Name:
Varaleth
Flag:
Demonym: El'garth
Description: The El'garth are exotic, tribal-like barbarians.
Restless free spirited, sensual and wild in nature. Each one individually proud, competitive, curious and stubborn.
They are nomadic people who value song, dance, stories and riddles, even going as far enough to use them in trade.
Despite this there is no great library or hordes of books, their minimalistic primal herding lifestyle and aptitude to travel leaves them not wishing the burden of carrying many items. Memory, interpretation and flair add to the value of a story passed on.
Unwritten stories always hold greater value.
Through this passion they have a maintained a strong rooted belief in and attachment to the 'old ways'. They are superstitious, ritualistic and spiritual.
They have an affinity towards animals and the weather. Animals their main source of food and lively hood, a respected inspiration to many of their stories.
While the weather is seen as a sign from a greater power and they live at the mercy of it.
Government: There is only one major great city in Varaleth and that is the Great Bazzar. He who rules the Bazzar rules the land. It is never a stable position but aid from the great church surely is advantageous. These two work and rule side by side.
Economy: People pay a necessary tribute, some in loyalty others in superstitious belief. Either way it ensures favour and a place of sanctuary if ever required.
Religion: The El'garth of Varaleth believe in the spirits of animals, and that the ancient and powerful ones control the elements. This is how their stories go. Shaman are not uncommon across the lands.
Geography: The land of Varaleth is a vast hot dry arid desert, tormented by fierce winds and sand storms.
Bodies of water scare and edible vegetation even rarer. There are few animals that are suited to such an environment and even fewer plants, but like the El'garth, those that have adapted have adapted well.
Population: 2,500,000
Demogrphics:- 40% Blooded
The main species of the land are humans with faint orcish lineage and traits. Some stronger and more prominent then others. Tough smooth olive skin with some bearing a faint motley of orange or yellow patches. They are slightly taller and more physically adept then the average human. - 25% Gnolls Hunched and feral, this furred, hyena-headed humanoid stands slightly taller than the average human. They wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7Β½ feet tall and weighs 300 pounds. Despite the common religion of Varaleth most Gnolls choose to worship evil spirits closer to demons.
- 20% Goblins Goblins are goblins. Little conniving scavengers that stick together in small groups and hang around heavy population areas.
- 9% Desert Ogres At about 10ft tall and full of muscle these ogres are old and ancient. They are simple beings and often prefer to be left alone. They have been known to briefly mingle with long standing clans for an exchange of services.
- 5% Other it is rare but other creatures from Albion occasionally find them self in Varaleth for one reason or another. Curiosity, outlaws. The strong make their own way while the week survive as slaves or future food.
- 1% Efreeti The deadliest of all Varaleth's creatures. This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind. This muscular giant has crimson skin, smoldering eyes, and small black horns. Smoke rises in curls from its flesh. They are malicious and cunning boasting a powerful array of magic.
Noteable locations:- The great Bazzar
In the center of the desert. Right in the heart of the sand, lays the oldest and most prolific sturdy structure in all of Varaleth.
Built to house a population far greater than it has seen in many years. The Great Bazzar is far wider than it is tall, being quite a low built city with much rooms hidden beneath the earth.
The towering walls that surrounds it blends perfectly into the floating sands. Beyond the sheer walls is an intricate and complex maze that stretches for miles. In its center is the city. - The bone pit
Noteable people:- (king)
- (Head of church)
- (Gnoll)
- Reshi (Goblin)
- (Famous merchant)
Institutions:- Shadow dancers
An organisation of female only assassins raised beneath the temple of bones. They are fast, agile and nimble. Extremely deadly they are personally selected by and for the church. Supposably selected at birth for their midnight black skin, truthfully they undergo a long process to dye their skin. Never seeing the light of day growing up beneath the temple they only operate in the cover of night in which they can see perfectly. It is believed that they cannot speak and instead communicate through body language. The cost of practising long lost and forbidden arts. - Sage circle
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Military:- Army Small, each family has their own warriors which are mostly just hunters, herders and shamans capable of battle. The Bazzar has an Army that protects the king and the church but it is only of a size large enough to fend off multiple clans.
- Navy Non existent.
- Other Nature is their ally when it comes to defending their near inhospitable land. Varaleth holds home to many dangerous beasts that lurk on and beneath the sands.
Other:Animals inclusive (Str)
Big monsters = big alliesVaraleth is filled with a large variety of dangerous creatures. From the giant sand worms and scorpions to small and deadly snakes and insects. The El'garth not only have learnt to survive and live alongside these wild creatures but also to use and tame them.
The Bazzar defence. (Str)
For many centuries the creatures of Varaleth waged a full on war within their own country for race supremacy. Over the years different rulers fought to maintain the great grand structure that sits in the heart of Varaleth. Fearful of loosing it each added to its already incredible defence. Grand walls, mazes, traps and secrets surround the city center for miles.
Environmental adjustment. (Str)
what doesn't kill you hopefully kills your enemiesThe land is harsh, there is no two ways about it. It takes more than some fancy survival skills to withstand this desert.
Superstitious
While their religion and beliefs grant them great strength, purpose and direction it can also be their greatest weakness. Putting too much trust in the unexplainable old ways has seen them forfeit many advances and occasionally act completely irrationally.
Cold and wet.
With bodies of water scarce the El'garth never learn to swim. Far from the ocean they know nothing of sailing. They rely on the hot conditions of their environment and simply couldn't survive in the cold.