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(Lore) Places.

Posted by DM RyanFor group 0
DM Ryan
GM, 511 posts
Sun 21 Feb 2016
at 03:39
  • msg #1

(Lore) Places

Welcome to the world of Tel'Gia


This world is born from the creativity of our group. All content, including the nations, towns, and landscapes we visit in the game, are created by the DM and Players alike. The community is encouraged to help build and expand this world, to fill in the blank spaces of our map. The places you create in this thread will become a living part of the game. You will meet travelers from your place, hear news of ongoing events, and even be able to adventure there with other players. So have an idea for somewhere great? Create it!


***

Our current setting is the Isles of Mercia, which is one of six continents found in the world of Tel'Gia. The Isles of Mercia are strange, for the climate changes radically as one travels from east to west. The eastern isles are mountainous and cold, while the western isles are either desert or tropical. This shift creates a diversity of landscapes over a relatively small region. It is here our many adventures take place.


This message was last edited by the GM at 12:56, Sun 21 Feb 2016.
DM Ryan
GM, 513 posts
Sun 21 Feb 2016
at 12:58
  • msg #2

(Lore) Places

Vaterland

Isles of Mercia (continent) - Kabariya (isle) - Vaterland (country)



Vaterland is the northernmost kingdom on the Isle of Kabariya. If it wasn't for a small land bridge connecting Vaterland to Kabariya, the region would be considered its own isle. This strip of land has long been a point of contestation between Vaterland and their southern neighbors, the Styrie, who've been rivals in war for generations. Their historic rivalry has influenced both nations considerably, forming a culture centered upon war and honor. In Vaterland, this manifested as a culture of chivalry with great emphasis on knighthood, the highest calling a citizen of Vaterland can achieve.

Predominantly human, Vaterland actively trades with the Isles of Perdane and Karbariya, with the exception of the Styrie nation, toward whom they hold a grudge. Vaterland is well known for their spiced sausages and beer which are in high demand. The nation is currently ruled by King Rysan who gained the throne only three years ago after a bloodless coup, an already famous feat among his contemporary adventurers. Despite the recent change in government, Vaterland continues to do well economically and politically in the region. Any tourists visiting this destination are recommended to attend the annual Aber Festival where there is said to be ten gallons of beer for every visitor!

~ Concept for the Kingdom of Vaterland was created by Cody Krueger, aka, Herr Johannes.
This message was last edited by the GM at 13:00, Sun 21 Feb 2016.
Mikael Vaeltaja
player, 96 posts
HP: 60/60
AC: 17(18)
Tue 23 Feb 2016
at 01:49
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(Lore) Places

Saari
Isles of Mercia - Galia - Saari


On the Isle of Galia lies the ancient capital of Saari, sheltered in the Nuija Gulf. The city of Saari is the beating heart of Galia, one of the greatest elven nations in Mercia, and certainly the oldest. Originally founded at the beginning of the Dylindiae Dynasty some 1500 years ago, it has remained the capital and the seat of power ever since. The lavish wealth and breathtaking architecture awe both travelers and residents alike. Even though the many buildings and structures have been around for thousands of years, they seem to always keep a fresh elegance and are never found in disrepair.

The city has been ruled by a member of the Dylindiae family since its birth, save for the past century alone. For nearly 100 years, the throne at Saari has been empty, since the beloved Prince Veloth left the isle in his sorrow, after the murder of his newly wed, the Princess of Estraeus. In his stead, a council had been assembled to rule, to govern both Saari and the great nation of Galia. The Council consists of leaders from the various groups, guilds, and other city governments. With many committees overseeing the isle and its workings, one is the small council of wealth, which governs Saari's economics and manages the dynasty's revenues and expenses. The head of this committee is Elirael Vaeltaja, whose had his seat on the Council for 160 years.

Saari is also home to one of the largest and safest trading ports in the region. Due to city's immense wealth and the protective arms of the Nuija Gulf, even the strongest invaders and pirates dare not enter. Here, poor men can become rich in a week and rich more poor in a night. Yet the city is not for the light-hearted, for many fear that Saari is home to dark secrets of its own. Some of which have laid hidden for over 1000 years...


This message was last edited by the GM at 01:49, Tue 23 Feb 2016.
Imbellem Tueri
player, 130 posts
HP 60/60 AC: 16/16
Tue 23 Feb 2016
at 01:50
  • msg #4

(Lore) Places

Terrignis Mare
Isles of Mercia - Terrignis Mare


Terrignis Mare: Land of the Fire Sea as it's called in the common tongue. One possible explanation for the name would be the setting sun this far south of the world, which on a particular day of the year makes the water ablaze with red and orange, as though it were on fire. Another possibility is the custom of its people to burn the ships of their enemies. The cold and towering mountains that cover the isle are almost as cold and harsh as its people. Many come to this island hoping to hone their skills in battle, or prove some petty self challenge and brave the mountain. Few who attempt such feats seldom return, as the largest mountain of Vulneran Sky belong to a secretive group of assassins known as The Specters, but no one has been able to prove their existence. Being one of the southern-most Isles of Mercia, the entire southern end of the island is constantly on guard against any who seek to overtake them. Due to this fact, the people who live there feel a strong sense of pride and duty to defend their lands, and all who call this land their home must be skilled in the art of combat. Most of the towns and villages off of the main capital city of Slalo has a very strong government. Crime rate is very low, seeing as the people who attempt such crimes are dealt with harshly by the one who were the target of the poor thief or mugger. Far to the west of the much more civilized Captial of Slalo, past the mountains lie the Redlands. The further west one were to travel, the hotter and more dry the land would become. The island of Terrignis is split into two nations. The East, having its capital of Slalo, resides in the nation of Salutem; which translates to Survival. A fitting name given to those who fought countless battles, and established a government in a place teeming with fierce warriors and conflict. The eastern side of the island is known for its reliance, bravery, strong leadership, civilized, and wealthy culture, partially due to the Vulneran Sky mountain mines which bring many fine gems and silver into the city. The west however, is a very different story. In the nation of Rhyfel, Rhuddlan stands as its main capital due to its mid location between the Redlands and the Mountains. Rhyfel is much more barbaric in its nature. Known for its strength, and lacking all forms of government. It is led by the strongest, and all those who live in this nation are taught to fight, work, and carry their own weight, as well as given appointed jobs that they must do for the continuation of its city. The island has long been at war, the east split from the west. The mountains serve almost as a natural wall between the two, but battles and sieges are almost a constant threat. Not many alive today know the true reason as to why the land was split in two, or why there is so much hatred and divide between the land. Even the great archives in Slalo have no mention of the beginning of this conflict, this almost constant state of war.


The capital of Slalo is a great fortress city, governed by a youth crowned after the death of his father who ruled before him. Terrian the Second, at the age of 12 years, inherited the land after his father's untimely demise, the nature of which is still uncertain. Beside him is the Grand Advisor, Evergard Upton, a shadowy figure and rarely spoken of by common folk without fear of an untimely demise of their own. The common and most popular attraction in the city is known as the Batanguinis Colosseum. This is a place for public executions known as Clamoribus damnatorum, slave gladiatorial battles to the death where the winner is given freedom called Libertas da Vita, as well as a sport known as Venatus Mortis; A team sport in which groups of varying individuals fight other groups to the death. The winning team, or surviving members, are given hefty rewards. Though many fear their leader, they find that following the rules given to them for their own safety to be reasonable, and live comfortably in the great walled city with its great army who is led by a strange man. Nobody knows of where, or when this man came from, but Key Titulari, general of the young kings armies, is known across the lands as one of the three warlords. Though his intentions are pure of heart, only trying to protect the people of the land, all those who see him tremble. He serves the king's every order, and without question. His devotion to whoever sit at the throne is unwavering. Many dont even know if Key Titulari is actually his name, or one that was appointed to him. Due to his amazing skills in battle, as well as organizing entire armies to thwart of invaders, his name or title translates to "Key Holder". Many say this simply means he has ultimate control of the city, but other claim that it means this man - almost creature of war owns the keys to Hell itself.



On the furthest western reaches of Teriginis, the mainland begins to break into smaller islands that provide a dramatic climate change. Where as the mainland is mostly mountainous and cold, as one were to travel west, the area becomes to be more flat, and dry, craggy earth, due to underground volcanic activity. This area is known as The Redlands, due to its literal red discoloration. Though it was been long sense any of these volcanic eruptions occurred, the land closest to it appear to be under great stress. No snow falls in this location, and it becomes mostly dry, warm, and the land itself seems to have veins of canyons. Another nickname for this island is, The Land of Fire and Ice. Tread this land carefully, the weak dont stay long. Many small tribes and villages of barbaric theives and traveling nomads lie in wait for an unsuspecting traveler to pass by, only to have everything taken from them. Including their lives.


The Capital of Rhuddlan lies in the midst of chaos in the west. This great city was carved out of and built in the side a mountain, leaving it to be one of the most naturally well defended city capitals of all the Isles. Each man and woman is assigned tasks they must perform, a job or perhaps bought up as a warrior. Though all members of this city know how to properly wield a sword for self defense, some are bought up as children. Taught to fight and kill with frightening skill. The strongest, and most frightening of all people in the nation, one man is known, respected, and feared. The second of the three warlords of Terrignis, Law Odial is almost more creature than man. His skills in the art of killing are astounding. Though he refuses to lead the city, the man is more than willing to be the leader of all attacks, as well as being in charge of the defense of the city.


Forever caught in the middle of constant battles and wars, the Vulnerian Sky Mountains stand tall and resilient to the conflict. Many dwarves call this mountain range their home, and though they are accommodating to both nations, offering trade and services; there has been man an occasion where the usually peaceful dwarves must stand their ground and fight back. Many cities lie within, as well as atop the mountains many faces, but they have no main capital, finding the preservation of their culture, heritage, and safety more important than a singular government. Often found simply standing on the snowy cliff sides of the mountain, watching for attackers or bandits, there is one dwarf who stands as the cornerstone of their defense. The third and final warlord of Terrignis, Mir Khranitel stands as the seemingly silent voice of reason, ever trying to keep peace and unite the two nations over one simply overpowering the other. After years of watching blood spilled over some stupid reason nobody can even remember, Mir Khranitel's patience wears thin. Perhaps it is time he intervened on this childish squabble.


The Three Warlords of Terrignis

Law Odial, Mir Khranitel, Key Titulari

This message was lightly edited by the GM at 01:50, Tue 23 Feb 2016.
DM Ryan
GM, 516 posts
Sun 21 Feb 2016
at 13:05
  • msg #5

(Lore) Places

Perdane
Isles of Mercia - Perdane - Kingdom of Perdane


Perdane is geographically the second-largest island in the Isles of Mercia (the largest being Kabariya, their eastern neighbor) and is predominantly human. For most of history, Perdane was made up of numerous small kingdoms that constantly fought with eachother for every possible reason. However, around two hundred years ago, the island was finally conquered by a King Andayne II, who claimed he was descendant from the legendary hero Andor Tucehaes. For the first time, the entire island was unified as a single nation, the Kingdom of Perdane.

The eight kingdoms conquered by King Andayne II were re-established as eight duchies, or states, and a Duke or Duchess was selected to rule over the affairs of each. Appointed by the King, the most prominent noble family in the region was usually selected. The capital of Perdane, Deon's Rise (named after the King's infant son Deon), was built on Solpras Pennisula along the eastern coast, and the landmass was declared neutral, i.e. not a part of any province. (see Map of Perdane, marked by a white star)

For one hundred years, the Kingdom of Perdane did well, ruled after King Andayne II by his son, King Deon I and his descendants. However, over the century, the King's power had gradually declined, falling into the hands of greedy Lords and politically-minded noble families. Eventually, the states began to fight with eachother once more, unable to be controlled by the King. In their political confrontations, they started the practice of employing pirates.

Pirates had always been a problem for the Isles of Mercia, especially Perdane, but for the most part, they were usually a disorganized and small group of criminals. Offered lucrative sums of money, power-hungry Dukes hired them to harass the ships of rival provinces; they were also employed as spies and troublemakers. Within a few decades, fueled by this new wealth, the pirates became organized and increasingly intelligent, having become very intimate with island politics. Using their naval strength, they developed a tight grip on oversea trade and enacted heavy fees, augmenting their financial gains.

To the surprise of most historians, the pirates then used their new wealth wisely, investing in businesses and purchasing the loyalty of politicians. Over a couple more decades, their financial skill escalated drastically, claiming a vast economic control over the island. In contrast, the fighting between Lords had drained much government wealth, accumulating large deficits; ultimately, they were forced to take massive loans from the pirates.

Before long, the pirates gained control of the armies, responsible for much of their wages and income of many high-ranking officers. The King had long lost the power to interfere, and the various duchies became financially undermined by the pirate organizations. Finally, around fifty years ago, the first pirate leader declared himself a Pirate Lord and assumed control of a province; the existing Duke had no choice but to submit, for the pirates even controlled his castle guards. The other seven provinces quickly succumbed to the same fate as a Pirate Lord claimed control of each.

In the capital of Deon's Rise, the eight Pirate Lords decided to occasionally meet as the Council of Eight and manage national affairs, but for the most part, each Pirate Lord was left to individually rule over his own province. In many provinces however, the Pirates Lords decided to keep the existing government, often to placate the people or because they didn't want to take responsibility for the daily affairs of governance. Instead, they changed only what they saw fit and left the rest to the existing Lord, who either made policy that satisfied the pirates or was quickly replaced.

Up to the present day, Perdane is still under the control of Pirate Lords, who have dug deep financial roots into the isle's economy. Although King Owendir I is the current official King of Perdane, his actions typically reflect decisions made by the Council of Eight; likewise, the official Dukes of each state are highly influenced by their corresponding Pirate Lord.

There is some speculation that politics are changing, and provinces are drifting from pirate control as the economies grow larger and more sophisticated. And despite occasionally meeting as the Council of Eight, Pirate Lords are not always on friendly terms with one another; consequently, there are often vendettas, skirmishes, and other conflicts of interest between them. Such observations give some hope that Perdane is leaving pirate control and entering a new political era, but this remains to be seen.

In sum, the Kingdom of Perdane is a large nation characterized by complex and deep-rooted politics rarely seen elsewhere in the Isles of Mercia. Ruled by a government of Kings & Dukes and a shadow government of Pirate Lords, the island can be dangerous for those who interfere with the status quo. Tourists traveling to this destination are recommended to visit the City of Herrod, which is said to be the largest known city in the isles and a must-go shopping destination!
This message was last edited by the GM at 13:06, Sun 21 Feb 2016.
DM Ryan
GM, 517 posts
Sun 21 Feb 2016
at 13:06
  • msg #6

(Lore) Places

Places: Cathyria
Cathyria


Although Cathyria is geographically the largest continent on Tel'Gia, it's far from the most populated. Much of the land is inaccessible, consisting of vast wilderness and a mountain range that spans the entire northern half of the continent, known as the Endless Mountains; the eastern tip, appropriately called the Frozen Wastes, is a bleak tundra that stretches into the frozen ocean. As a result, the majority Cathyrian civilizations live in the southern half, nestled beneath the mountain peaks.

The Kingdom of Cathyria is located in the southwestern region, otherwise called West Cathyria. According to the legal codes of Ascalon, their capital city, the kingdom technically contains the entire Cathyrian continent (hence, the synonymous name). However, this is purely nominal and far from reality; in practice, the kingdom's domain encompasses a relatively small western region. With the Endless Mountains to the north and the Forbidden Forests halting travel eastward, the Kingdom of Cathyria is both unable to expand and safe from invading nations.

Due to the Forbidden Forests, an untraversable wilderness of great size, the Kingdom of Cathyria (or West Cathyria) is scarcely aware of their neighbors in East Cathyria as there is almost zero contact between them. Since the Kingdom of Cathyria has historically declared the whole continent as part of their nation, there would be a politically awkward moment should the natural barrier between them ever be surmounted. Less is known about East Cathyria, being fairly isolated by both land and distance, but the region is famous for being the home of Abaddon, a legendary fortress. The stronghold of Abaddon is said to be ruled by a coalition of dark adventurers; young adventurers often aspire to join their ranks and gain eventual access to higher social networks, resources, obamacare, and other communal benefits.

Ascalon was built on the coast of the Silver Sea, a large body of water connected to the cold, northern oceans. It's called the Silver Sea, for ice sheets often drift from the north into its waters, creating dangerous obstacles for sailing across to Druhak. As a result, Asclaon considered itself protected from invaders until a recent invasion attempt by Obsidian, a figure who decimated much of Druhak prior to sailing for Cathyria. Even though the attack was repelled and Obsidian defeated by adventurers, the event created deep repercussions throughout the region.

A dangerous frontier of exploration, Cathyria is famous for producing high quality adventurers. There is very little trade internationally, but the flow of adventurers between Cathyria and other parts of the world have brought the continent much attention. Any tourists visiting this area are recommended to leave immediately; you'd likely be killed by something long before reaching a scenic location!
DM Ryan
GM, 518 posts
Sun 21 Feb 2016
at 13:07
  • msg #7

(Lore) Places

Groong, Cliffshore
Isles of Mercia – Cliffshore – City of Groong



The Goblin-city of Groong is located on Cliffshore, in the north-eastern part of the Isles of Mercia. Cliffshore has the special quality of being an isle half the year and a peninsula the other half; during the region's warm season, rising sea levels flood the T'laysaap Straights, cutting it off from the mainland. Traveling overland on Cliffshore is nearly impossible, for the entire region is made of mountainous crags and ravines. Thus, the races that inhabit it tend to build their cities underground, utilizing the many natural and spacious caverns.

Groong is the most notable city due to its prosperous relations with neighboring isles. Since Goblins have relatively short lifespans, their lives are considerably fast-paced, even frantic. In the city of Groong, this manifested as a highly progressive culture, focused on scientific development (in stark contrast to the more primitive and tribal Goblin hordes of Cathyria). As a result, they've been on the forefront of mechanical engineering, architecture, and chemistry in the Isles of Mercia, establishing many trading partners around the region. Tourists are highly recommended to visit and take a ride on their 1000 ft. elevator! However, most visitors should be warned about Goblin humor, which is often only enjoyable for the prankster and not so much the recipient.


DM Ryan
GM, 519 posts
Sun 21 Feb 2016
at 13:08
  • msg #8

(Lore) Places

Treetown, Noanatu
Isles of Mercia - Noanatu - Village of Treetown



Treetown is a large village in the Bungo Swamp, located on the Isle of Noanatu. This town is especially memorable to travelers, for the entire settlement is built on the trunks of massive trees, which grow throughout the swamp. Sometimes stopped at by merchants on the trade route to Olseen, Treetown is known to sell rare plants gathered by the locals who live there. The population mostly consists of Elves and Goblins (though Galians derogatorily refer to the Elves here as Mud Elves). Although both are racially identical to others of their kind in the Isles of Mercia, their culture remains tribal and isolated.

The Elves and Goblins of Bungo Swamp have long been united as a single community by their common religion, which focuses on the worship and appeasement of local spirits. Travelers passing through this region have often told stories of strange experiences in the swamplands. When the inhabitants were asked why they built their town in the trees, they responded it was for safety from vengeful spirits. Most travelers dismiss this as local folklore. Few people travel to the Isle of Noanatu for leisure or adventure, largely due to the difficult overland conditions posed by vast bogs and jungle, but the true reason is certainly the mosquitoes. Tourists visiting Treetown are recommended to bring bug spray!


DM Ryan
GM, 520 posts
Sun 21 Feb 2016
at 13:08
  • msg #9

(Lore) Places

Archaeology: Perdane Studies [A201]
Perdane University
Prof. Pishak & Prof. Ng'ut

"Pay attention now youngsters," Professor Pishak droned. His voice sounded as old as he looked, each word rasping as though it might be his last. He had been the Head of Archeology at Perdane University for far too long, and probably should've retired a couple decades ago. Only a handful of students sat in the lecture hall, which was otherwise empty; the few present scarcely looked at him, far more interested in watching clouds float by through the window. One student was fast asleep, his head awkwardly resting on the wooden bench behind him, facing the ceiling above. He let out a snore every few minutes.

Professor Pishak wrote on the board with a piece of chalk, "So, the city of Herrod. . . " The chalk squeaked with each stroke. It did nothing to help his strained, ancient tone, ". . . Was built around 300 years ago. Then, as the city got bigger and bigger, they began digging underground to build their Aqueducts, to handle all the clean and filthy water and what not. . . but to their surprise, they found tunnels already there! Underground! Can you believe it!?" He was responded to with a snore; they didn't seem to share his excitement. Professor Pishak didn't notice, for he was in his own world most the time. In fact, if someone were to ask him what year it was, it'd be doubtful he could answer.

"These tunnels turned out to be everywhere beneath Herrod, tons of them! Like a maze or labyrinth, remnants of some old civilization. . . Now who built these tunnels? Well, no one really knows, but that's what we're trying to find out." Professor Pishak slowly dawdled to his desk, only moving a few inches per step. He pulled out some dusty tomes and pieces of pottery. "Some ancient traveler records say that these tunnels were built at least 1000 years ago, originally being a city of great size. We don't really know the name of the civilization, so for now we just call it the Old Kingdom. The Old Kingdom was made of, apparently, very skilled engineers and craftsmen – we know this from examining their architecture and after finding machines in their underground ruins. And lots of these machines still worked! . . Of course some were really dangerous. . ." His tone fell off, "But anyway! . ."

Professor Pishak spoke wistfully, enthralled by his topic – he likely couldn't recall his own name at this point. "The stories continues to say, that the Old Kingdom thrived until the arrival of J'thraxxilis, the sea serpent, who unleashed a tsunami that killed pretty much, well. . . everybody. . ." "Hey! Wake up you kids!" another voice crackled from the doorway. Students shot up straight in their seats as a short, green, and wrinkled, goblin stepped inside. "Ah Professor Ng'ut – I was just. . ." "Yes yes, I know where you were at. Get on with it. Try not to bore them," the old goblin said impatiently, clearly looking for something. His big nose and long ears had begun to droop from age, but he still had his senses. Professor Ng'ut sat at Pishak's desk, rifling through for some notes. They had been colleagues for longer than most the students had been alive. "Oh, right. So. . . the tsunami killed everyone. When the waters finally receded, it carried with it a layer of sediment and dirt, which buried the entire city. But since they were such good craftsmen, much of their city remains intact! Just waiting to be discovered!"

Students feigned interest, mostly out of fear for Professor Ng'ut's rebuke, whose elderly voice could still crack like a whip. Professor Pishak continued, "And when the people of Herrod began digging, they found a lot of these tunnels already there, so they built much of their Aqueducts in the existing tunnels. Herrodians refer to all the tunnels simply as 'The Aqueducts', but they run deeper than anyone thinks, with many areas – we think – still untouched. With proper research and excavation, we'll be able to learn more about the Old Kingdom in time. Now. . ." Ding. Dang. Ding. A bell rang in the distance, signalling classes were at an end. Students hurriedly grabbed their things and dashed for the door. "We'll continue this next week class," Professor Pishak said, not a soul listening to him. Most would likely forget everything he'd just lectured on in a few minutes or so. "And don't forget your papers on King Andayne's conquests!" Professor Ng'ut snapped. That, they wouldn't forget.
DM Ryan
GM, 521 posts
Sun 21 Feb 2016
at 13:09
  • msg #10

(Lore) Places

Hope's Gate
Isles of Mercia - Cliffshore - Hope's Gate


In the heart of Cliffshore lies what pilgrims refer to as Hope's Gate. The goblins of Groong call it 'Saak Sa Lak Hak Phang' in their native tongue, but being difficult to pronounce for foreigners, Hope's Gate grew into widespread usage. The builders of the structure are unknown, believed to belong to a long dead culture, yet their construction is a marvel according to the reports of travelers. Stone arches of different sizes, they stand deep within the hollow and cavernous landmass of Cliffshore, and distant from any known city or town in the region. Very few successfully make the journey.

The pilgrimage to Hope's Gate is one of the most treacherous journies known to travelers. Since travel overland on the craggy surface of Cliffshore is considered impossible, the only route is to sail upstream on the river between Cliffshore and the mainland. Prior to reaching the T'laysaap Straights, there is said to be another river which flows through the ravines and underground caves of Cliffshore, to the center where Hope's Gate is found. Although most attempting to make the trek turn back or perish, there still exists reports of successful journies. Such returners often call it a sacred place, and thus it gained reputation as a site of pilgrimage.

Sailors tell tales of Hope's Gate being a place where one's deepest wish, the heart's desire, is granted. As a result, many desperate travelers have perished in attempting to reach it. Rumors say that interested persons can hire the services of a guide, one who has made the journey, but that they're selective with clients and expensive. Regardless of the true nature of this structure, it is considered one of the most fascinating confirmed sites in the world. Perhaps someday, we'll understand the full history of Hope's Gate.


DM Ryan
GM, 522 posts
Sun 21 Feb 2016
at 13:09
  • msg #11

(Lore) Places

Usa, Kabariya
Isle of Kabariya - Village of Usa


The village of Usa [pronounced oo-suh] lies at the base of the Cermunte Mountains [p. ser-moon-tay], located in the southwestern region of the Isle of Kabariya. Primeval in their beliefs, the inhabitants of Usa, or the Usan, regard the mountains and surrounding land as sacred and have thus shown very little interest in conquering or spreading to the lands of their neighbors. And their neighbors have likewise shown little interest in them, for the Cermunte Mountain region is regarded as exceedingly harsh in climate and absent of any valuable resources. As a result, the Usan have been left alone for an indeterminable period of time (and as they keep no history, neither in writing nor orally, there is no way of estimating).

This savage environment has imprinted an equally savage culture on its barbaric inhabitants, notably distinguishable by their most important and sacred annual custom regarding the mountains. Each year, all men of the tribe over the age of thirteen must make a pilgrimage to the summit of Mt. Inalt, the tallest in the range. During this journey, the men are forbidden to help one another, compelled to reach the top and return by their own strength and constitution alone. Those that fall during the pilgrimage are left there to die, dispassionately and without grievance; in this way, the men of Usa are purged yearly of those deemed too weak, elderly, or infirm to survive in their savage landscape. However, the Usan do not consider death upon the mountains shameful nor a reasonable cause for lamentation, for it is here that all souls of the Usan must eventually go, according to their beliefs, and where their ancestors already reside. Women and children who die in the village are subsequently carried into the mountains and laid to rest in a particular spot, traditional locations often being used by different families. This has proven to be quite startling for some travelers who wander into a seemingly common cave only to find it filled with skeletons!

No foreigner outside the Usan has been known to reach to top of Mt. Inalt nor participate in the custom, but undoubtedly the act of doing so would result in respect and acceptance by the tribe; though for what purpose, it'd be difficult for most civilized minds to imagine. This concludes the discourse on the village of Usa.


This message was last edited by the GM at 13:10, Sun 21 Feb 2016.
DM Ryan
GM, 523 posts
Sun 21 Feb 2016
at 13:10
  • msg #12

(Lore) Places

Styrie, Kabariya
Isle of Kabariya - Kingdom of Styrie


Politics

The government of Styrie is a kingdom ruled by Leopold I of the Orssich royal family. Styrie is bordered by the Friehoff Sea to the north, Vaterland to the north, Lapland to the west, the Duruth Principalities to the south, the Contested Territory to the south, and the Anctet Ocean to the east. Styrie has a mixed relationship with the Duruth Principalities and a peace treaty with Lapland. Currently, Styrie is under invasion by Vaterland who is currently occupying much of the northern territory.

Environment

The eastern part of Styrie is mountainous, containing a part of the vast mountain range called the Spine which spans the full length of the Kabariyan Isle along its eastern regions. Areas surrounding the mountains are primarily boreal forest, dominated by coniferous trees and rugged vegetation. However, the mountains of the Spine act as a cradle for eastbound weather fronts; as a result, western Styrie receives ample rainfall and is highly fertile. Western Styrie is dominated by temperate seasonal forest and grasslands.


Geography

The Isthmus of Kreig is a narrow strip of land that connects Styrie to Vaterland, and in consequence, Vaterland to the Kabariyan Isle. More than fifty battles have taken place on the isthmus between the two countries who have long been rivals; however, the border has rarely changed and remained so for any extensive period of time, being evenly matched in military strength. In southwest Styrie is the Breitwald Woods, which a large forest that lies in both Styrie and neighboring Lapland. There are many myths and superstitions about the woods, and it remains largely uncultivated. The mountains of the Spine occupy nearly all of eastern Styrie.
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