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Torgodorian (Including Deznor and Qualida) Nations:
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Posted by: Vacithius
Name of Nation: Ahwaluh
Name of Capital: Ahwaluh
Location: Eastern central shoreline.
Population Class: Major
Racial Dominance: Halflings
Description of Government: Ruled by an all-powerful royal
lineage of high-priests to the god Waluh (Nalithus). A
flat-topped pyramid of earth covered in black-flowering
vegetation, and standing nearly 300 feet tall, serves as
the priest-kings abode, from which he never steps once he
is made king. Surrounding the base of this pyramid is a
circular ring of thatched-roofed grass huts of emmese
size which hold the quarters of the priest-kings
servants and fellow priests of Waluh, all carrying out
the holy word of the priest-king to the letter with the
help of the priest-kings loyal and very large army. Land
Army Size: Very Large
Sea Army Size: None
Internal Societies of Note or Things of Special Interest:
Much like the Aztecs, the Ahwaluh Nation is a glorified
city-state with a superior army that has terrorized even
neighboring halfling civilizations, conquered them, and
demanded tributes with the threat of violence. The army
and the priest-king himself are widely known for their
striking colored face and body paint, as well as the long
and equally bright tail-feathers of birds they wear in
their long black hair. Even the priests of Waluh wear
brightly colored face-paint in a constant display of
pride. Clothing here consists mainly of loin clothes and
bone necklaces.
The king has over a thousand wives and only he and his
chosen priests are allowed to propagate.
The king has by legend the ability to change into a great
bird which watches and sees everything that transpires in
his nation. He also has the ability to summon animals to
do his will, speak with vegetation, and travel
out-of-body to the far reaches of Ahwaluh. He has placed
the heads of his enemies on stakes surrounding his abode
to serve as a testiment to his enemies of his power and
control.
Special Events/Holidays: The Day of the Sun is celebrated
by giving tributes to the king gained in raids upon the
orcs. The raids are a competition that lasts for a full
two cycles of the moon before the Day of the Sun itself.
The king announces when the Day will be celebrated and
may call for more than one in a single year.
Name of Nation: The Gray Forestlands (Nuh-gatha)
Location: Covers the eastern third of Torgodor, from the
coasts to the central hills of Torgodor, including
Ahwaluh.
Population Class: Major
Racial Dominance: Halflings
Description of Government: Usually shamans/priests of
Waluh and elders given king like status, although some
places have a council of elders or warriors that choose
both long and short-term leaders. Most lead until they
are discredited or die.
Land Army Size: Large
Sea Army Size: Small, some coastal villages have rowing
boats, used primarily for fishing, but most battles take
place on land.
Internal Societies of Note or Things of Special Interest:
The Gray Forestlands are a dangerous wildland of deadly
natives, including head-hunters and even canabal tribes.
The Gray Forestlands are general composed of large, but
solitary villages with a highly militant and dominant
male society. Some alliances between nations do occur,
but they more often opt to raid and skirmish with one
another.
Name of Nation: The Red Islands
Location: The islands of Eldrack. Leafmar, and Besserech
just off the coast of Torgodor.
Population Class: Minor
Racial Dominance: Halflings
Description of Government: Same as The Gray Forestlands.
Land Army Size: Moderate (same army as the sea army)
Sea Army Size: Moderate
Internal Societies of Note or Things of Special Interest:
The Red Islands are an allied nation of pirates who
continuously invade The Gray Forestlands with their
superior water craft and then escape with their expert
seamanship back to the isles. Unlike the coastland, they
worship Nuh tullah (Udra), Magdin (Malladorian),
and even Uh lahu (Oolidil), as well as Waluh,
prefering a pantheon of gods to a single god. In their
culture, Nuh tullah is the dark beast, Magdin is
the trickster, Uh lahu remains the wise father, and
Waluh (like the mainland) is viewed as the animal
warrior.
Name of Nation: The Bone Hills of Torgodor (Gordor)
Location: The eastern half of the central hills of
Torgodor, sparse elsewhere.
Population Class: Moderate
Racial Dominance: Orcs
Description of Government: The strongest, bravest, and
most intelligent rule with a bloody fist.
Land Army Size: Very Large (almost the entire population
is war prone)
Internal Societies of Note or Things of Special Interest:
Much like the Halflings, the orcs are a tribal, barbaric
lot. They came to Torgodor long ago and swept through the
hills, taking the sacred land of the Halflings, the lands
of their ancestors, away from them, winning their eternal
hatred. Ever since, the Halflings have become
increasingly militant and the two battle in great raids
against one another that will surely lead to the
destructon of one of them, and nearly has several times,
only to begin again. Currently the Halflings are winning
and the Orcs weakening, but that may change if the orcs
are supplied with a good leader, which they now lack. The
Orcs live in separate tribes that generally avoid one
another, but they do join together, sort of, to invade
the Halfling lands or defend their own with the unifying
power of battle lust. As a whole, the Orcs generally
worship the gods Numum (Udra), Tallack (Nalithus), and B
ngor (Nortumia), but it is often an indirect relationship
with Numum and Bengor rarely supporting their causes.
Tallack, called the Great High Orc, has converted some
war priests to his cause and their power has much respect
among the orcs, but they prefer bashing Halfling skulls
with clubs to praying.
Name of Nation: Jillithi-rilia
Name of Capital: Sestrilus
Location: Western and Southwestern most forests, hills,
and shoreline of Torgodor.
Population Class: Moderate
Racial Dominance: Mysteene
Description of Government: Ruled by a sorceror-king.
Land Army Size: No Standing Army
Sea Army Size: None
Internal Societies of Note or Things of Special Interest:
The mysteene of Jillithi-rilia generally worship
Malladorian, a religion instilled upon them by their
king, who is reportedly centuries old but appears young
and healthy to this day. Regoraxia (Malladorian), by
legend, appointed their king to his current station,
whereas before no government or religion existed,
according to the mysteene. The halflings and orcs of
Torgodor avoid the large nation of Jillithi-rilia out of
fear of its magical, and what they term,
"ungodly" ways. To them it is a nation of evil
spirits, trapped on this world by decree of the gods, and
thus no cummincation exists between them. Some forsaken
halflings and orcs have made it to the land of the
mysteene and have found the gates of the magical city
open to them, but it is noted that none are ever rumored
to leave its gates again. Many refuse the kings
sovereignty and Regoraxia as well, but the mysteen are
not an especially violent race and generally leave well
enough alone, as long as it doesnt greatly affect
them. Jillithi-rilia is filled with magic users and every
race is represented there in very small numbers, but the
nation seeks no communication with any other and can
easily destroy invaders magically.
Special Events/Holidays: Tribute Day (Ousca Druj), the
day when tributes are payed to the king by those in
power. Those who displease the king by their tributes are
dropped from their office and sometimes even thrown out
of the nation like criminals.
Name of Nation: The Enchanted/Forbidden Isles (known
to the orcs as: Iska) (halflings: Regewa) (mysteene:
X truiserat)
Name of Capital: None
Location: The islands of Yemzar, Olyshnar, and Quardmar.
Population Class: Minor
Racial Dominance: Mysteene
Description of Government: None
Land Army Size: No Standing Army
Sea Army Size: Negligible
Internal Societies of Note or Things of Special Interest:
X truiserat is three islands believed to be
composed of mysteene wizards who left or were thrown out
of Jillithi-rilia by the king. The place is shrouded in
complete mystery beyond this.
(Deznor and Qualida):
Wandering bands of orcs of little social order inhabit
the deserts and swamps of both lands, and a great red
dragon is said to haunt the mountains of Deznor.
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Delanorian Nations:
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Posted by: Green
Name of Nation: The Great Odissa Tribal Lands
(Akorara)
Location: Eastern shore to the forest lands of the west.
Population Class: Major
Racial Dominance: Odissa
Level of Discrimination: Heavily Discriminating
Description of Government: Most tribes consist of a
traditional form of government among the Odissa. A
council is made up of young and old males, each selecting
one leader with either great hunting skills or great
wisdom and intelligence. These two councils argue and
compromise when it comes to making a decision, but the
elders have the greater say and can overrule the younger
council. The younger council makes up the hunters of the
tribe and it is they who defend the tribe when under
attack and guard their homes.
Land Army Size: Each tribe has half of its population as
skilled warrior and hunters, making for large armies
considering their tribes number (Usually just over
a hundred).
Sea Army Size: None
Internal Societies of Note or Things of Special Interest:
Odissa tribes are both nomadic and stationary, usually
with tribes of a greater number of young being nomadic
and those with a greater number of elderly being
stationary. Despite the friction that this nomadic versus
stationary movement might cause, little conflict really
ever occurs and is usually settled peacefully. Any Odissa
who kills another Odissa and not in self defense or
without a formal proposal and acceptance of challenge
(with witnesses on both sides) is ostracized. The female
Odissa, although not given voice in council, owns the
rights to shared home/property and children and may
dismiss a dissatisfactory mate at will, as tradition
dictates in Odissa society. Many of the elders are also
priests of Ghara (Nortumia), while the young are simply
faithful. The main conflict the Odissa face are wandering
bands of Orc tribes, which are especially prevalent
towards th western forests.
Schemes: The odissa tribes generally avoid the other
races, but take great pleasure in hunting down the
occassional mysteene trespasser.
Name of Nation: Pallistaris
Name of Capital: Pallistaris
Location: The eastern most forestlands.
Population Class: Moderate
Racial Dominance: Mysteene
Level of Discrimination: Open
Description of Government: None
Land Army Size: No Standing Army
Sea Army Size: Small
Internal Societies of Note or Things of Special Interest:
The ways of the Mysteene of Pallistaris are like that of
the ancient ways of their native lands in Torgodor before
the arrival of the king, which ended most communication
between the two nations. Like in the past, the Mysteene
of Pallistaris generally worship no gods, prefering their
free magic to a life of devotion. The city-state of
Pallistaris is a chaotic one, which only reflects the
nature of the Mysteene and their lawless ways. Conflicts
are swift and deadly when inacted, but rivalries may last
generations. Any who have tried to become a king where
simply rejected by the populace or quickly overthrown in
a mass uprising. In this way, the Mysteene are on of the
most mysterious races of all.
Schemes: Pallistaris respectfully avoids confronting the
centaurs or odissa in most cases, although they
cant help but antagonize the odissa whenever they
get the chance on an individual level or to spy on the
centaurs to learn their nature magic.
Imports: Uncut precious precious stones and various
metals.
Exports: Addictive drugs, crafted jewelry, unique weapons
(often illegally).
Name of Nation: The Centaur Tribes
Location: East of the Mysteene in the western
forestlands.
Population Class: Minor
Racial Dominance: Centaur
Level of Discrimination: Total Discrimination
Description of Government: Like the Centaur of Liprica,
the Centaur is generally too good natured to require the
constraints of a government, generally they live by
simple codes, among which killing is forbidden unless in
defense against an invading force of another race.
Land Army Size: No Standing Army
Sea Army Size: None
Internal Societies of Note or Things of Special Interest:
Again, like the Centaurs of Liprica, the Centaurs of
Delanor live inside small cities with walls of living
trees grown with that peculiar magic unique to
Centaur-kind. They avoid the Odissa for obvious reasons,
but have traded in a sort of gesture of peace with the
Mysteene, but they refuse to live among them because of a
great dislike of their chaotic nature. Centaur cities and
tribes are close to Odissa tribes in size, but the
diameter of their tree-walls is great, more than enough
to contain them all with room to spare.
Schemes: Like the odissa, the centaur tribes avoid the
odissa and mysteene whenever possible. They are loath to
admit that they have a deep psychological fear of both
races.
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Chi' lorean Nations:
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Posted by: Green
Name of Nation: The Dwarven Lands (Korladdin)
Name of Capital: Troxelgaft
Location: The entire unfrozen southern tip of the eastern
peninsula of Chi lore. The capital is located in
the base of the southern most mountain of that peninsula,
ruling all.
Population Class: Major
Racial Dominance: Dwarf
Level of Discrimination: Heavily Discriminating
Description of Government: The land of the dwarves is
composed of nearly a hundred clans composed of hundreds
of individual families. Each town recognizes its most
respected elder, who is supposedly the wisest, as their
next candidate for the office of high minister. Every
time the nations ruler retires or dies, thus
vacating the office of high minister, each village sends
forth its chosen elder, to be tested by the highest
dwarven priest of Oolidil in a grand ceremony held within
each clan for each elder. Within the ceremony there is a
laying on of hands by the high priest upon the candidate.
Then, communing with Ooldil himself (supposedly), the
high priest askes for a sign that this will be the new
leader of the Dwarven nation. If a sign, or what is taken
for one is given following the silent request (which is
done in public), then the search ends and a new leader is
born. Given the older age of many of the candidates, a
reign usually lasts no more than 30 years. Many terms of
office have lasted no more than 10 years. Of course,
every candidate chosen so far has been a follower of
Oolidil.
Land Army Size: Very Large
Sea Army Size: Moderate
Internal Societies of Note or Things of Special Interest:
Every clan composes an individual town which carries the
clans name. Strangers, even from other clans, are
never greeted with verbal or physical violence, but
social companionship is noticeably lacking and eyes seem
to follow one everywhere. Otherwise, it is a custom to
treat a stranger with all outward signs of courtesy. Each
town has its own sheriff, who protects the town, carries
out it laws and the laws dictated by the high minister
(though they be few), and is recognized by the people.
The town elder (candidate for the office of high
minister), serves as the town judge. Should the town
disapprove of either the elder or the sheriffs
actions, a new one is chosen by an informal gathering.
Schemes: The dwarven nation is happy with its current
lands and seeks only to stop the raiding of the knolls,
although they seem comfortable enough dealing with the
occasional raid. However, if provoked enough, they will
go on the warpath against the knolls.
Imports: Ale and spices.
Exports: Crafted weapons, uncut metals, precious stones.
Special Events/Holidays: King's Day, a day in which
dwarves from all over Korladdin journey to the nations
capital and take part in duels. The duels are never to
the death, unless by accident, and involve many large
tournaments of fully armored dwarves attempting to score
the most hits against one another with blunt edge swords
(overseen by judges), or dwarven wrestling, in which an
opponent must be held immobile for a count of ten, or
forced out of the center of a ring. Perhaps most
interesting of all, this is a time when clans mix and
marriages are arranged, for clans never inter-marry.
The Knoll Tribes of northern Chi lore:
The knolls generally live east of the peninsula of The
Ice Desert, and just north of the Dwarven lands and are
nomadic in nature. Like the dwarves, there are many
tribes of Knolls who travel in brutal packs/tribes that
leave the wounded and weak behind to die. They chase the
herds of great stags and wolly mammoth of Chi lore,
eternally criss-crossing paths and fighting over hunting
rights. Their faith is almost exclusive for Nalithus,
whom they call Toggisnar. The southern most tribes of the
eastern peninsula are eternally raiding the northern
clans of dwarves and, when led by the occasional priest
of Toggisnar, strike deadly assualts of religious fervor
against their civilized brethren.
Schemes: The knolls wish to takeover the dwarven lands
and rid it of all dwarves, but greatly lack the power to
do so.
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