BT: 0-200 ST (Standard Time)
Cradle 1
Sitting secluded in the middle of the Sea of Serpentin is the
Kingdom of Misthali. Sitting astride major trade routes, in a prime fishing location, and protected by a wall of water, the Misthali have become a key fixture in both the economics and politics of the world around the Sea of Serpentin. Conflicts with the other Serpentin powers have been few and far between, which is assumably due in large part to the geographic issues attempting to assault Mistahli causes. This has allowed for a focus on more peaceful and lucrative efforts by the Misthali people, though perhaps a greater roll in the politics of the Serpentin may be an option in the near future.
Almost as secluded as the Misthali, and on the fringe of the mapped world, lays the people of the island of
Remda. Not at all culturally disimilar to the Misthali, the Remda have benefited from their seclusion almost as much as the
Tog have benefited from their central location. A calm political scene, and general indifference to the events occuring across the sea have brought a sense of security, however realistic, to the people of Remda.
The Tog, and their rivals, the
Muka have taken control of most of the Keāa Muk (Kea Muk, romanticized) all for themselves, save for the pesky
Tamayames on the western fringes. The Tog civilizations, are more similar than either would like, and both separate states exist only as a result of some general aristocratic mishaps on the Tog leadership, and differing opinions on the interpretation of the
Maj, the Tog Holy book, namely the appropriateness of women sacrifices in comparison to the much more convenient child sacrifices that the Muka have taken quite well to.
The Tamayame have stood steadfast in the wake of pervious Tog aggression, and have become quite accustomed to defending their mountainous island from foreign aggressior. The Tamayame's interesting possession, sitting astride both the Southern Sea and Serpentin Sea has allowed for it to monitor and tariff traffic between the northern powers and the Einion states quite well, though it's aristocratic nature has made it a few enemies in the smaller states of the region that have struggled keeping up with the Tamayame tariffs.
Across the straits from the Tamayame, lays the
Gaerite Empire. Unlike their neighbors, they have remained for much time an uncivilized people by regional standards, warring tribes existing on the fringe of Tamayame and Konrell trade. However, in recent years, a semi-mythological figure was said to have come forth and united the Gaerite tribes under the leadership of a single king (later, emperor). Suddenly the small patch of coast which was avoided for the tendency of its inhabitants to kill interlopers became the center of a burgeoning kingdom, whose borders spread as the first king of the Gaerites brought his order and civilization to neighboring peoples. This legendary monarch has since been lost to the ages, but his legacy lives on in his successors, who have become the Gaerite emperors and have sought to maintain and expand the empire. Whether the name Gaer originates from this legendary first king, or is an adopted term, or is the actual name of the Gaerite people is a mystery. Regardless, the Gaerites have organized themselves into a single polity, ruled by their emperor who delegates authority to tribal chieftains and enforcers as he deems fit. Domain over neighboring peoples and differing cultures is handled on a case-by-case basis, wherein entire tribes have been expunged for their disloyalty to the Emperor, and others have been elevated to the status of preferred subjects for their honor and battlefield prowess. The Gaerites have brought not only their new order to their neighbors but their new religion, a mix of nature and royalty worship that is similar to Einion tradition.
Past them, lays the cities of the Einion people,
Loughguill, Voeglen, Rosglen, Slaneglen, Einion itself, and the off-shoot
Kingdoms of Voeglencaria and Eitt, who have made the trek and claimed the coast for themselves. The cities of Rosglen and Slaneglen are situated up river from Einion, and next to Loughguill. Like two children caught between two fighting parents, the Rosglen and Slaneglen have made an alliance of convenience, if nothing else, and have successfully managed to ward of both Einion and Loughguillian intrige into their lands. The discovery of Gold deposits in the northern regions of Loughguillian lands have distracted the burgeoning Einion state, which had just finished subduing it's wayward southern neighbor, Mackic. The immense wealth that the Loughguillans have gained from the finds have been offset by the sudden interest of all Einion state's in the wealth, Voegelncarian and Eittan included.
Both Kingdoms have done a fair job of removing themselves from the Einion sphere, and have been arguably more successful because of it. Staying out of the political tug-of-war that the Einion states often find themselves in has been most beneficial to both states, and annexing barbarian lands has fed into their growing population. It is the failure to assimilate these barbarian under-cultures that has proven to be the weakness of both Kingdoms, and has many expecting that some sort of return to the politicking of the Einion states to the west may be beneficial in mantaining some sort of order and normalcy.
The
Konren Hitifer, or Bay Settlement, broke off from the rest of the Konrell domains when it became economically inconvenient for the merchant princes of Konrell to support its existence; barbarian raids, food shortages and general misfortune plagued the settlement, and it was eventually deemed a failed venture. Those who were left behind in the Hitifer to fend for themselves when their more fortunate overlords took to the sea eked out a live for themselves, to varying degrees of success, for some years. Since that day, the Hitifer has been ruled by a Council of the Families, representatives of the clans and associations that have formed the leadership of the settlers since separation from the homeland. With occasional import of malcontents from the homeland, the people of the Hitifer push inward, settling the fertile ground and making good of what they can.
The
Osmosi were once a powerful people, united under the leadership of their Triumvirate. Spread across the bay of the Sea of Serpentin, their kingdom expanded as great and legendary explorers went forth to find new lands and found new cities for the glory of the Triumvirate and the superior Osmosi culture. And for many years, the Osmosi empire flourished as one of the greater economic and military powers of the Sea of Serpentin. However, attitudes of economic disinterest by the Triumvirate would ultimately be the downfall of the Kingdom; allowing their merchants and tradesmen to raise their own private armies, and eventually war amongst each other in the name of their profit, the Triumvirate found it was unable to contain the territories of the Kingdom. A brief but bloody civil war of sorts between forces loyal to the Triumvirate and the armies of the Kingdom's merchant nobles, called the Sundering, resulted in the breakup of the Kingdom into smaller states. Those lands still ruled by the Osmosi Triumvirate are called the Kingdom of Osmos, but to the southwest there are now many summary merchant states as well as petty kingdoms, in order of north to south: the Kingdom of Befrus, the Langoren Republic (beige) and the Kalhisian League (light green). Regardless of this political division, cultural and religious tradition remains strong in the homeland and in the new “petty states” and may someday provide a context for an “Osmosi reconquest” were there ever a Triumvirate of great and worthy men, capable of achieving such a feat.
Expansion of Tog trade routes throughout the Sea of Serpentin necessitated the creation of settlements and outposts throughout the Sea and along its coasts. The city of
Karika was one such settlement; over the years, Karika grew in power and size until it became equal in power and prestige to the Tog Daw Ciklang, and its magistrates increasingly saw little reasons to continue to do the Queen's bidding. A separation and eventual conflict of interests between Karika and Daw Ciklang resulted, and the two went their separate ways, the people of Karika proclaiming a merchant's republic. For many years, the Karikan were successful in their endeavor to make lives for themselves separate from the authority of Tog monarchs, until the arrival of the Utians. The Utians, and their God-Kings, sacked the Karikan port of Myrikos and laid waste to the surrounding countryside, throwing the Republic into a state of disarray. The expansion of the Utian Empire has been a constant threat to the Karikan Republic, which has gone a ways to undoing its decentralized, profit-oriented origins to ensure its safety and independence, for fear of Utian spears.
The Utian God-Kings rule the
Shia-Naram u Bau with an iron fist. When the first God-Monarch came forth, it is said, the Shia-Naram u Bau was born. Since that day, the Utians have brought death and destruction upon their enemies and some of their acquaintances. In recent years, the God-Kings have demanded ruthless and seemingly-unending expansion in all directions, and damn whatever consequences may result. The kingdoms of the Shia-Naram u Bau, or Empire of Naram, have expanded accordingly and so the God-Monarch's subjects have grown in wealth and prosperity as well as in numbers. However, there are few pleasures in being a subject of the God-King when one is not also Utian; so learned the Tog of Myrikos, when their city was razed, their elders and sick put to the sword and their women given to whoremongers. All this was done as an example to the Karikans, who had defied the God-King of Naram tribute. Those healthy and able men that escaped the Scourge of Myrikos were enslaved, and in the great court of the destroyed city there was erected a slave market, which has become renowned in the region for its produce. Such displays of calculated cruelty and violence are characteristic of the Utian approach to power. The God-Monarchs themselves are selected by an order of priests, based on the legendary traits and lineage of the first God-King, Rot-pabla who slew the god Deius.
Ruled by a confederation of tribal kings, the
Cavharians are an invader people, having swept down from the north and crushed the city-states which once flourished in the land where they now rule. Establishing themselves as rulers over the local population, they quickly went about the business of organizing their own particular brand of civilization, reducing the native population to the status of slaves and field hands in their brave new world. Little time was spared, once the new order was assembled, in going about the business of settling old grievances. For many years the Cavharians fought amongst each other, bloody tribal and monarchical conflicts which served little purpose but to enrich the few Cavharian kings at the expense of their subjects (and often their successors, who were saddled with the failures and grudges of their forefathers). Recently, with the introduction of foreign trade and cultural elements to the Cavharian equation, the kings have come together in confederation for fear of colonization or conquest by the seafaring peoples of the Sea of Serpentin. Bound together by common cultural background and religious tradition, as well as judicious distaste for the lesser peoples they rule over, the Cavharians are determined to remain an independent and powerful warrior culture., and no bootlicker of merchant princes.
The
Gyrileans had for centuries lived quietly, simply, going about the standard business of bloodshed, misery and death in the way that their forefathers and their forefathers had done, one city to the next waging war on its neighbors for regional primacy or in order to exact retribution for perceived wrongs. They worshiped the gods as they had done for generations, begging favor in combat and good harvests, and little changed from season to season. The old cities remained the old cities, and never should the twain of their kings, princes and freemen meet. Until the arrival of the northerly barbarians, who sacked the cities of Miros and Kaelresh, and though the foreigners of Miros and Kaelresh were no friends to the Gyrileans, they were honored for their poetry, art and comparable battle prowess. Then there were foreigners in the land, with their dog-like tongue and their unnaturally pale skin. Their ways and their barbarism offended all men and all gods, and so the cities banded together, putting aside their several differences and resolved to found the League for the defense of the cities of Gyrilea and the Gyrilean way of life. The old ways, the old gods, the old cities, at any cost.
The people of
Konrell exist as yet another nation of traders and merchants. While much profit comes from the sea, and connections made across the Serpentin, it is the land holding aristocracy that mantains it's weight in the Konrell government. Since land is so hard to come by in the Konrell islands, it is understandably difficult to become one of the government elites! Regardless, the wealth of trade from the tribes and nations to the north, and of course trade wit the Tog in the south, have kept the Konrell both independent, and viable the past few centuries.