A Glorious Sepulcher; Fresh Start NES

@TLK: any time you want me clean up the spam in this thread, just let me know. That would include this post too.
 
I don't mind it, threads without activity seem dead, and when things seem dead, they don't encourage me to work more diligently.

I'm maintaining my positions that I would like to update this weekend, but work and an ill-timed Pol. Science essay due Monday might push the envelope. WE SHALL SEE.
 
Mark my words, the BT will be up tomorrow at some point. I was going to post it tonight, but I'm going to be unavailable until tomorrow night. For fear of being unable to fix whatever discrepancies there may be, I'm holding off. :)
 
BT: 0-200 ST (Standard Time)​

Cradle 1

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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.

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Cradle 2

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The Sismondis are a people who are similar in their political organization to their islander neighbors; Sismondi politics is concentrated around the city-state, ruled by a landowning elite who elect princes amongst themselves to coordinate their affairs. These princes have been known to make war upon each other in the past, but on occasion (often when some great threat is perceived) the princes have bound together in a single unit to protect the Sismondi cities and their way of life. Despite the republican nature of their governance – insofar as the interests of the landowning elite represents a republic – the Sismondis are only so freedom loving; the land of the princes and their ilk is tilled not only by poorly-paid field hands but also slaves and other chattel (indentured servants and so forth). The Sismondis believe in a multitude of deities, forming a polytheist pantheon whose devotees shift with the seasons; each god seems to embody a different favor or trait, and worship changes by the people of the cities as their needs change. The authority of confederations between the cities, ordained and organized by a “Confederate Prince” is said to come from a shared, higher deity whose power must be accessed by universal worship. In addition to subsistence farming by the general population, some Sismondis commoners eke out a living by herding sheep, making the Sismondi cities an exporter of wool goods to their neighbors.

In contrast to their neighbors, the Ifbanini are a people without great cities, whose lordly outposts and fields form the basis of their political organization. The Ifbanini king (Majar) exacts tribute from his deputies in form of submission of foodstuffs and soldiers, which he uses to defend his domains, while his deputies (Luds) organize his various regional units and do the business of the state. The Ifbanini people till their fields for the satisfaction of their Luds and the Majar, all the while practicing a curious form of polytheism which is wholly unique in their neighborhood of states. The Ifbanini religion is comprised of various cults, worshiping different gods who provide different benefits (supposedly) to their acolytes. The Ifbanini's religious practices are arcane, and difficult to parse for foreigners, but what is known is that the Ifbanini believe their gods are “coming back” to rule over all of man.

In the south, there are the Galymians, one of the few successful Chlymean polities. The Chlymeans are a people existing in diaspora across the land, ruled by many tribal chieftains or by Arinian foreigners, and comprise the majority of the south's population, but rarely are they their own masters. The Galymians and their northerly neighbors, the Thaksinites, are both Chlymean states separated by their religious differences. The Galymian wisemen, like the Ifbanini Majar, are autocrats whose authority stems not only from force of arms but from the natural law and order of the gods. The wisemen are endowed with this religious authority and rule over the Galymians in the name of their god Arthit. Whereas the Galymians revere and honor Arthit as supreme deity of the Chlymean pantheon, the Thaksinites honor Satithorn, and there stems a significant portion of conflict in the region. Despite these differences, the Galymians and the Thaksinites border the Arinian Confederation who oppresses so many of their Chlymean brethren, and both sides are reluctant to take too much action against the other for fear of provoking an Arinian conquest.

The Vorvesuski, to the north and the east, are similar to many of their neighbors in terms of the importance of religion to their culture and to their government. Vorvesuski kings are considered the earthly heirs, if not direct descendants, of the gods and thereby receive their mandate to rule. The Vorvesuski have developed various military implements to their advantage, chief among them a tradition of citizen soldiers who are bound by their loyalty to each other and to their king not to flee the field. Militarily, whatever weakness the use of citizen brigands might have brought the state, the usage of Elephants in combat has become a staple of the Vorvesuski army, and continues to strike fear into those less accustomed to the fearsome beasts. The placement of the Vorvesuski capital, and political/cultural epicenter, between two rivers has benefited its people greatly, who cultivate the fertile river banks.

The Arinians are a migrant people, distinct from the native population of the river delta they inhabit. By all accounts they seem to have come from the north, sweeping into the region several centuries ago in large numbers and assailing existing polities and societies that crumbled under their weight. Settlement and reorganization resulted in a diaspora of Arinian kings and their subjects throughout the region, whose domains ranegd across the tribal stomping grounds of various Chlymean peoples and the like, and whose ambitions were unification and centralization. Infighting and conflict resulted in the formation of a confederation of the Arinian kingdoms under the leadership of the predominant state, the Kingdom of Tarquire. The Arinians have been successful in creating a society whose organization is based largely around racial and cultural heritage, where Arinian settlers have made the native inhabitants of the land their fieldhands and footmen. Arinian religious customs are distinct from the native population only in that they worship a different pantheon of nature-related deities. Arinian religious rites and Chlymean animism/nature worship have mixed in recent years to produce a unique religious profile for Chlymean peoples under Arinian dominion.

To the northeast of Arinian domains lays the Kingdom of Istall, a domain that has been in compliance (however unwilling it may be) with the Arinium Confederation for quite a few decades now. In exchange for helping subdue some of the barbarian northern regions on the fringe of the Arinian domain, the Istall have received Arinium cultural influence, trade secrets, but perhaps more importantly, money. The Istall would have fallen to the Serdio Kingdom long ago, but geographical protection, and the sure hand of Arinian gold and silver have allowed for the Belfet to remain safely independent for now.

The Thaksinites are an offshoot of the greater Chlymian people, devoted to the code of the self-appointed King and prophet Thaksin. Similar in tradition and origin to their cousins the Galymians, the Thaksinites worship the goddess Satithorn as the queen of the heavenly pantheon of deities which hold dominion over the mortal world. The King Thaksin is revered as the First Prophet of Satithorn, and those members of the royal house which he founded that have achieved renown for themselves are regarded as Prophets as well. Religion is therefore based heavily around reverence for royalty, who are regarded as demigods or agents of the gods' intent. In order to appease Satithorn, on the full moon, the Thaksinites make animal and sometimes human sacrifice to their patron goddess. The Thaksinites have distinguished themselves in their warfare against neighboring tribal societies and groups which press against their borders, where they draw the greater part of their victims for sacrifice. Beyond reverence for the royalty, Thaksinite devotion to religion is only a slightly less sanguine expression of their greater penchant for bloodshed and violence.

The Marillians are an unaccountable people. They are regarded by their Chlymean neighbors as invaders, but there is no record to suggest this. Their culture is just generic enough that it could be confused with Chlymean tradition; they practice some form of nature worship, though who doesn't, and they alternatively revere or detest the moon. What separates them from the Chlymean tribes is their isolation. Additionally, the Marillians seem to have been successful in preventing any form of social or political diaspora; the same tribal monarchs that have always ruled the Marillians remain in power today, united in their agenda to prevent absorption by the nearby Chlymean kingdoms, but disunited in their tendency to turn upon each other and have bloodbaths every few decades. The Marillian language is additionally different from its Chlymean counterpart.

The Satirites are another migrant to the region of the deltas, potentially related to peoples in the north. The Satirite Republic exists on the outward bounds of the Arinian Confederation, with an affinity for remaining an independent state despite Arinian aggression. The Satirite settlement predates the Arinian expansion, and the Satirites have made names for themselves as capable opponents to would-be Chlymean and later Arinian conquerors. The Satirites are adherents to a unique polytheism which holds the sun and the moon as sacred avatars of the two gods of the universe, the sun embodying male and natural aspects and the moon embodying female and artificial ones. Sacrifices are made to the sun for a good harvest, or victory in battle, whereas it is traditional for a family to sacrifice a livestock animal of some kind to gain the moon's blessing for marriage or pregnancy. The Republic is ruled by an oligarchic council of merchants, tradesmen and landholders known as the Free Assembly. The Satirites have in recent times developed a part of their cultural identity as one of the few outliers of the Arinian dominions, a spot of freedom in the darkness of Arinian tyranny and despotism.

To the north of the Ifbnini are the people of Galza, whose oral history states that they came from lands far to the north. Tales tell of a large sea, and inordinate amounts of gold, though drought and aggressive neighboring tribes have caused them to move south, and ultimately settle along the coast. Tradition claims that when a sign from the Gods makes itself apparent, a long journey shall be made to move back to their ancestoral homelands and revel in the glory and wealth they had left behind.

The Termidorans are one such culture, ruled by a powerful merchant prince elite which maintains the mercantile and war fleet of their islands. Theoretically, the power of these princes is limited by the Termidoran Priest King, but in recent times his authority has not strayed far from clerical grounds and so the princes of the isles are free to ply their powers as they see fit. Whereas many religions are similar on the mainland, the Termidorans worship their god of the sea, Lisdor who claims the Priest King and all his ecclesiastical underlings. Termidoran wealth and bounty comes primarily from the sea, for which they praise Lisdor and into which they let fly their sails – important industries and professions (to the exception of the nobility of service to the city-state as a soldier, sailor or priest) include fishing as well as craftsmanship. The Termidorans are only one of the northern city-states, however, and their power may yet be limited by their neighbors. Termi Dor has proven to be the most capable of powers in the region, spreading colonies across the Dori, but a political schism allowed for the city of Dorishor to break off of Dorilissar's yoke, and form a most competitive enemy.

The merchant princes of Dorishor became a single unit, not so long ago, to serve one master: trade. The political organization of the League is little different than that of any other Termidorian polity, other than that the League represents the confederation and amalgam of different princes and their interests into a single whole meant to advance the common goals of the group. A break, perhaps, from the standard and traditional means of reconciling differences, indiscriminate violence. The cause of reconciling the merchant princes to a common goal has been difficult, but for the moment it has been won, and the Dorishorans have consructed many great ships to assist in their goal of ruling the sea. The League is ruled by confederation of the princes, who meet in council to decide common measures, so far their agreement being that ships are good; competition with neighboring princedoms, as well as pirates, has kept the League united. Whether this will remain true is yet to be seen.

The island kingdom of Lyre, in conjuncture with the Dorishor, has managed to curb Termidorian expansion to the farther, more fertile lands in the south. While debate still rages about whether or not the Lyrians could be considered to be from the same brood as the Dorishor originally, what matters is the complete adaption of Termidorian style-law and custom. Their navy, while far weaker than their northern neighbors, has been substantial enough to protect Lyre from Termidorian invasions on several ocassions. Lyre stands as a defiant representation of thse failures, though it's falling out with the Dorishor of late has left it particularly vulnerable, and looking for more help from the states along the coast.

The Tlleya to the south have compartively proven to be a more friendly Termidorian Kingdom. Originally peopled by settlers from both Dori Lissar and Dori Qur, yjr Tlleyians managed to expand without much need for conflict, and have mantained decent relations with the main Termidorian Kingdom. The Tlleya have managed to prevent a take over of their sister island, Dori Talmarur (translantion is roughly "Island of the colored birds") on at least one ocassion, beating back the Dorishorian invasion force with notable funds and supplies being sent by the Termidorians. Tlleya has since been removed from the politics of the north, focusing on trade with the tribes to the south, on there own, or through the Makkat middlemen.

The city-state of Makkat stems from another far-flung colonization attempt on behalf of the Termidorians, and is believed to have been broken off in the same schism that caused the Dorishorians to leave the Termidorian realm. Makkat's position has allowed it to be a sort of gate-way for all goods from the Termidorian states making their way to the mainland tribes in the south.

The Serdio continue the theme of religious devotion to kings, even if the Serdio are not ruled by a king as such; the Serdio call their leader the Chosen, heir to the God of the Stars, and all levels of society are geared towards obeying the will and command of the Chosen, for the betterment of all mankind. The Serdio are not so much a settled people as nomads who have taken a particularly long holiday from migrations; the most recent Chosen has determined that the will of the God of the Stars will best be divined by devotions and shows of faith at the base of the mountains. In this time, they have built a ramshackle city and begun the process of farming the land. Whether the next Chosen will decide the God of the Stars desires the Serdio to abandon their mountainside home is yet to be seen.

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Cradle 3

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Sitting astride a major sea route, there is Therasia. The Therasian people are not so different from many other societies in the world, organized around the esteem, wisdom and commercial good fortune of merchant noblemen and in endeavor to satisfy their ambitions. The Therasians are ruled by their Mercators, merchant oligarchs who gather in council to conduct the affairs of the state, such as it is. Separate offices exist for the organization of territories held by the Therasian merchants and their ilk, as well as for the common people to address their concerns to the merchants. This last office is perhaps not as prestigious as others. Though the Therasian cities and their domains, such as they are, exist in confederacy at best occasionally they do find union of purpose when the Mercators elect Promercatora who have more broad powers to direct the cities. The Therasians dedicate their worship to a pantheon of three deities, representing the moral and physical aspects of good, evil and nature. Different cities and settlements are said to by sponsored by the different gods, where the “evil” Shun is considered an untrustworthy but generous benefactor. Like many coastal cultures, the Therasians make much of fishing and sailing, and extract subsistence as well as profit in those manners.

A peculiar culture, in comparison to others in the world, the Vjecsi believe that their god Dhzo ordains all which occurs in the world. More specifically, the Vjecsi have an amorphous reverence for power, and believe that all temporal authority in the world stems from the spiritual authority of Dhzo. Because of this, instead of in spite of it, the Vjecsi find it very easy to justify the form of absolute tribal authority the live under. Power is hereditary, but when a younger brother has his elder sibling poisoned so that he may advance to the throne, his success is recognized as the will of Dhzo and his ascension is accepted. In their ardor to do the will of Dhzo, the Vjecsi have developed a martial culture which regards combat as a means of arriving at their god's will. Primitive seafaring has allowed the Vjecsi to kill, maim and plunder up and down the coasts in the name of Dhzo, to demonstrate the inferiority of the heathen races.

The Oer are unlike their neighbors in that their political and social organization does not follow the hard lines of city-state republics or tribal kingdoms; instead, the Oer have organized a system of kings, lords, nobles and deputies that is only uniform in a top-down sense. Expansion by the Oer against their neighbors, competing tribes and the like, has created something of an early multicultural society in which there has been a blossoming of art and oral tradition, inasmuch these things aren't directly related to bloodshed and human sacrifice in this part of the world. Speaking of which, religious rites among the Oer are noted in the region for their traditions of human and animal sacrifice, as well as ritual cannibalism. Organization of militias as well as government stand as a testament to the virulence and adaptability of the Oer, if nothing else.

Acritia has become something of a name in the industry of blood and death. Legend holds that where the Acritian tribes now reside was once a thriving city-state, a jewel of the sea and a center of commerce, trade and learning. At some point, that great city was sacked, its harbor burned and its people put to the sword. And then there were the Acritians. The Acritians are not native to the coast, but instead (by all accounts) appear to have originated from the interior of the dark and unexplored southern continent. They have come bearing swords, pikes and spears, and have wrought death and destruction in their path. If they did indeed sack a city, from its ruins they have expanded their empire, and now many tribes report to the Acritian ghulram, who demands more conquests.

The Hatchefites are not a notable people, inasmuch as they are noted for not being Acritian. Hatchefite cultural and political identity has in recent years been defined in opposition to Acritian aggression, where the Hatchefites were once disparate cities (and sometimes tribes) existing in isolation and disunity until the arrival of the Acritians and their warbands. In response to this common threat, the Hatchefite cities unified, electing a common Warmaster who has since then directed the concerted effort to defend the Republic and its interests against the Ghulram. The Republic has in recent years absorbed nearby tribes of persons similar in culture to the Hatchefites, who have become an under-class of soldiers and farmers, unlike the cities' citizen soldiers.

The Agravi are a people of extremes. Once nomadic raiders, roaming the land raping, pillaging and killing, they many years ago settled in villages and promptly forgot their warrior heritage. For many generations, they subsisted amongst the jungle, small tribes exchanging necessary goods for necessary services. Only recently have these tribes found themselves ruled by hereditary monarchs, and only recently have they found it necessary to unite their number in defense of their independence. Bounded on both sides by hostile foreign powers, inasmuch as any of the polities of these coasts can be described as a power, the Agravi find their lands encroached upon by foreigners. Their kings and wisemen have found no recourse with the new enemy, and so there is a call for a new order of things between the tribes, to reassert Agravi greatness and reclaim the Agravi birthright. Blood will pay for blood.

The Zansiran are a trader people. The pursuit of profit is the primary goal of the shrewd merchants and seamen of the Maiorate, and the Maior is accordingly the wealthiest and most influential man of the land. Other so-called merchant republics have little if at all on the Zansir, who have made themselves expert slavers and whoremongers. Where they come by their product is a matter of contention; sometimes Zansiran fleets crush pirate armadas and sell off their deckhands as cheap labor, other times they raid the villages of nearby primitives and sell off their women as prostitutes. Sometimes they sell off their petty criminals. Regardless, the business of the Maiorate is slavery, in whatever form it may come by.

The cities of the Werrigan share a common polytheistic religion, a common language, and the common enemy of pirates, barbarians and foreign cities. To the end of mutual defense, they banded together, though this has done little to stop petty infighting, civil war and destruction within the League.

The Ferites are one of the many city-state kingdoms existing in this part of the world, making their living primarily off of subsistence farming. Though once secure in their place in the world, the Ferites now find themselves besieged by neighboring peoples, and increasingly forced to make territorial and political concessions to neighboring states.

The Morialans are migrants to the region, having established themselves many years ago, founding their first city and proclaiming a king. In their brief time here, they have been an arbiter of politics in the east, and have found themselves kingmakers in conflicts between their neighbors.

Finally, the Fox living under the rule of the Rikaxes have become economic staples throughout the sea. Their culture, while being scoffed at by neighbors, has proven to be enduring enough over the past few years for some villages on the northern islands to declare outright allegiance to them. The Fox military has become renown for their hit and runs, and the sight of their ship masts have become forever associated with plunder and raiding to many.

The isle of Tarontaro sits, or so they say, like a rock between the two continents which stand on either side of the sea in this part of the world. From this placid isle, the Tarontarians have made themselves quite the notable seafarers and merchants. Aside from a few notable crops, Tarontaro itself is not a particularly bountiful land, small and enclosed by jungle and sea, and so the Tarontarians have established many ports and colonies to the south, and under the authority of several clans, they have expanded their domain southward into foreign lands. Tarontaro's conquests have been few and far between, they being a generally peaceful people. Yet, they do not shirk away from raiding rival clans should the occasion call for it. Their position on the straits have allowed them to be quite important in trade between the northern and southern lands, as well. Time will only tell if the Tarontaro clans can centralize and become a true regional power.

Spoiler Cities and Climate :

Spoiler Political :

Spoiler Resources :


OOC:

Stats and rule changes will be up within the next few days. I've been working on a comprehensive culture/UU system, so we'll see how this all turns out. A few of you have had sneak peaks on what I'm working on, but ultimately everything is dependent on that. Don't be afraid to conduct diplomacy though, there will be a certain amount of parity given to you all. No are expressly "better off" than others, just yet.

I won't be able to give an ETA on when the next update will be until I get stats and rules done. Probably sometime within the next week.

I also must point out that resources were predetermined in locations, so if you got some, you're lucky. There are also hidden resources that I will reveal over time.
 
Very nice start, looking forward to this one.

I can imagine quite a few UUs already, and I am intrigued by this "culture system" you mention.
 
Apologies for the lateness, LoE can attest that a serious of unfortunate computer mishaps, and us both being busy with work and school made the process a bit slow. Hopefully writing actual updates and not BTs will be far easier than this.
 
TLK, am I not in this game? I can't find my culture.

Oh my, you're correct, me and LoE knew we had mistakingly made someones culture NPC, but for some reason couldn't figure it out. You are the lucky one. :p Give me a few minutes, and I'll rectify it. We put in Heldria instead.
 
Lovely, thanks! :)

Edit: I also made a post about the aesthetic of Tarontoro architecture, if that matters.
 
Just added it in; just ignore the part of the map with Heluria. It'll be fixed next update.
 
Excellent start, TLK! :)

I like that you extended the language I created. Dori Talmarur is exactly what the Termidorian language sounded like in my head :p
 
From the Tog
To the Muka


..From Queen Ratree the Second of that Name, Guardian of the Eastern and Western Tog, Servant of the Six Prophets, Sword of Lytsu,
To Queen Sumallee, Pretender to Western Tog,

..The crown of all of Tog, whether east or west lies upon my head for our dynasty is the rightful branch of the Prophets' chosen. Lay down your crown and prostrate yourself to me and I will be merciful.

..From Matriarch Somsri, high priestess of the Grand Temple at Dāw Cıklāng,
To Patriarch Kasem, high priest of the western Temples,

..Why are we fighting? The Maj allows sacrifice of man or beast, man or woman, child or adult. There is no difference in our teachings. You have been led astray by promises of wealth and power separate from the Order. Serve Lytsu and the Prophets, the Maj and the People. Your corruption of the teachings will lead the people astray.

From Queen Ratree the Second of that Name, Guardian of the Eastern and Western Tog, Servant of the Six Prophets, Sword of Lytsu
To the Tamayames


Your control of the straits and the traffic between the northern powers and the Einion states has brought you wealth. We do not wish for their to be blood between us and you- but we would like a share of the great wealth you have won. We are willing to stop our raids and allow your coastal villages to return to their fleets, if only you will share some of your great wealth.
 
To: Tarontaro
From: Therasia

Would you be interested in forming an alliance? Together we could rule the straits. Additionally, we would be willing to pay for the opportunity to have control of all trade coming through said straits. Lastly, we are inviting you to join the Northern Trade League, which we are creating.

To: Oer, Werrigan, Feritex, Moriala, Agravi
From: Therasia

We are forming a Northern Trade League. This will include trade protection from pirate and brigands, lowered tariffs, and, if you are willing, a mutual defense pact. You in?
 
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