SLNES I: Masters of Ethereal

(This actually has nothing to do with the bonuses you gave... Trade just seems easier and more effective at the moment than War.)
 
As for trade: See the list I provided: That's the Kind of things that I have for trade. what do the Orcs want?
 
As for trade: See the list I provided: That's the Kind of things that I have for trade. what do the Orcs want?

The list confounds them - trade to them is not a grocery store. They want to know more about your toys and your wine. More details. How they are made, why they are significant to your culture, and so on.
 
Alcohol and Hadhodrond.

Beer:
It is said that nothing is more inherent to Dwaven Culture than Beer. Beer in most of it's forms, it has long been known, is very refreshing, and, more importantly, a means of quenching one's thirst without the risks that are inherent with drinking just pure water. Most outsiders to dwarfish culture, however, have no knowledge of the Intricacies of beer production, which are tied up with nearly all life within any Dwarven settlement. For Example, While most High Men and the elves produce, in terms of beer, usually nothing but a light beer, low in alcoholic content and flavor, but very refreshing, Orcs and Gnolls produce a Dark, thick beer more bitter than flavorful, and Most goblins produce the most primitive of beers, little more than fermented barley in water, No Dwarven settlement has less than three competing Breweries, each with their own jealously guarded recipes and vehement supporters. Indeed, most political divisions within a Dwarven settlement are drawn from the difference between the breweries, each of which jockey for power against the others. However, The Supporters within a town have a solidarity with their in town rivals against breweries from other towns, and especially against those from other kingdoms

The Beer produced by the breweries themselves tend to be very different, with some specializing in darker beers, while others in much lighter, or even wheat or fruit beers, flavored with local products, though, of course, there is some overlap between the products of different breweries (Though no supporter of any would ever admit it.)

Some breweries are so famous that their wares are sought across the entire continent, and can single handedly bring prosperity to a town, or even put a king on a throne, or remove one from power.

Mead:
Mead, or honey-wine, is one of the most endemic drinks to high altitude dwarves, who then brought it down to the lowlands and the hills during their many migrations. The Oldest alcohol, every dwarven household has a small mead fermenter somewhere within. Requiring no domesticat, it is estimated that Mead was produced long before any sentient had even dreamed of the possibility of leaving the hunter-gatherer lifestyle behind, and so can easily be homemade in even the hardest of conditions.

As far as is known, Mead has never been industrialized before the Kingdom of Hadhodrond, always being produced on a small scale. However, the Industrialization and large scale production has been a huge success, with mead of many variety being produced for sale and export to even the most distant of kingdoms.

These varieties depend, of course, on the season and the availability of Fruits and other flavorings to add some zest to the mead. The Large Apple Orchards allow for the Creation of Cyser, a beverage in which the water that is in mead is replaced with apple juice before fermentation, Melomel, with berries and berry juice, and Metheglin, which is produced when spices are added to the honey before fermentation, among others.

Cider:
The large orchards lend themselves well to the creation of Cider and Ice Cider of many varieties, though there is little to say as the dwarves have only recently discovered the art of Cidermaking from the Halflings to the east. However, they have taken to it's production like fish to water as they are more than overjoyed to have discovered a truly sweet alcoholic beverage. (Meed is very rarely very sweet, as the sugars are entirely consumed by the yeasts.)

Wine:
Wine is a drink that was traditional to the Dwarves of the Region of Erebor, though nearly every hill has a different grape, a different final product, and a different rival family producing, and making and breaking alliance with each other (though on a much smaller scale than the breweries.) The wine and the Grape, of course, depend on the altitude of the hill or valley itself, with many kinds of wine being produced, from Rich desserts wine like Port and Sherry to lighter ones, such as Claret, to dinner wines, both dry and sweet, to cheap cooking wines.

It is because of the rivalries that such a great variety exists among the wine produced, as families jealously guard their wineries from intrusion by rival strains, and so encourage their grape to diverge from that of their neighbors.

Hard Liquor:
Hard Liquor is surprisingly rare among the dwarves of Hadhodrond, though, of course it does exist, distilled from whatever source available. This is used in medicine and exported to neighbors who are not as judicious in their tastes.


OOC: Sorry I made some executive decisions on the cultures of some other races there as well... If someone disapproves of some of the things I said for various races, I am more than willing to change it to suit your vision of your race's culture.
 
OOC: Sorry I made some executive decisions on the cultures of some other races there as well... If someone disapproves of some of the things I said for various races, I am more than willing to change it to suit your vision of your race's culture.

OOC: That post is awesome. :) I think that even if another settlement/race has a problem with what you said, it can be seen as Dwarven propaganda of sorts just so show off how "great" their alcohol is.
 
The envoy of cloaked Orcs are courted by some of Hadhodrond's Dwarves. They give the Orcs a tasting of many different beers and wines. The Orcs are extremely pleased with many of the dry wines produced in the Erebor region. Those wines are thick with tradition, as well, and the Dwarves there have enjoyed having a new leader so that they may sell their wares to foreign parties.

We of Yalek would indeed entertain trade with Erebor. We will bring some of these wines back to our city and send a caravan at once.
 
We are Very Glad to hear this.


OOC: what do I know about the village to the east of my domains?
 
Hello loyal followers. This is your most magnanimous messiah speaking. I am trying to speak as incoherently as possible because, if I am to suddenly speak coherently, then my religion will become decipherable and questionable like all others, and I can't have that. So you will have to deal with the incoherence for the time being while your eyes are still semi-closed sane.

While you are still disoriented from that last message, I think it is time to lay some fear to the rest. Some people have voiced their worries about certain neighbors disappearing in a puff of confetti and candy. To them, I have only this to say: who wants candy?

Also, do not be alarmed that certain people who roam the city streets have begun to giggle at nothing in particular and always clutch a piece of wooden statuette that looks as if it's a god that gives migranes to human beings. That's just the homemade artwork depicting the same statue that I carved out of Parmasan Cheese. People told me that I couldn't build a statue out of cheese. Did it anyways, rocks are expensive to find in the coast, and difficult to conjure. But then again it may not have been such a good idea because it's so smelly. Maybe I should have made it out of bread instead.

How is it possible that I made a giant statue out of cheese in the first place? Wouldn't cheese fall apart when it's been morphed into those weird angle? Of course it's impossible. That's why you people can't make it out of wood as some of you have been trying, which is a perfectly normal behavior for humans to do when they see something so magnificent and beautiful made in cheese. But reality doesn't tell me what to do! I tell reality what to do.

Meanwhile, I would suggest that the children in the audience to step forward right now. You there! You look like a person who would know a lot of things. I have one question to ask you. Do you prefer chocolate, or candy cane? Oh it doesn't matter.
 
This one (The one I went for in my orders.)
 

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The Collective Dream of the Great Wizards

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On an early summer night, the world's fifteen Wizards slept in deep slumber within their Citadels. And on that night, they all had the same dream. It was a dream that began with an abstract sunset in the distance, beyond the Sul, beyond the Raimore, beyond the Goldtier. Even beyond the seas around the Southland. The sun seemed to freeze in that position, not setting and glowing dimmer and dimmer. It was getting darker. Dust was beginning to cloud the vision of the dreaming Wizards. Debris was flying around them as they stood atop their Citadels. The orange-yellow glow of that star-orb began to slowly turn to a faded gold, and then a beige, and then a light brown to a dark brown, and then... black. The sun's edges swirled with fantastic colors and visions of forgotten realms, even as the central area of the setting orb darkened. Dust was in the eyes of all Wizards, and within their dreams they could not cast a spell. They could not defend themselves. The sun began to shake, and with it, all of Ethereal and all of the Nether Sphere. That is when they all heard the sound of wings. Staring up into the sky, clear apparitions moved, only able to be seen because of the patterns forming within the dust. The figures made scattered movements and surrounded each Wizard while they stood peering out into the distance from their Citadels, unable to move a muscle.

Their eyes glanced downward. More movements, but those were not wings. Tails could be heard swinging, also apparitions, only seen because of the same movements in the dust. And large waves began to roll to the bottom of each Citadel, surrounding it with water. Hands reached up from the water. Gray hands. Strange languages began to be spoken all around them. They were screaming inside, and desperately trying to wake up. It was no use. They seemed to be in a never-ending dream-state. The sun's edges continued to flicker. With each flicker forward, the bursts of light through the dark dust became stronger and stronger. The flickers were heading for the eyes of each Wizard. Their eyes were open wide, unable to blink, unable to move, occasionally being directed one way or another, as if they were on strings. Every movement the Wizards were forced to make, new strange ghostly movements in the dust storm could be noticed. Cries and screams were heard.

The water surrounding each Citadel began to rise. The dust became closer and closer, until each Wizard's eyes were mixtures of tears and mud, further caked by the massive glows of light breaking through the dark eclipse. The water broke through to the top of each Citadel, flooding it, and causing the dust to settle wherever the water touched. It rose and rose. The feet were covered. Then the knees. Then the waist. Then the chest. And finally, each Wizard was submerged, eyes still wide open, mouth shut, not even a breath to be had. The water surrounded now, and the sun could only be seen as a faint trickle of light far above. The water continued to rise, and everything around each Wizard became darker and darker the deeper they went.

Each Wizard was suddenly able to feel each other's presence. They could not see each other amidst the darkness of the water, but they knew they were all fifteen present. The Wizard of Thuggee and the Wizard of Haru Gom could sense each other, desperately trying to break free of their curse and attack in a duel of great magick. However, none of the Wizards could budge. They stood there, eyes still open, everything black. A light could now be seen in the center of their circle. The light was a vibrant white and began as tiny as a candle. It grew and grew until it revealed a pillar stretching all the way up to nowhere. There was a small door on the pillar. It opened, and a strange presence could be felt, but not seen. The presence spoke to each Wizard there, as they huddled together in a sightless circle:

I bring you here for pain. Not only pain, but knowledge. Knowledge can be pain. Your appetites for energy are obvious, your wills are simple, your egos have filled to the point of bursting. Do you believe you hold any sway over this world? Do you possibly believe that anything you will find here can lead you to glory and to an empire, the likes of which the Nether Sphere has never seen? Ah, the Nether Sphere. Do you know its fate, dear Wizards? It is gone. All of it. Every world you have visited. Every being you have touched. Every dear friend you had in other worlds have disappeared, never to be seen again. You know your portals are closed. You know you have been unable to open them. You are trapped here, and for a good reason. The energies of all of those countless pathetic dimensions and realms have finally been put to rest. All of your loved ones are gone forever. And every bit of energy you spend is useless. The mana that flows through the rivers and the coasts and the forests and the mountains and the great steppes and plains - it is all useless. Your armies and your gold and your citadels are but memories of greed and power that this world has seen over countless eons. You cannot possibly believe Ethereal is to enter another age of greatness?

The Wizards could suddenly feel great pain within their bodies, and also trouble within the presence. The presence was also afraid. At that time, many other presences could be felt, but not seen. Massive amounts of energy poured into the minds of the Wizards, soaking their bones with pain. Something was happening. It felt like a battle. Another presence spoke, this one coming from higher up into the abyss:

A new voice spoke, this one appearing more benevolent, but no less frightening to the Wizards. Do not forget to seek what is beyond the rocky peaks and the crested shores. The center of the continent and the edge of the continent... these are the keys to the next age of greatness. Not these sources of flowing mana. Not this material wealth. The center and the edge, my dear Wizards. The center and the edge. The voice faded away. Each Wizard could feel something inside of them. They all instinctively knew it was true. The Nether Sphere had evaporated. It had disappeared. It was no more. Ethereal was the only land left in the entire living, breathing, and dead universe. The voice spoke once more: Go back to your peaceful slumber.

The Wizards all awoke in their separate Citadels, their bodies sore and their minds weakened.
 
Erwan came from Palinan. He had crossed the plains along the new paved road, and reached the citadel of Gwynedd, to bring lyres and other musical instruments that the Wizard had ordered from the eastern city.
Gwydion's citadel was impressive. And so unlike Palinan. It was not a vast walled city with white-bleeched houses. It was... well... a tower. A spiralling minaret hurtling skywards, in defiance of winds and weight, looking much like the thin finger of a giant trying to scratch the clouds.
Oh, there was more than just a tower to the citadel. There were tall walls at its base, and, beyond the walls, there were houses. Not that many houses, of course, but quite a few houses. Already a sizeable hamlet, which was surprising as there hadn't been anything here before last winter. But they were dwarfed by the tower. They looked like squat masses of brick and thatch that clung to the land while the citadel seemed ready to fly skywards at any time.
And then there was the harbour. Once again, it wasn't much of a harbour. Yet. But it had what Erwan needed after his long travel: An inn.

Delivering his wares had been a good deal. He would never have expected such an order. So many musical instruments. "All that you have, I will take. There is much music to make." These were the first words the bird had sung to him. The animal had found Erwan in his small shop. It had taken awhile for the traveller to realise what was happening: The Wizard had asked him to bring lyres and violins!
At the gate of the Citadel, a weird guy had welcomed him. A man who kept talking in rhymes. He had examined the lyres, the flutes and the violins. Had thrown away a drum, cursing in verses. After a while, he had smiled warmly, ordered a servant to bring the instruments to the tower, given a purse of gold coins to Erwan, and finally left.
Erwan had checked the sum, then told merrily the guard at the gate an innocent remark. Something like "Funny one, this guy, heh?". Only to be met with a blood-freezing glance.

Now Erwan was in the inn, eating his dinner. The inn was noisy. There was some music, or what might have passed for music in the worst boroughs of Palinan. Two big old men with more scars on their faces than teeth in their mouths were... singing. To Erwan's delicate ears, it sounded like howling. He didn't expect such poor music in the citadel of a musician wizard, but maybe Gwydion had ordered violins to teach the barbarians music?
The bad singing was made bearable by the din which masked it. It was loud enough that Erwan could try to ignore the singers, and concentrate on his meal. Crab with onions. And a... sauce. A surpisingly good sauce.

While Erwan could ignore the sound, he could not ignore the knife which flew over his dish, to stick in the wall two hands away from his head. The good news was it hadn't been aimed at him. The barbarian who had thrown it had apparently tried to hit another barbarian, who was sitting just in front of him. Both men were so drunk they could hardly remain sat on their stools. They were throwing stuff at each other, but couldn't even hit their targets.
It's when the bowl of soup of one of them hit another patron that things started to seriously degenerate:
The man glared at the drunkards, and both fell to the floor as they tried to stand up. At the same time, someone laughed. The barbarian covered with soup asked, in a flowery language and picturesque phrases, who Geraint was making fun of. Said Geraint answered something about the other's mother.
After this dialogue, Erwan had some trouble following what happened. More bowls of soup flew. Geraint ended up with a crab pincer crushing his nose. A stool committed a brilliant imitation of a bird, flying through a window. Erwan then found refuge under the table, where he remained until the din receded.
When he got out of his hiding place, Erwan looked around him. Several people were lying on the ground. The bartender was still behind his bar, writing down something.

"How... how can you feel so calm after this fight?
-Fight? Which fight? Noone used a weapon. 'Twas just a friendly brawl.
-Friendly? This guy has a broken nose!
-Mmmh? Oh, yes. Happens sometimes.
-And... you do nothing?
-I'm not doing nothing, stranger. I'm writing down. Aldruin and Wendryn broke a stool. Geraint broke the window. Listen, stranger, why don't you go upstairs and get some sleep? I must write down what everyone did so I can force them to repair tomorrow. Clanleader Govannon told me to bring him the note before the guys were sober, so I must finish it soon. Otherwise, people will complain and refuse to pay and I can't afford that."

Erwan stared, then got upstairs. It would take time before high men understoof barbarians...
 
Riding out from the city Tysis, several knights made their approach to the citadel of Inavi, on the Silvercrane Coast. They approached cautiously, and were greeted by one of the Wizard's personal guards. They gave the guard a message:

We know that you keep one of our citizens locked up in your Citadel. We demand the release of this citizen. We demand it. Your kidnapping of one of our own is a crime against us all.

The knights proceeded to intimidate the guard and laugh at some of the followers living around the Citadel. The muttered to themselves, "Who is this Wizard?" "Some leader..." They chuckled and joked as they got back onto their horses and rode off back towards the edge of the Goldtier. One of them left behind something most peculiar. It appeared to be a small silver seed, about the size of a pebble. It touched the soil which was currently mud from a recent rain. It sank a bit into the mud. Inavi's junior guard walked over to the seed and attempted to budge it. It wouldn't move. He asked for help. But no one could move the small seed.
 
Thuggee Society


Leadership and Organization

If anyone knows who the absolute ruler of the Thuggee is, they aren’t telling. Probably if they did they would be disappeared in the night. In a generic sense however, the Thuggee are directed by the Will, for though the leader remains a mystery, its directives do not. There is purpose to Thuggee society and to Thuggee Society. The Society is the instrument of the Will amongst Thuggee society. The will of the Will is disseminated by the Voices of the Will. These never seem to claim to have heard their instructions form the Will itself but from others who claim to enact its will. The whole affair would be somewhat confusing, especially when one considers the many layers of secrecy involved if it wasn’t for the highly formulized hierarchy of the Society.

The Society, or more properly the Many Circles Society is a highly secretive organization with quasi-religious or cult-like aspects that have led some to believe that the Will might be some divinity or being who seeks divinity and that the Society is the birth of a formal religion. Regardless, it is highy secretive with each individual only knowing their own rank, the identity and rank of their superior or ‘handler’ and the identity and rank of those immediately below them. Rank within the Society is not associated with class, race, or even merit and a humble cobbler may serve as handler and director of an infantry captain or government bureaucrat. Not all Thuggee are members of the Society and though it is rather difficult to know the exact numbers, it is thought that only approximately 1 in 8 to 1 in 12 members of that nation are secret members of the Society.

For the vast majority of Thuggees and outsiders, contact with the Will or the Society is via, as alluded to earlier, by the Voices of the Will. These are always masked and their identity hidden for they are the public face of a very private organization. Typically the Voices of the Will will also be heavily guarded to ensure their identity is not uncovered forcibly.

Within the Society the organization remains almost completely unknown. It is thought that one individual, presumably the Will, whoever and whatever that may be has absolute and final control over the entire apparatus.

What is known, for a tiny bit has been uncovered, is that many individual consider themselves ‘1st Circle Society' members and in the majority of cases their job is simply to pass along information regarding the coming and goings of their neighbors or travelers on a nearby route to their handler for whom presumably this information is of some value. How many circles or layers of the organization exist, no outsider really knows.


Race and Population

The Thuggee were originally derived from goblin society but with time they have become much more metropolitan and now a variety of races consider themselves Thuggee, including a sizeable human and dwarven minority as well as much smaller numbers of gnolls, orcs and elves. Neither does the Society seem to favor any race over another, at least from what is known.


Symbols

Pre-Thuggee goblin society from the Raimore mountains has historically been very rich in symbolism and with the advent of the great centralizing power that is the Many Circle Society the use of symbols has exploded exponentially. Many bronze-casters will mark their wares with some symbol denoting their affiliation for example and this is true throughout art, theatre, industry and government.

Some of the most common symbols traditionally associated with these people include mountains, coal, iron, smoke, the color red, and dolls and puppets. Newer symbols include circles, especially concentric circles one within another, veils, scarves and masks, labyrinths, whispers, shadows, and multi-headed creatures, especially dragons.


Culture

The Thuggee possess a boisterous, gregarious psychology and conversations often involve energetic bickering and negotiating, animated facial and hand gestures and spirited debate. Thuggee are typically open with strangers, easily striking up conversations and new friendships. Perhaps this is because they feel very comfortable socially, assured that their socially perceptive instincts will help them avoid entrapment or intrigue. Thuggee themselves are not above playing tricks or lying to gain what they consider valuable or merely to get the better part of a deal in market and there are generally no hard feelings associated with this.

Thuggee recreation usually involves strong bitter coffee in any number of pubic cafes while sharing a tobacco hookah and playing either cards or backgammon. Even children drink coffee and smoke tobacco and this is considered completely acceptable. In the home, Thuggee are always visiting one another, and Thuggee hospitality is considered some of the best in the land, certainly an invitation to a Thuggee houshold will ensure the visitor leaves only with great effort, for they will have been plied with sweets, coffee, liquors and a generous well-cooked meals.

Another favorite past-time of the Thuggee is live theatre, with most theater involving either Thuggee actors or puppets, puppets being a favorite of these people and many plays are written specifically for talented puppeteers.

Despite the boisterous and energetic culture generally shared by Thuggee, their music tends to be understated and gentle. Music is also generally not something performed in the background while other activities are performed but serve much like theater, and audiences will gather to listen to music as their sole focus. The exception being music in conjunction with theater which is common and very popular. Favorite instruments are the ‘Guzeng’ (16-26 stringed zither with moveable bridge), the ‘Yueqin’, a plucked lute with a wooden body, a short fretted neck and four strings tuned in pairs, as well as violins and a wide variety of flutes.

The description provided may illustrate a care-free, fun-loving people, and generally this is true but there is one major caveat, that of the Society. No Thuggee ever believes what they say will remain a secret and each assumes, at some level, that the individual they share a hookah or backgammon game with might well be a secret agent of the Society. Certainly it is not unheard of for Society Voices to make nocturnal visits to individuals who have spoken out against the Society or its members to reinforce their rule, usually through fear or violence. But despite this, or perhaps even because of it, the Thuggee are generally a happy people, content to have the organization and mystery of the Society protect and guide them.


Economics

The Thuggee economy focuses on two strengths, firstly their love of heavy industry and metals and secondly their love of commerce and trade. Their mountains are honey-combed with iron and copper mines while they mine coal from the Saltmere forests (east of the Raimore peaks) and take timber from the Woodmind forests. These they feed to their great furnaces and produce some of the most finely formed metal-ware including cook-ware, tools, and even weapons and armor. The Will within the circles has also added maggick to this process and it is not uncommon to see giant bellows working or carts of ore moving without anyone touching them. More amazing perhaps is the formation of golems, living, even semi-thinking organisms of metal, usually bronze, who serve both as workers and guards in the most sensitive areas.

More intricate devices are made in the old way and many Thuggee earn a living crafting highly complex devices of clockwork and springs, though many are not much more then mere curiosities. More functional machines are used for tasks such as weaving wool traded from the dwarves into incredibly finely woven cloth or hemp or flax fiber from the Coratoth gnolls into linen cloth, resulting in a competitive textile industry amongst the Thuggee as well.

Thuggee traders have begun to appear as a common occurrence in the villages and towns of the region and a Thuggee quarter’ is present in Coratoth and Palinan, and even as far as Stryddinas, though these remain outposts of limited size. Here they import plant fibers, dyes, sugar, wool and other goods for their metal-ware, weapons, and textiles.

In addition, of lesser importance economically but none-the-less vital to the Thuggee are the western coasts of the Raimore mountains which, fed by the warm currents of Lake Deathhaven, and the clear skies of the usually sunny slopes, grow coffee and tobacco and some limited food agriculture, including tomato, aubergine, peppers, lettuce and other ‘Mediterranean’ vegetables, though little grain. On the wetter, much colder eastern slope, and lowland brackish bogs of Saltmere, the Thuggee raise some limited goat stocks for both their milk, which is usually made into yogurt and cheese, and their meat. More common here is coal-mining and those Thuggee who call this land home are typically hard-working men and women who spend the majority of their time underground swinging picks and hauling coal.






not particularly original or well-thought out (especially since i stole some of it from a faction i played in one of Daftpanzer's old NESes) but it gives a starting point for further development and should do the job for now.
 
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