities only gate is carved in the likeness of Zuag-Si, one of dozens of Warrior-Death dieties of the ancient Salished Empire, his black stone fangs threaten to gnash down at any who cross the threshold.

The lowest quarters of the city are walled with rough hewn stone, pulled from quarries along the Godsfang Mountains centuries ago. Some are carved with glyphs and runes of protection, the secret to activating long since lost...

The ancient, blood stained stone walkways of the terrestrial quarter are a labyrinthine complex of guarded tombs, graves and temples devoted to Salished Royalty. Many of these tombs were robbed centuries ago, but a few lay untouched, guarded by horrors even Lugal's masters fear. In the narrow corridors of the Slain Quarter a turf war has broken out between a particularly voracious Gobbler known as Stain and Abmen..

Faction History:
Founding of Zuag-Si, The Cairn of Mad Kings

It is said that Chella, a mad King of the ancient Salished Empire, upon crossing the Godsfang mountains with his army ordered scouts into the desolate wasteland known as the Erg. None returned and Chella ordered the army to camp in the low hills of the Godsfang. It is said that a Tomb Lord beckoned Chella into treacherous caverns beneath the Godsfang, where his lieutenants discovered their King whispering in the dark. At sunrise, Chella ordered every other soldier in his army to slay the man next to him. Many men fled into the Erg and were seen no more. For those that remained, the murderous work took all of that day and as twilight descended, an army of beastkin descended upon the remaining soldiers. In a fit of bloodlust, Chella's own bodyguard, severed the Mad-Kings head from his neck. This he carried into the caverns below the Godsfang and neither the assassin or Chellas remains were recovered. The tomb of Chella was begun where the Mad King fell, and over the centuries became a border fort to protect against invading hordes of mutants and beastkin arriving from distant lands across the Erg.

Middle Period: Fortification of Zuag-Si


...in which Beastkin Hordes are continuously broken upon the cties back.

Recent History: Rise of the Skinless Ones

...With the Trollkin slave revolt bloodily put down, the Salished Empire regained control of the city once more, but failed to rebuild Lugal to its former glory, due largely to economic depression within the Empire. Lugal would see a long succession of short-lived rulers, minor lords and sorcerers who were often dispatched by angry mobs, assassins or driven to madness in some form or another.


Important Characters:

Flay,
Gorgon,
Stain,
The Skinless Ones

Important Holdings/Territory/Possessions:
The city of Lugal and surrounding lands, including a portion of an old Salished Empire trade road.

Relation to other Factions:

Edits/Notes:
  • Changed the drathan slave revolt to Trollkin Slave revolt.
  • Added The Somnambulists & The Sect of the Gorgons

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The State of Elweir Lotan


Alias: The Holy Land

Government Type: Theocracy. The archduke of Elweir Lotan holds secular power, but is also considered the representation of the Great God on earth.

Faction Specie(s): Humans are the majority, though only slightly. Nyr'kiin make up the rest of the population, only because they lived there before the humans conquered them. Other races, such as the beastkin or dratha, are executed on the spot if found by an inquisition patrol.

Location: On the edge of the Arm of Azoth, and the little island beyond.

Faction Religion/Ideology: The human population worship the Great God Aonem (though saying his name is a heresy), a being of supreme power. They don't worship any other Gods, but do recognize a few other deities who are servants to the Great God. They believe that their God transcend culture, so other faiths worshipping other Gods are unknowingly putting their faith in Aonem. Most of the Nyr'kiin population don't follow the same faith. They wish to set up another Hive Mother like the days of old, and keep offering up their females in hopes that one of them has the capability to tap into the minds of others, creating a new Hive Mind. So far, this hasn't happened.

Faction History: In the beginning, before the kingdom was established, the land was completely dominated by Nyr'kiin. Human settlers, escaping from the Rainlands and the scourge of the Salished, established themselves there, dominating the Nyr'kiin natives. The Aonem faith called for extermination of heretics and infidels, something they tried with the Nyr'kiin on the Arm, but eventually they realized that this unrest was not sustainable, and there simply were to many of them. So a law was passed exempting the natives. They couldn't escape the wrath of the Empire, though. A hasty truce was struck where Elweir Lotan would pay a substantial tribute to the Empire in exchange for protection. However, now the Empire is failing, and there's been talk in both the upper and lower classes about cutting away the deal.

Important Characters:
There are 105 ducal families of great prominence, each with a voice in the Grand Council of Elweir Lotan, one of which is elected archduke of the realm for a term of 14 years.
Archduke Emol Tagd - The current archduke he is now very old and nearing the end of his term. The other ducal families are already clamoring for his title.
See'iama - The New Queen, she is pampered by the Nyr'kiin population as another desperate hope for a hive mind.

Important Holdings/Territory/Possessions:
Daghdah - The capital of Elweir Lotan, located on the island of the Arm. This is the residence of the Archduke, even if they prefer their homes elsewhere. One building can be seen from anywhere in the city by design, and that is the Elweir Yokin, a large palace temple. It, and the land it rests on, is grim, located on the top of a grey cliff overlooking the sea. Moss and vines have taken over cliff and palace, but that is intentional. The inside is alive with color, the walls covered with stained glass and colored lamps. The city is built in the standard Elweir city method, with two thirds of it for the poor and one third for the rich, and a wall separating the two sections.
Medqi - A port city located on the tip of the Arm. Although the Elweir humans don't trade due to their unwillingness to speak with "infidel filth", the Nyr'kiin are eager for an opportunity to exploit their place on the Trade Road. One third of this city is sectioned off specifically for merchants of foreign places, and is perhaps one of the most diverse places in the world. This city is also important, because it links the island with the mainland. Because of this importance, Medqi is far better defended than Daghdah, with huge walls and a very sophisticated customs system.

Relation to other Factions:
A client state to the Salished Empire
Bitter, but not hostile, with the Drathan Union
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