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[poll] Sulos, an evolving world

Started by Soup Nazi, March 12, 2006, 12:49:56 PM

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So what do you think?

Great, I love it!
3 (37.5%)
Pretty Good, but I would like to see...
3 (37.5%)
Meh...
2 (25%)
Trash it!  What were you thinking!
0 (0%)

Total Members Voted: 0

Soup Nazi

Yep all seven clans are done, and All nine nations are done more or less. Kesh needs some reformatting very badly, and I've gotten little to no feedback on Rhoenheim or Thoth.

I can post much more over here, but I don't want to overwhelm people. Just general comments and suggestions are fine for now. If I get to something that sticks in my craw, or that I don't like I'll be certain to say so when I post it.

Feel free to check out the whole thing at Wizzos if ya like. I've got much more specific questions and concerns posted over there, but Epic-Meepo and Dipteran-Legacy have been helping quite a bit in those areas.

EDIT: Maybe I'll just post all of it here too...
The spoon is mightier than the sword


Soup Nazi

QuoteSholaak Province

Was was once the human kingdom of Sancrsist, is now the heartland of the goblinoid empire. Sholaak Province is both the source of Hazra'Ghalduur's vast coal deposits, and the center of the transcontinental railroad, but can clan Vegir and her Skalds keep the spiritual identity of the goblinoid people alive in these wretched peaceful times, or will they be forced make a play to usurp the imperial crown, just to save the empire?

It was more than 1,500 years ago when the goblinoid armies of Hazraâ,¬,,¢Ghalduur began the campaign to claim the lands of Sancrist from their human neighbors. Driven to turn their militant aggressions upon their enemies rather than each other, the dynastic clans united under the military genius of clan Jaager, to expand the empire and exert their dominance over the rest of the world. Little did they know how brutal and long the war would last.

At the onset of the war the goblinoids were a devoted religious people who drew divine power from the reverence of the ancient gods. They communed with their deities and asked for the guidance of their deities to overcome the power of the humans of Sancrist. For a time the goblins were blessed, and as the campaign began they were victorious in numerous battles. They pressed further and further into the human empire, burning villages and executing stragglers in their wake. However the tides of war shifted, numerous times during the conflict. At one point the dynastic clans turned against one another, and the human armies of Sancrist rallied to drive them from their land. At another point the goblinoids took back the advantage when the bugbears of Guldra attacked the human flank, and squeezed the armies of Sancrist between them. These shifting tides dragged on for centuries, and the humans became a hardened military force in their own right. Both sides learned many of the finest skills of war during this conflict, and they became skilled tacticians, engineers, and generals.

The war finally got ugly when by an ironic twist of faith the goblinoids learned that the humans worshipped the same ancient gods as they did. The goblinoids were furious to learn their divine guides had played them as fools. How could they ever hope to win this war if the gods were playing both sides. Emperor Sholaak II made a decisive move to cast off the gods. The goblinoid people would no longer kowtow to divine forces. They abandoned the gods who had betrayed them, and reinvigorated to prove their own worth as a people rallied to defeat Sancrist. A millennium of war with the Sancrist and the Order of the Light finally ended with goblinoid victory. The humans were forced to flee. Some crossed the mountains to what is today known as Kashra, and others fled to the Republic of Leshaar, but Sancrist was absorbed into Hazraâ,¬,,¢Ghalduur and renamed in the honor of Sholaak, who proved the goblinoids needed no help from the divine powers of the world to prove their superiority.

The climate of Sholaak province differs little from Bolshukaar. Both have similar winters and summers, though the annual snow fall of Sholaak is even greater than that of the capitol province. Sometimes huge blizzards sweep through the province dropping several feet of snow, and burying her towns and cities. Sholaak was once a heavily forested realm, but during the course of the war, the goblinoids gradually cut them down to build massive siege engines, and after the war the province lay in such complete ruin, the remaining forests were cleared to rebuild the cities and towns destroyed by the conflict. Today much of the province is barren and inhospitable, and she hardly resembles the once fertile lands that Hazraâ,¬,,¢Ghalduur initially set off to conquer.

The primary resources of Sholaak are the rapidly depleting copper mines along the mountainous borders of Ghuldra, and the vast coal deposits of her central hills. She is well known for her miners, stone masons, and for the peat houses of her villages and towns. The hub of the transcontinental railroad lays in her central capitol of Sherach. The busiest train station of the empire, Sherach sees goods from all corners of the empire pass through her markets, and should the economy of the empire recover from this dreadful period of depression, Sherach is positioned to become very wealthy.

Clan Vegir controls Sholaak Province, and though they have no particular affinity for the domain, they are optimistic that if the emperor succeeds in rebuilding the economy of the empire they will be perfectly positioned to make a play for the throne, Clan Vegir is renown for their engineers, and the brutality of their soldiers. Many within the clan become Skalds (or bards as they are known in foreign lands) who retell the stories of the great victories of the goblinoid people. They are the defacto spiritual leaders of a community complete averse to the worship of divine powers. The heroes of the goblinoids are seen as saint-like guides who bless their kin in times of war. Clan Vegir is determined to ensure the goblinoids of Hazraâ,¬,,¢Ghalduur do not forget their roots. Even in times of peace they constantly remind their kin that peace itself, is not the goblinoid way, and only in war can they gain the honor and prestige to ascend to sainthood.
The spoon is mightier than the sword


Soup Nazi

QuoteLeshaar Province

The province of Leshaar is the agricultural heart of Hazra'Ghalduur, but in recent years even the great plains of Leshaar have been insufficent to feed the people of the empire. As greater numbers of goblinoids leave their farms behind to seek better lives in the cities, and slave labor replaces them, those goblinoids who remain behind find themselves forces to compete with the government sponsered slave farms. The tensions are rising, and the Khazuun'Drhaal is stoking the flames of rebellion. Can clan Volech hold the social revolt in check, or will they be the first of the dynastic clans to fall?

It took the goblinoids nearly a century to rebuild and regroup after the conquest of Sancrist, but they hungered for more. Sancrist was but a shell of itâ,¬,,¢s former self, by the time the goblinoids claimed her lands for their own, and still lacked the farmland to adequately feed their growing population. When the time was right they turned their attention to south. The human republic of Leshaar seemed ripe for the picking. Early reconnaissance revealed that Leshaar was already embroiled in war with the bugbears of Ghuldra, and Hazraâ,¬,,¢Ghalduur aimed to exploit their preoccupation with their kin from the highlands. When the armies of Hazraâ,¬,,¢Ghalduur marched on Leshaar the republic folded with ease. It took the armies of the warlords 1,000 to best Sancrist, but only 100 to claim Leshaar. In fact the humans were little able to resist the two-pronged attack of Hazraâ,¬,,¢Ghalduur and Ghuldra at all. The bugbears however fought fought hard with their smaller kin for the right to claim Leshaar. They were inflamed by the audacity of their smaller brethren who sought to claim the prized lands of Leshaar, after they had already laid the groundwork to do so them themselves. The so called Kin Wars that followed lasted for years, and hostilities between the bugbears who were robbed of their prize, and the hobgoblins who stole it, still lay hidden beneath the surface of both goblinoid species.

The weather of Leshaar is mild in comparison to other parts of the empire. Her winters are shorter, and her summers are warm and pleasant. The fertile fields of Leshaar province have been almost exclusively utilized for farming. Leshaar it seems feeds the empire, and the valuable province is essential for the continued survival of the enormous population of the empire. The farther east one travels in Leshaar the more wild and untamed her open fields and sparse woodlands get. These parts of Hazraâ,¬,,¢Ghalduur are still rich with game, such as wolves, foxes, bears, and elk. The hunters and trappers of Leshaar province still turn a pretty good profit in the markets of the empire, despite the much more valuable fur trade of Ghazra in the north.

Clan Volesch currently holds dominion over Leshaar province, and with it responsibility for the many woes that go along with her. Her traditional clan skills in the wilds, and her fur trappers, are ill-suited to handle the escalating unrest of Leshaar. As the empire industrializes, many of the farmers of Leshaar abandon their clan traditions to seek their fortunes in the big cities, Leshaar has been left with little choice but to forge alliances with Clan Mheklaar of Mabarâ,¬,,¢Hudraal. The slavers of Mehklaar supplement the labor forces of Leshaar with numerous ogres to work her fields, but the farmers who remain are then forced to compete with the state sponsored slave labor, which has tensions rising. Many of the gobinoids who still value their clan traditions have been put out of work by the competing slave farms. They are not pleased with the situation, and have begun a powerful political movement to rectify the situation.

The Khazuunâ,¬,,¢Drhaal

Goblins long the whipping boys of their larger brethren, have finally been pushed to their limits. Recent social unrest coupled with increasingly difficult living conditions, only compounded by government programs supposedly designed to alleviate them, have lead to a fractolization of the goblinoid social structures, build around traditional clans. The Kahzuun'Drhaal has begun to take matters into their own hands. As slave laborers steal their jobs, and disgruntled soldiers kick them around, greater numbers of goblins join the ranks of the union. They are rapidly becoming a force to reckoned within Hazra'Ghalduur that lobbies for changes to the structure and policies that have been implemented by the dynastic clans.

The union's primary objective is the abolishment of slavery, and the subsequent restoration of the farms to the rightful clans who have worked them for generations. The Kahzuun'Drhaal is convinced that the ogres are the key. Should the slaves gain their freedom, they would no doubt require wages, which the government could not fund on such a massive scale. In turn the freedom of the slaves would result in more jobs for the goblin clans of Leshaar who have lost almost everything. The union fully intends to welcome the ogres into the Khazuunâ,¬,,¢Drhaal should they ever gain their freedom, and between their combined forces, they just may be strong enough to exert control over many of the major industries and trades of Hazra'Ghalduur. An ambitious goal for certain, but with significant sway over the economic power of the empire, the goblinoids suspect they might even be able to lobby their economic power into a movement to usurp the dynastic clans. If they can establish a regime that supports all goblinoids equally, the Khazuunâ,¬,,¢Drhaal will have met their ultimate objective. There are obviously numerous events that could factor into the equation, and interfere with ultimate designs of the union, but they have to start somewhere. Consequences be damned, the union isn't going to just sit by and wonder what could be.

Thus far many goblinoids (the clever ones at least) have been subtle in their methods. They have worked with the Mahk'Talaa, and even the more radical diplomats of L'Landra, to undermine the authority of the central bureaucracy, and turn the dynastic clans against one another. Emperor Volshuun however, remains almost untouchable thus far, but even he has taken notice of the unrest. While Volshuun fosters a rally of the dynastic clans to take arms against Kashra and reclaim the lost lands of Ghuldra, and diplomatically tries to forge good relations with L'Landra to ensure food surpluses sizable enough to last the winter, the Kahzuun'Drhaal work primarily through the common man. They are trying to show their working class comrades and serfs that no matter how powerful Hazra'Ghalduur grows under the imperial regime, they will always get the short end of the stick.

Others within the union have attempted minor protests and work strikes, but they have of course, met with little success. Imperial soldiers make quick work of potential rebellions. The armies who are primarily composed of hobgoblins, remain staunchly loyal to the emperor and their clans, and look down upon their lesser brothers and sisters, as unruly children, with little focus in these "wretched peaceful times." However it seems that things are rapidly approaching the point of no return. Soon Volshuun will be forced to either acquiesce to the demands of the Khazuunâ,¬,,¢Drhaal, or crush their central leadership. Neither option appeals to him, as the latter will make martyrs of his brethren (only delaying the inevitable and fostering further unrest), and the former will significantly weaken his regime and the empire as a whole. He has been involved in intense evaluation of the escalating situation with his advisors, and clan Volesch who remain trapped in the middle, and Volshuun may be forced to pick his poison. He hopes he can foster enough support to rapidly move his nation to war with Kashra, so that he can utilize the bolstered patriotism of his people to silence the cries of the union. There is little time to spare.

The spoon is mightier than the sword


Soup Nazi

QuoteKajduura Province

The frozen bay of Kadjuura has long been the only great port of the goblinoid empire, but with only four to six months freed from the icy embrace of winter, can the empire even afford to continue to rely on Kajduura as the principle source for foreign trade?

After the successful conquest of Leshaar, the goblinoids turned their eyes to the east. Their preliminary scouting of the region revealed that a huge bay, and potential seaport lay in the lands of Kadjuura. While Hazraâ,¬,,¢Ghalduur was still deeply embroiled with the Kin Wars and ongoing conflicts with Ghuldra, the tiny barbarian tribes, and fishing communities present in the realm were hardly more than nuisance. 350 years ago Clan Zephruun was promised dominion over the realm if they could deliver it. This was the first time, the goblinoid armies of Hazraâ,¬,,¢Ghalduur were intentionally divided, and it set a dangerous precedent for the future. While Zephruun made quick work of the tiny tribes, exterminating them like insects, Kadjuura itself proved much more difficult to conquer than her people.

The windswept marshlands of Kadjuura bay are treacherous indeed. Often frozen over in a thin layer of ice, concealed beneath windblown snow, many a goblinoid fell through and into the murky freezing waters below. Even though the marshes are generally only a few feet deep, numerous cases of frost bite and hypothermia took a terrible toll on the ambitious conquerors. Frigid winds blow in off the massive bay from the cold northern seas, and the harbor they so greatly coveted proved only sustainable for the brief summer that free her ice locked ports for less than four months per year. During these summer months the population of the capitol city, Kadjuura Bay swells as merchants and craftsmen from Lâ,¬,,¢Landra bring exotic goods from the distant lands of Kesh and Ilsen. Many of these seasonal residents however, return to their warmer homes in the southern provinces when winter begins to set in.

The principle resources of Kadjuura Province consist of fish and poisons derived from the plants of the swamps. The railroad which leads to Kadjuura Bay took twenty years to build, as even the finest engineers of Clan Vegir struggled to lat tracks through the unstable frozen marshlands. Itâ,¬,,¢s truly miraculous that they were successful, and only through the marvels of their ingenuity was the process even possible. Emperor Volshuun hopes to now fully exploit the potential of the bay to join in the blossoming trade industry that is sweeping through Sulos. Until recently Hazraâ,¬,,¢Ghalduur has been primarily excluded from the potential markets of the world, and given her rich iron production it seems possible that the empire may be able to turn the corner and overcome their financial woes. Clan Zephruun is marvelously positioned to reap the rewards, should the venture prove successful.

Clan Zephruun once again holds dominion over the bay, after an extended period locked in the frozen wastes of Meschlaar. Zephruun had long sought to reclaim the province, and only by forging alliances with the Mahkâ,¬,,¢Talaa were they able to undermine the leadership of clan Volesch, turn the emperor against Clan Jaager, and make their move. Jaager was appointed domain over the hated lands of Meschlaar, and relocated from Leshaar (which they left in political ruin). The vacancy in Leshaar was filled by clan Volesch, who were happy to leave behind the cold bay for the warmer climates of Leshaar, and Zephruun was able to move back into the lands they coveted. Little did Clan Volesch know how badly they had been swindled. The end result however, leaves Clan Zephruun indebted to the Mahkâ,¬,,¢Talaa, and should the summer prove too short they may not be able to pay the bugbears the money they promised. Itâ,¬,,¢s dangerous ground they tread on. To make matter worse, the Mahkâ,¬,,¢Talaa has relocated from the capitol to Kadjurra Bay, supposedly for reconnaissance purposes within the Theocracy of Kashra, but with the assassins in their midst, Zephruun is extremely worried.

The Mahkâ,¬,,¢Talaa

The Mahkâ,¬,,¢Talaa (loosely translated blade of silence) is a guild with roots within the fallen kingdom of Ghuldra, which crumbled under the weight of the combined effects of internal strife, and an ongoing war with the paladins of Kashra and the hobgoblins of the empire. A little over a century ago, as the last vestiges of the former bugbear kingdom were wiped from Sulos, refugees from their nation were forced to swallow their pride, and seek shelter within the empire of their long-time rivals the hobgoblins. Though they had long been opposed to the regime of their kin, their hands were tied, and the bugbears became beholden to the empire of Hazraâ,¬,,¢Ghalduur.

One hundred years later, the bugbears still operate as though they are not fully accepted members of goblinoid society. They continue to keep their opinions and agendas mostly to themselves. They have rebuilt the Mahkâ,¬,,¢Talaa in her original image, modeled after the guild that was largely responsible for completely undermining their own former government and leadership. The Mahkâ,¬,,¢Talaa is a mercenary organization of assassins, spies, and saboteurs, who offer their services to the highest bidder. They have no problem what-so-ever working both for and against the dynastic clans, and have become yet another valuable tool in the arsenals of ambitious warlords.

While they are loyal to the emperor first and foremost, their loyalty is not a matter of pride or tradition, but a matter of greed and power. They are paid for their services, and not considered citizens of the state, but rather as dignitaries of a defunct foreign power. Their sub-culture claims small sections of most major settlements, and remains somewhat independent and distant from their brethren. Like cities within cities, the Mahkâ,¬,,¢Talaa districts are almost alien places. They serve different foods, wear different clothes (preferring dark cloaks and fur boots to the heavy overcoats and polished leather footwear customary throughout Hazraâ,¬,,¢Ghalduur), and even their dialect varies significantly. The bugbears are out for themselves, and their own kind; loyalty and a sense of national pride is just as strong within their sub-culture as that of their kin folk, however they are loyal not to Hazraâ,¬,,¢Ghalduur and the hobgoblins, but to their lost homeland of Ghuldra and the gold in their pockets.

Recent progress along the former boarders of their nation have inspired unparalleled support from the bugbears behind the regime of the current emperor, Volshuun VII. While they still eagerly collect their wages, they are not very likely to conspire against him. Emperor Volshuun realizes that the support of the bugbears strengthens his stranglehold on the state, and he has made a concerted effort to reclaim the lost lands of Ghuldra. While progress has been slow, and only a finite investment of resources is practical, the empire has pressed ever cautiously into the lands currently held by Kashra. Itâ,¬,,¢s a delicate affair, because too much aggression may bring the unified forces of the human kingdoms to bear upon them. The remote tracts of mountainous land seem to hold little value to the humans, other than the strategic military significance of the Ghuldra highlands (which over-look the valleys of Kashra). Thus far there has been little resistance at all. The humans clearly do not want a powerful foe to yet again hold dominion over this key territory, but they seem to think Hazraâ,¬,,¢Ghalduur is not planning a significant offensive as of yet. Volshuun realizes that a sovereign state could be established with the former lands of the bugbears, who could potentially be far more loyal to Hazraâ,¬,,¢Ghalduur that the current incarnation of the predominantly bugbear guild of Mahkâ,¬,,¢Talaa.


The spoon is mightier than the sword


Soup Nazi

QuoteGhazra Province

The tundra of Ghazra is the finest source of furs in the empire, without which the goblinoids would most assuredly freeze during the winter months. The loyal clan Dreloch has taken control of province, but her worg riders hunger for battle, and wish to see a return to the old ways, when the goblinoids were feared throughout Sulos. Will their desires to rekindle the spirits of their fellow clans fall on deaf ears, or will the voices of Clan Dreloch finally be resprected by the empire that has long downplayed their importance?

The tundra of Ghazra was claimed by the empire without resistance 325 years ago. The uninhabited lands of the north were generally considered uninhabitable, but they held a strategic value militarily. Hazraâ,¬,,¢Ghalduur had the sights on the mountains and hills of Mabarâ,¬,,¢Hudraal, but they were concerned that tribes of ogres who controlled the mountains would be difficult to conquer head on. Ghazra was claimed by the empire so they could flanks the mountainous realm and prevent the ogres from escaping. Only as an after thought were the lands of Ghazra looked upon themselves for any value. It was soon discovered to have the potential for a thriving fur-trapping trade, and hunters from Leshaar began to make trips the sub-arctic plains to trap the wild hares, minks, and seal cubs of Ghazra.

Ghazra is the domain of Clan Dreloch. Of all the dynastic clans only Dreloch is non-hobgoblin. The goblin worg riders of Dreloch have long had their uses as scouts and skirmishers, and the larger hobgoblin soldiers were never as well suited to the task as their smaller kin. Dreloch earned their place early in the history of empire, and have held their noble cast to this day. However among the dynastic clans Dreloch is often the odd man out. They rarely manage to forge any lasting alliances, and never in the history of the empire has a Dreloch claimed the imperial throne. They have however held onto Ghazra Province since the day the empire claimed it, and no other clan has retained possession of their favored domain for nearly as long.

The Worg Riders of Ghazra

The goblinoids have tamed (in a manner of speaking) and bred worg wolves for thousands of years. They have always held a special military role in the goblinoid armies who truly have no other swift or mounted cavalry so to speak. Even when the goblinoids claimed the lands of Sancrist and Leshaar, rather than claim the mounts of the human knights, the goblinoids butchered and ate them. Horse meat is still regarded as a delicacy in Hazraâ,¬,,¢Ghalduur, though it is far too expensive for any but noblemen and wealthy craftsmen to afford.

The worg riders of clan Dreloch often spend time away from home, because unlike the other dynastic clans their love of battle is greater than their personal agendas. No conflict in the history of the empire has not had Dreloch riders, and though they are largely dismissed by the other dynastic clans as inferior commanders, nobody questions their devotion to the ideals and goals of the empire. In may ways they are the epitome of goblinoid mentality, and the true heroes of the empire.

Imagine That...a short one.
The spoon is mightier than the sword


Soup Nazi

QuoteMabarâ,¬,,¢Hudrhaal, Province of the Iron Hills

The lifeblood of the empire has its roots in Mabar'Hudrhaal. Both Hazra'Ghalduur's iron and her slave trade are centered in the province, and Clan Mugaan who controls it, have become engineers and slavers to take advantage of the resources at hand. However they have all but abandoned their warrior ways to pursue profitable ventures in the blossoming trade and industrial revelution of the empire. Have they completely forgotten what it is to be goblinoid?

The conquest of Mabarâ,¬,,¢Hudraal 300 years ago is by many among the empire seen as the culmination of their military efforts, and the dawn of the modern empire. The mountains and hills of Mabarâ,¬,,¢Hudraal seemed initially like a place which held little to no gain, and potential for great loss. The cold ice-capped mountains and snowy hills were next to impossible to maneuver large armies through, and the hostile tribes of ogres who dwelt within them were foes unlike any the goblinoids had faced before. These massive brutes were single-handedly able to take on five or more goblinoid soldiers at a time, and even their women and children were formidable opponents. None-the-less the goblinoid war machine felt that they were running out of potential enemies, and the pride of their warlords combined with the patriotism of their armies drove them to try to take these lands none-the less.

The goblinoid warlords knew they needed to utilize infallible tactics to defeat the ogres, and claim their lands. Not satisfied with simply conquering their lands the goblinoids ambitiously aspired to completely subjugate these monsters. Too many times in the past had their enemies escaped them, and this victory was to be one for the ages. Emperor Mehklaa himself led the campaign and his exploitâ,¬,,¢s a commander live on in the memories of all goblinoids to this day. His clan Vegir is still widely regarded as the finest military commanders of the empire, despite the relative scarcity of their presence on the modern days battlefield.

Emperor Mehklaa had the worg riders of Dreloch claim the lands of Ghazra specifically for purpose of cutting off escape into the frozen north. His amies encircled the lands of Mabarâ,¬,,¢Hudraal and slowly moved in. The terrain was treacherous, and he was forced to divide his legions into much smaller battalions just to maneuver within the hostile rocky lands. Somehow he managed to coordinate their efforts despite the distances between them. He made extensive use of swift messengers and scouts to pass his commands to his divided armies, and they with calculated efficiency closed in. When their forces finally collided the goblinoids were unnerved by the ferocity of the war hulks of the ogres. These terrifying machines of destruction broke his columns and shattered formations with ease, but Emperor Mehklaa kept his men focused on the job at hand. The casualties were horrendous, but with each drop of goblinoid blood spilled, his men grew more determined. Never before had any army defeated them, and the ogres would not be the first.

When the worg riders moved in from the north the ogres were caught completely by surprise. Many of their warriors were preoccupied with the engagement of the infantry from the south, and they could not withdraw to protect their families without losing invaluable ground to their south. The worg riders of Clan Dreloch were too swift for the lumbering ogres to get their mitts on, and they devastated their homes, and burned their villages. Though the ogres fought on it was clear their morale was broken. Within 25 years, they surrendered to the Hazraâ,¬,,¢Ghalduur, and were led in shackles through the streets of the capitol. At no point in goblinoid history were their people more convinced of their own superiority. When the emperor passed away, a city was built in the mountains of Mabarâ,¬,,¢Hudraal in honor of his name. If any place within the empire could ever be considered holy ground by the atheists of Hazraâ,¬,,¢Ghalduur, Mehklaa capitol of Mabarâ,¬,,¢Hudrhaal would be it.

The lands of Mabarâ,¬,,¢Hudraal are hostile and frigid. Even in mid summer the potential for snow in the mountains is not to be dismissed. When winter descends upon the Province, the goblinoids buckle down in Mehklaa for they know they will not see another soul for many months. Not even the railcars can reach the city during this time of year as her tracks are usually buried beneath several feet of snow and ice. The mountains are pocked with caves and littered with boulders, and only a fool navigates her expanses without an experienced guide.

Initial impressions about the worthlessness of Mabarâ,¬,,¢Hudraal were almost immediately proven false when her people were enslaved, and rich iron deposits were found in her hills. The province is the largest source of raw ores and granite in the empire. Numerous quarries and mines dot the hills and mountains, and daily shipments of this precious cargo are shipped by railcar to the industrialized cities of Hazraâ,¬,,¢Ghalduur. This was in essence the whole reason for the construction of the steam engines, and ambitions of the last three emperors of Clan Krugaar.

Clan Mugaan holds dominion over the province, and seems to have no desire to put on of their own on the imperial throne. Mugaan is the wealthiest of the dynastic clans and her slavers and miners are widely respected throughout the empire. Mugaan has forged a strong alliance with Emperor Valshuun, and they have a mutual benefit from the alliance. The industrialization of Hazraâ,¬,,¢Ghalduur, and the ambitious construction of the transcontinental railroad makes both clans fabulously rich, and will if things go as expected form the foundation of the trade alliances Hazraâ,¬,,¢Ghalduur hopes to forge with Lâ,¬,,¢Landra.

Slaves of the Empire

Hazraâ,¬,,¢Ghalduurâ,¬,,¢s slave labor force is often seen as the most valuable resource in the empire. Almost 300 years ago they conquered what is currently known as the province of Mabarâ,¬,,¢Hudraal (the Iron Hills), and enslaved the ogres who lived there. The slaves of the empire work her cold stony fields, haul heavy lumber and stones, and labor incessantly behind the lashes of their taskmasters in the mines of Mabarâ,¬ËHudraal. Entire cities have been built on the backs of these physically powerful, nearly tireless, and durable slaves.

As was learned in the conquest of Mabarâ,¬,,¢Hudraal, the ogres are a terrible force on the battlefield. The goblinoids have fully exploited this on the fields of war whenever possible. Ogres can haul siege engines of epic proportions onto the fields of battle. They man the rams to batter down castle gates, and heave massive stones and iron balls into the catapults and trebuchets. The ogre war hulks wade into battle in piecemeal armor wielding wicked exotic weapons like dire flails, spiked chains, and war mauls. The war hulks of Hazraâ,¬,,¢Ghalduur shatter the enemy columns, and stifle the charges of enemy cavalry with their battle roars. They are often beaten and tortured mercilessly by their masters, and only on the fields of war can they vent their bottled anger and rage.

Intensive controlled breeding programs have produces veritable armies of ogres. Far more ogres live within the empire of Hazraâ,¬,,¢Ghalduur in this modern industrialized age than ever dwelt within the mountains of Mabarâ,¬,,¢Hudrhaal in the long since past days of ogre freedom. Clan Mugaan maintains a stranglehold on the slave trade, and they never sell the much more valuable female ogres, and studs to the competition. Outside of Mabarâ,¬,,¢Hudrhaal, most goblinoids have never even seen a female ogre.

The spoon is mightier than the sword


Soup Nazi

QuoteMeschlaar Province

The arctic wastes of the Meschlaar Province are the source of the only known gold deposits in Hazra'Ghalduur, and while the gold is certainly valuable, it comes at a great price. Clan Jaager has struugled to keep the native frost giants at bay, but the casulties are mounting, and the price of goblinoid life seems to worth it's weight in gold to the emperor. Clan Jaager seems to disagree, as it is they who are paying the price, while Emperor Volshuun reeps the reward. How long will they obey his commands, and how long will Hazra'Ghalduur control the arctic north?

The final province conquered by Hzaraâ,¬,,¢Ghalduur were the frozen wastelands of the Meschlaar Province. Unlike previous wars the campaign for Meschlaar is not seen with the same fervor or approval. During the conquest of the frozen north, and the battles with the frost giants, the progress was not only slow, but almost meaningless. The casualties suffered during the course of the war by the goblinoid forces far outweighed those of their enemies. Even with the added muscle of the war hulks and the technological advances that brought heavy repeating crossbows to the battlefield for the first time, made little difference in the overall impact. The morale of the soldiers was broken as their armies were repeatedly laid to ruin, and the warlords turned to fighting amongst themselves.

In the end the ingenuity of the Clan Jaager generals prevailed and Meschlaar was absorbed into the empire, but scattered tribes of frost giants still roam the arctic realm. A large military contingent of Clan Jaager still mans the mighty fortress of Keblesch, but they are under regular assault from the giants. Meschlaar can only loosely be considered a true province, because many of her lands remain firmly under the dominion of frost giant kings. In truth she is a contested land, even 200 years after the goblinoids supposedly conquered her.

The weather of Meschlaar is awful. Terrible snow storms batter her coast year round, and the goblinoid soldiers who are forced to live their resent their posts. It is considered the most hated domain in the empire, and were in not for the pride of the goblinoid people they would relinquish the province the to frost giants. The lands are rocky barren, and ice covered. Enormous snow drifts make marching across her lands challenging, if not completely impossible.

The one saving grace of the province of Meschlaar are the gold mines in her hills. Heavily fortified, large contingents of bitterly cold troops oversee the mining operations, and watch for frost giant raids. The railcars make infrequent trips to the province simply to pick up gold and drop off more troops to supplement the armies who continue to suffer mounting casualties. The profit of her gold mines barely covers the military expense of the operation, and that doesnâ,¬,,¢t even take into consideration the value of goblinoid life.

Clan Jaager currently holds dominion over the icy lands, fortresses, and mines of Meschlaar. Emperor Volshuun insists that he has not assigned his rival clan to the lands of Meschlaar for petty rivalries, or past vendettas between their families, but the Jaager certainly donâ,¬,,¢t see it that way. The emperor has explained that only the finest military commanders can hold off the skilled frost giant warriors, and defend the gold mines of Hazraâ,¬,,¢Ghladuur, but for any clan who languished under the conditions of the province, they know that no price is worth this sentence. Rumors abound the emperor only holds onto Meschlaar to punish rival clans, and subjugate potential threats to his regime. The rumors are not without merit.

That concludes Hazra'Ghalduur. Only nine more nations to go LoL! Any initial thoughts, suggestions, comments, ect? Feel free to quote and dissect it.  :muffy:

-Nasty-
The spoon is mightier than the sword


Wix of Bel-Air

Just giving you some spell check...
Paragraph 1) Jaager has struugled to keep the native forst giants at bay
Paragraph 3) but scatted tribes of frost giants still roam the arctic realm
Paragraph 5) Vegir (I'm not sure that fits in there, but maybe I'm not understanding something) is considered the most hated domain in the empire, and were in not for the pride of the goblinoid people they would relinquish the province the to frost giants.
---------------------------
The only thing I would add (great detail! btw) is how the giants deal with the goblinoid forces and how well they deal with the surrounding peoples (if any). Yeah, so... good job.
Eats brains here! Ugh!
That is not dead which can eternal lie,
And with strange aeons even death may die.

[spoiler=Cthulhu]"To obtain a deep, restful, and fulfilling sleep, you must first submerge yourself in your cyclopean city of hideous non-Euclidean geometries beneath the sea, and then let your body die. But don't worry! As long as you continue to emanate enough evil thought-energy to influence and control your many worshippers throughout the untold eons, they will resurrect you when the time comes. I guarantee it!" [/spoiler]
[spoiler=Wash]
Yes. Yes, this is a fertile land, and we will thrive."

(as Stegosaurus) "We will rule over all this land, and we will call it... 'This Land'."

(as T-Rex) "I think we should call it...your grave!"

(Stegosaurus) "Ah, curse your sudden but inevitable betrayal!"

(T-Rex) "Ha ha HA! Mine is an evil laugh...now die!"
[/spoiler]
[spoiler=Stanza 11]
No! penury, inertness and grimace,
In some strange sort, were the land's portion. "See
Or shut your eyes," said Nature peevishly,
"It nothing skills: I cannot help my case:
'Tis the Last Judgment's fire must cure this place,
Calcine its clods and set my prisoners free."
[/spoiler]

Soup Nazi

Fixed the spelling errors. I'd could easily add more about the frost giants, but I've been trying to minimize the material about Hazra'Ghalduur. It's just too big already. Basic frost giant tactics are in the MM, so I'd just generally go by those.

-Peace-

P.S. everything posted so far has been just one nation. That's why I'm reluctant to add too many more things.
The spoon is mightier than the sword


Soup Nazi

Here's L'Landra for those who haven't read it yet.

QuoteLâ,¬,,¢Landra

L'Landra has grown from a small nearly powerless nation in the swampy delta of the Longfellow River, to the global economic power of Sulos. How long can they prosper at the expense of their suspicious enemies?

The jewel of the south, the mercantile power of Sulos, and the cosmopolitan center of the world, Lâ,¬,,¢Landra is all these things and more. While other nations have warred amongst themselves, and battled for supremacy, Lâ,¬,,¢Landra has built an empire based not upon her armies, but upon her alliances. While other nations have worked with the natural resources and industries of their own nation, Lâ,¬,,¢Landra has carved out her mark in the world with almost nothing, technological, natural, or otherwise she can claim as her own. Lâ,¬,,¢Landra is but a tiny nation built upon the swampy islands at the mouth of the Longfellow River, whoâ,¬,,¢s people have a knack for creating water from wine, gold from lead, and influence from non-interference. Lâ,¬,,¢Landra has wealth, and yet somehow she produces nothing of value. Lâ,¬,,¢Landra has power, and yet her neighbors feel unthreatened. The nation of Lâ,¬,,¢Landra has succeeded in ways the rest of the world can only marvel.

Settled only three hundred years ago, by the refugees of the collapsed republic of Leshaar, the nation of Lâ,¬,,¢Landra was built from the ground up by those who initially wanted nothing to do with the rest of the world. They founded small towns in the unsettled and unwanted lands at the mouth of the Longfellow, that took years of reclamation simply to pull from the marshy islands and swamps of the delta. Years of labor transferring earth, and dredging the swamps produced man-made islands upon which the greatest cities of the known world now stand. Her people drove huge pylons into the unstable earth to build piers, and framework into which her engineers poured concrete to make large platforms, market squares, and canals. Her numerous islands are connected by a series of channels, bridges, and docks. Other buildings stretch beyond her islands elevated upon stilts above the murky waters.

Her ships were initially built simply to harvest the plentiful fish of the great banks off her western coast, but in time the inventions of her sailors, compasses, sextants, and navigational charts, enabled her ships to explore realms far beyond her local waters. They have become the predominant explorers and merchants of the age. The Lâ,¬,,¢Landran fleet has rapidly become an immense force of economic power. Her ships trade with the city-states of Kesh, the yuan-ti of the serpentine jungles, the theocracy of Kashra, the elves of the Shadow Wood, and even desert nomads of Islen. No other nation comes close to Lâ,¬,,¢Landra in naval power or foreign relations and alliances. Her diplomats and ambassadors are respected members within the halls of power in every nation, and everyone covets the precious cargo that flows through her ports. Lâ,¬,,¢Landra has a virtual monopoly on the world trade markets, and even those with the ability to build vessels to rival her, lack the tenacity to challenge the savvy guilds and sailors of the Lâ,¬,,¢Landran Mercantile Syndicates.

Every nation has something and every nation wants something. Lâ,¬,,¢Landra aims to provide it. From the deserts of Ilsen they collect valuable adamantine and desert lotus, in exchange for wheat, rice, water, and tools (at a hefty profit). From Kesh they collect rice, jewels, and liquor, in exchange for the desert lotus, and dried meats (at a hefty profit). From Rhoenheim they collect wheat, horses, and dried meats, in exchange for jewels and liquor (at a hefty profit). Every nation has goods that Lâ,¬,,¢Landra purchases strictly for their superior value in other parts of the world. They are the consummate middle men who fuel the world economy, and bridge the gaps between distant lands.

Where the ships of Lâ,¬,,¢Landra do not sail, her caravans march. The dwarves of Thoth produce masterful tools, and mine numerous precious ores, but they lack sufficient supplies of meats, and the invaluable adamantine that only Lâ,¬,,¢Landra can provide. Sylescniaâ,¬,,¢s noble lords exchange lumber, and furs for horses, and gold which they sorely lack and desperately need to fuel the costs of her mercenary armies. There is no place on Sulos where Lâ,¬,,¢Landra doesnâ,¬,,¢t at least try to establish contacts, and the entrepreneurial spirit of her people is only matched by her greed. Even the imperial states of Hazraâ,¬,,¢Ghalduur have invited her diplomats to discuss trade, and mutual prosperity. A pact between the military might of the goblinoids and the mercantile power of the Syndicate of Lâ,¬,,¢Landra is rapidly nearing reality. Where once it was considered all but impossible to forge friendly relations with Hazraâ,¬,,¢Ghalduur, Lâ,¬,,¢Landra has begun to do just that.

The people of Lâ,¬,,¢Landra are particularly colorful, and diverse. When they first settled the marshes they brought with them the cultures, style, and accents of their homeland Leshaar. Today however their constant contact with other nations and their various peoples have led to a curious blend of diverse ethnicity, fashion style, and slang all their own. Lâ,¬,,¢Landra is a melting pot of ideas and trends, who seem to pick and choose their favorite aspects from every culture with whom they come into contact, and adopt them as their own. The Lâ,¬,,¢Landrans believe that the very best aspects of every nation come together in their people.

The lure of Lâ,¬,,¢Landra is of course the immeasurable opportunities for prosperity and the chance to start a new life. However many immigrants are sorely disappointed when they find out the truth. Chances are theyâ,¬,,¢ll end up living in boarding houses, working the docks, or signing on as deck hands for long ocean voyages. Itâ,¬,,¢s very difficult to work oneâ,¬,,¢s way from the bottom up in Lâ,¬,,¢Landra, because the wealthy have positioned themselves to stay there. Property is where the wealth is at, and those who can afford to buy real-estate, ships, or large amounts of cargo, can turn it over for a huge profit; however those who canâ,¬,,¢t front the initial capitol, will never break through from the lower class brackets. None-the-less the lower class citizens of Lâ,¬,,¢Landra certainly live better lives than those of many other nations. The poor goblins of Hazraâ,¬,,¢Ghalduur who struggle to feed their families and even survive the terribly harsh, cold winters, would happily trade places with a dockworker from Lâ,¬,,¢Landra, whoâ,¬,,¢s greatest concern is if heâ,¬,,¢ll make enough extra coin this week to buy a few rounds for his friends at local the pub.

The next social tier beyond the lower class citizens are the wealthy middle classed property owners, such as businessmen, shop owners, and ship captains. These folks have the means to perpetuate their own incomes, and even enough income to hire common laborers to do most of the hard work for them. The middle class of L'Landra is a complete new concept, that other nations have yet to duplicate. They live well, usually owning their own homes, attending the university for education, and they own most of the simple conveniences of life. However they too, lack the means to break through the class barriers, and transcend the limitations of their social class.

The upper tiers of L'Landra's social elite, made up of the aristocrats and a handful of very influential entrepreneurs, hold almost all the cards. They own the ports themselves, rather than the businesses and docks built upon them. They own fleets rather than ships. The nobility of L'Landra have the kind of wealth akin to the kings of other nations, and they live like it. The aristocrats of L'Landra spend most of their time in the courts and salons of high society. The social elite, who's family fortunes are almost inexhaustible, freely enjoy all the finest things in life with an almost blissful ignorance of the hardships of the lower classes. They wine, dine, and party. They shower their wives in gifts. Jewels, perfumes, and fine silk dresses are just the icing on the cake. Nothing in the world is beyond their ability to obtain, other than a seat upon the boards of the Syndicate that is.

Many of the aristocrats of L'Landra pick up skills in fencing. The agile and graceful sport of fencing has become a form of entertainment and competition that all self-respecting young aristocrats train diligently to master. The private tutors of House Vylunn make a pretty penny mentoring wealthy young men in the arts of sword play. Fencing tournaments have become very popular events. The social elite often place friendly wagers on the outcomes, putting entire businesses, property, and even business contracts on the line These wagers put a great deal of pressure on the young swordsmen, who often feel that failure or defeat are not options. Nothing makes a father more proud, than the success of his son, but nothing shames the family more than a lost duel. The brash young aristocrats also ceaselessly fight over matters of honor, to resolve petty arguments, or court young maidens. Occasionally unsanctioned duels outside of the lawful tournaments, erupt between hot-headed rebellious youths with a private vendetta or something to prove. These duels frequently spill out into the streets of L'Landra, and draw crowds of curious onlookers who marvel at the spectacle. Though illegal affairs, the young aristocrats are given wide berth by the local authorities, and very rarely are they caught and prosecuted for their reckless behavior.

Goblinoids in L'Landra?

Curiously many of the truly patriotic goblinoids are emigrating from Hazra'Ghalduur to seek better lives in the human nations. The central values of the goblinoid clans make rebellion and political trickery seem purely repulsive in nature. In L'Landra small goblinoid communities have begun to spring up within the poor and run down districts. These immigrant clans hold true to the goblinoid ideology, but have been forced to put many their prejudices behind them; living among humans may be distasteful, but as the minority they are hardly in the position to loudly proclaim their self-righteous superiority.

The immigrant clans have begun to form into a small tightly knit sub-cultures who are particularly motivated to prove themselves. Many have turned to crime, and some have even begun to organize into small thieves guilds, focusing their stealthy talents on smuggling and embezzlement, snubbing their noses as the Syndicate of L'Landra. It's certainly risky business, but they are loyal to their ideology, and the cut-throat survivors of Hazra'Ghalduur refuse to let humans dictate their lives. In many ways even if the empire crumbles under it's own crippling social, political, and financial issues, the nation will still live on in foreign lands, much as the bugbears of the Mahk'Talaa did when Ghuldra collapsed.

What Syndicate?

The Syndicate is a mysterious organization whoâ,¬,,¢s total membership is unknown. While it is widely assumed that since they control the merchant guilds of Lâ,¬,,¢Landra, they are the guild lords themselves, there is little evidence to support the assertion that all who belong to the Syndicate are but simple merchants. It seems improbable that merchants, no matter how apt at skullduggery and business, could not only build an empire from the ground up, but manipulate her bureaucracy, and protect the nation from both external and internal threats. All evidence does seem to lead to the natural conclusion that there are numerous specialists within the syndicate who jointly administer certain fields of expertise, and who convene in secret councils to discuss pertinent matters of commerce, security, and governance. Why the Syndicate remains so secretive is largely open to debate. It would seem counterintuitive to hide oneâ,¬,,¢s agenda from the world at large, when all eyes look to Lâ,¬,,¢Landra for leadership and example. Perhaps the balance of power is tenuous enough that the Syndicate is afraid to reveal the secrets of their rapid ascension from almost nothing to near complete global domination in but a few centuries. Perhaps they have committed some grievous sin, that they need to keep hidden. Or maybe, they just like to keep their numerous enemies guessing

The Syndicate

Lâ,¬,,¢Landra is governed not by a king or a parliament, but by a coalition of the most powerful merchants of the nation. Those who hold positions within the Syndicate manipulate, own, and run the merchant guilds. They are the men and women who hold the livelihoods of the poor, the middle-class, and the nobility within their hands. The Syndicate is very secretive about their membership. Few people who claim to be members really are, and those who actually are rarely state so openly; assassins, spies, and enemies are everywhere, and the syndicate knows they have far to much to lose to needlessly risk their necks. The Syndicate wields absolute power over the prosperity of not only their own nation, but many others as well. Should they decide to, their unified forces could bring potential enemies to their knees. Lâ,¬,,¢Landra has become so key to the economic success and prosperity of the nations of the world, that they cannot be opposed. The collective governments of the world really know little of the true power their merchant allies wield. While they may realize their own needs depend upon their friendly relations with Lâ,¬,,¢Landra, few realize how dependant their enemies and allies throughout the rest of the world are upon the Syndicate. The L'Landran government remains selfishly neutral, and take great care to keep their allies ignorant of the capabilities and needs of the rest of the world. They know that through times of peace or war so long as they play all sides equally, Lâ,¬,,¢Landra will remain untouchable.

The Syndicate has established numerous colonies, and guilds throughout the world, even within the very hearts of the capitol cites of other nations. They have amassed a powerful fleet of privateers by sea, and checkpoints by land, that control the major trade routes. No one passes without paying tariffs to the Syndicate. At sea her brazen privateers wonâ,¬,,¢t hesitate to seize ships, and slaughter entire crews should someone dare to smuggle cargo through their blockades, though by land her agents much be far more cautious. Trade violations by land are diligently recorded (though not directly acted upon) along the caravan bound routes, and detailed reports are issued to the governments responsible, along with veiled threats of embargo should further encroachments upon Syndicate domain persist. Lâ,¬,,¢Landra pushes the limits, but the Syndicate knows not to cross them. The façade of benevolent neutrality is pivotal to the strength of her diplomatic relations, and key to her extended prosperity.

The bureaucracy of the Syndicate is mind boggling. Numerous guilds and agencies compete for dominion over various aspects of the trade industry and government. While some have clearly gained monopolies on certain aspects of the economy, or niche roles within the nation, most cannot make such claims. The most important and powerful of these organizations follow.

The spoon is mightier than the sword


Soup Nazi

And here are some of the better known players within the Syndicate. Though certainly not all-encompassing, these Guild-Houses are some of the most powerful influences within the government of L'Landra

QuoteThe Guild-Houses of L'Landra

Denescni

House Denescni has become solely responsible for foreign relations. Their cunning negotiators often dictate the prices most goods can be bought and sold for in the various parts of the world. Denescni negotiators ensure that any product that passes through the hands of L'Landra, does so with significant profitable margins, and while many things are beyond their control (shortages, excessive surplus, or demand) they always find a way to gaurantee that their own expenses are covered, with money to spare. The guild has ambassadors and emissaries in every nation, that diligently strive to meet the needs of their customers. If any nation faces fluctuating demand for certain products, House Denescni ensures they get what they need, without breaking the bank. They pride themselves on getting the best bargains and finest products available for their customers. Denescni has direct access to the halls of power, and they know the men who have the authority to make decisions, and get things done. They are responsible for communication between the Syndicate and her trade partners. Denescni ambassadors are masters of linguistics, etiquette, and politics. They never make ignorant mistakes, that could lead to cultural snafus or cause potential problems.

Denescni ambassadors also serve as cultural attaches for visiting dignitaries or merchants throughout the known world. No self respecting man would ever set foot in the courts of foreign power without a Denescni Attaché to translate and inform him of the various nuances of foreign lands. If one happens to be traveling to Kesh, without your attaché you'd never know that shoes cannot be worn indoors, or that it is a punishable offense to wear priestly vestments. You'd never know without your attaché, that in Hazra'Ghalduur arcane magic is strictly forbidden without a proper license. House Denescni however knows all the laws, customs, and mannerisms of the peoples of the world.

Tsalir

House Tsalir has gained authoritative control over the coin minting and banking of L'Landra. No nation has complete or plentiful access to all precious metals, and thus the value of minted coins would vary from nation to nation were it not for House Tsalir. Before the house rose to prominence, minted coins fluctuated so greatly in price, that in some nations silver was worth more than gold, while in others it was worth less than copper. House Tsalir has taken it upon themselves to purchase all precious metals, and distribute them equally throughout the world, finally bringing stability to the prices, and enabled coin exchange as a viable substitute to bartering raw goods.

House Tsalir has also taken control of the coin minting industry. Any older currencies in circulation are meted down and re-minted as Tsalir coins of equal weight and dimensions, that have a universal value throughout the known world. Most intelligent merchants and businessmen refuse to even accept coins minted by other nations. House Tsalir has also begun to issue gold notes, in exchange for coins. Large transactions are impractical affairs if they require the exchange of several thousand gold, so gold notes of denominations of 10, 20, 50, and 100 gold coins in value, have all but completely replaced the older methods which required heaping chests of coin, and estimations of value based upon weight. These days every major city, port or market has House Tsalir money changers and banks.

Jundora

House Jundora is responsible for protecting the trade interests of the Syndicate. They have taken it upon themselves to patrol the seas, and man the checkpoints of the major trade routes. Jundora as the preeminent force among the shipping industry, has firmly vested interests in maintaining the profitability of their principle source of funds. Jundora privateers are charged with rooting out smugglers and pirates, and hauling criminals back to L'Landra for trial. No crime is more heinous in L'Landra than trade violations, and House Jundora with their significant influence in the shipping and receiving fields take the affronts very personally. The privateers are merciless in their pursuit of the enemies of L'Landra. They inspect all cargo that comes and goes from the major ports of the world, and they document almost everything.

Some of the Jundora privateers however have become over-zealous. Knowing full well that many criminals get off too easy, with little more than fines and impounded goods, they have begun to grow quite frustrated. The laws are theoretically harsh enough to convince would-be smugglers to just pay their taxes and submit to inspections. The fines are quite hefty, and the loss of an entire shipload of cargo will bankrupt a single smuggling ring, but for each one stopped, another five sneak through. The punishments are simply insufficient. They not only fail to stop the smugglers, but they actually seem to encourage them. The stark truth of the matter is, that the smugglers who don't get caught, still turn significant profits; so significant in fact, that they are willing to take the risks. Thus the Jundora privateers have started to take matters into their own hands, burning ships, and even executing entire crews out at sea, long before they have the opportunity for a fair trial. If the laws won't stop them, intimidation just may. Rumors of their brutality seem to have found their way back to the Syndicate, but it seems as though the government of L'Landra is unwilling to investigate without substantial proof of the criminal behavior. Some seem to think that the Syndicate has turned a blind eye to the affair, and their silence and inaction is evidence of veiled approval. But what really happens far out at sea, or in the minds of the leadership of L'Landra is anyone's guess.

Vylunn

House Vyluun is the mercenaries guild of L'Landra. They are responsible for negotiating the exchange of military good, weapons, armor, horses, and siege engines. Additionally they have significant influence over general matters concerning the exchange of troops, and helped forge many of the treaties and pacts that maintain the peace that has held firm for the last couple of centuries. House Vylunn has long been forced to walk a very fine line. The prosperity of L'Landra depends upon the continued peace, but the profits of the house depend largely upon the exchange of arms, and the threat of foreign military action. Only recently has House Vylunn come unto her own however.

When emperor Volshuun first contacted the Syndicate to discuss trade options he was not particularly receptive to the diplomats of Denescni. While they knew the language, and carefully observed goblinoid customs, he was not impressed with their lack of militant resolve, and he saw them as mere charlatans. He specifically requested House Vylunn accompany the ambassadors, so that he could continue negotiations with men he respected. The skilled duelists and cunning tacticians of the mercenary house were much more suited to the job, and House Denescni has in turn been relegated to the menial role of simple translation. The slight of their house, and back-handed insult of Emperor Volshuun has been disastrous to the reputation of Denescni, and significantly weakened their power within the Syndicate. House Vylunn on the other hand has finally been earning some long over-due respect (and a bitter rival, the likes of which they've never before had to contend).

The house of course suspects that the emperor may have other expectations, and a hidden agenda in his careful selection of Vylunn, over all other potential houses. They have been extraordinarily impressed with his knowledge of their work, and have begun to realize that the Mahk'Talaa clearly must have been keeping tabs on them for some time. The emperor makes no effort to hide that he has war on his mind, and the Vylunn emissaries are caught in a tenuous position. While war would clearly be a very profitable venture for the house, and alliances with Hazra'Ghalduur have made them far more influential within the Syndicate, they aren't certain that they should get too deeply involved in the affair. The nation of Sylescnia in particular may not look kindly upon the good relations the house has begun to foster with her hated goblinoid enemies; House Vylunn knows the full potential of her military power, and the guild could become a grave threat to the national security of Sylescnia. Until they got involved with Hazra'Ghalduur, House Vylunn relied heavily upon Sylescnia for their profits, and they are reluctant to jeopardize the relationship. Even if Hazra'Ghalduur is potentially five times as profitable, the goblinoids are certainly not a sure thing. The emperor could very easily use the house until it no longer serves his purposes, and then unceremoniously sever his ties with them. Such a potential scenario could ruin House Vylunn. They aren't sure what to do next, and the attaches of House Denescni have been of little help.

Alâ,¬,,¢Arach

House Alâ,¬,,¢Arach is the one merchant house that isnâ,¬,,¢t native to Lâ,¬,,¢Landra. While initially the Syndicate was vehemently opposed to the inclusion of these alien merchants from the mysterious city-states of Kesh, the power of the guild has grown such that they cannot be ignored. Those among the Syndicate have concluded that even if these dangerous outsiders are truly more of a threat than they seem, it is better to keep oneâ,¬,,¢s enemies close, than to allow them to conduct their affairs unsupervised. The merchants of Alâ,¬,,¢Arach seem to epitomize the Lâ,¬,,¢Landran ideals of competitive, cut-throat business and merciless pursuit of commercial domination. The foreign merchants, have the only known contacts within Ilsen, and thus the only know access to the priceless desert lotus, and nearly equally valuable adamantine of the blazing sands.

Alâ,¬,,¢Arach is well known for their cunning and foresight. There are rumors that her merchants can even read thoughts, and manipulate the mind. If these rumors are true, the house has a significant edge over the competition, and a leg up on their rivals within the Syndicate. Bartering with the house is an exercise in futility; Alâ,¬,,¢Arach never gets less than their asking price on anything, nor will they part with their merchandise for anything less than full market value. Given the great prices their rare goods fetch throughout Sulos, this small guild is very wealthy in comparison to even larger more powerful guilds like Denescni.

Before they reestablished their mercantile operations in Lâ,¬,,¢Landra, House Alâ,¬,,¢Arach operated primarily out of the city-states of Kesh. They have numerous contacts to this day in the foreign nation, and a fairly influential connections and allies within the priesthood of the divine kings. These particularly close foreign relationships have served the Syndicate well, but there are whispers that House Alâ,¬,,¢Arachâ,¬,,¢s true loyalties lay within those foreign lands. All challenges to their loyalty however are dismissed with little more than subtle smirk or wave of the hand. It seems almost as if they encourage the accusations. They may indeed be even better at the political mind games, and manipulation so prevalent among the members of the Syndicate than the native Lâ,¬,,¢Landrans who claim to have invented them. For foreigners, they certainly fit right in.






The spoon is mightier than the sword


Soup Nazi

Now this needs work. I just glossed over the individual city states and divine kings. I really left the priesthood kind of soul-less, and I need to format this much better. Additionally this was written before Rhoenheim so I haven't yet added anything about the Sacred Cabal, which could be a serious threat to the religious stability of Kesh. Tear me apart...    

QuoteThe City States of Kesh

These powerful ancient cities are the longest lived human civilizations still in existence today. Led by powerful divine kings, the people loyally serve their living gods as only those completely assured of their own purpose can. But are these living sources of divine power all that they seem...or more?

The lands of Kesh are a sub-tropical realm sandwiched between the two great rivers that have been the lifeblood of their people for thousands of years. The River Kesh on her eastern boarder flows from a source high in the mountains at the nexus of the Ghuldra Highlands, the blazing sands of Ilsen, and the Leshaar Province of Hazraâ,¬,,¢Ghalduur all the way to the sea almost a thousand miles away. Near her mouth the mighty river is massive and one almost has to squint just to see from on bank to the opposite. The River Kesh is fed by a powerful tributary called the River Arduin. This tributary is a powerful river in itâ,¬,,¢s own right, that flows from the mountains of western Leshaar for five hundred miles before it merges with itâ,¬,,¢s larger cousin. Annually as the season changes, and spring comes, the rivers bring great floods which heavily saturate the low lying lands between the two rivers. Endless fields of rice patties are planted and harvested in this damp soil. More than enough in fact to feed their people, and easily sufficient to support a strong trade with the merchants of Lâ,¬,,¢Landra.

The people of Kesh are mostly hard working serfs who farm the lands of their mighty god-kings. They have few personal freedoms, but seem content with their simple lives. They know only through devotion to their kings do they have any chance to see the afterlife in the realm of kings. It is said the further one travels from the source of the divine power, the less chance one has to receive the gift of life after death. The native folks pity the foreigners who come to Kesh, for these poor souls know not of the damnation in their futures. Only senseless death awaits them, with no chance to see the wondrous afterlife. The priests have forbidden the discussion of such matters with the foreign traders, because the lands of the gods are only reserved for the chosen of Kesh. These unfortunate men are better off not knowing how meaningless and hopeless their existence is, so they can enjoy their mortal lives in blissful ignorance.

The city-states are independent nations in a way. Each is ruled by their own divine king and his loyal priests. They protect the people and guide them spiritually, in matters of faith and knowledge that have been passed down for millennia. The priesthood leads the people in times of war, they govern the city, and they echo the words of their divine rulers. The people of Kesh have the utmost respect and admiration for their priests, who are their only direct contact with powers of the divine. Rarely if ever, do normal people get the chance to look directly upon their mighty rulers, though after great victories or on important festive occasions the divine kings have addressed their immense crowds of followers from their elevated balconies and divine thrones. Thralls of screaming devotees cheer their praises, and hope for but a glimpse of living divinity. The faithful of Kesh are always impressed by these rare appearances, and they often work even harder than they normally would, after the inspiriting and momentous touch of the divine.

At the very center of the theological beliefs of Kesh lay the god-kings and their families. These ancient monarchies have ruled the city states for thousands of years. Each of the kings rules for the duration of his lifetime, then his divine power is passed on to his favored son. These families are not divine in and of themselves, but they are the closest people to the source of divine power within the nation; they are virtually guaranteed passage to the glorious afterlife, and only terrible crimes, or banishment could bar their entry. The many queens, dozens of princes, and princesses of Kesh are easily as influential as the most powerful priests, and sometimes far more. The divine kings often take several queens and sire dozens of children. These large families compete for his attention and blessing, and his sons strive to earn the right to become his heir. They train with the scimitar, and study great works of literature. They keep physically fit, and well groomed. The competition can get quite fierce, but the divine king will intervene if things get out of hand. The wrath of their divine father is something no son wishes to experience.

The royal family lives within the palatial walled inner sanctum of each city-state, along with the loyal nobility of Kesh, and the royal slaves who cater to them. While outside the inner sanctum the city-states are a massive urban sprawl, within the inner sanctum lay what can only be compared to absolute paradise. White marble roads, temples, bath houses, cobblestone footpaths, lush gardens, vineyards, noble estates, and palaces all lay within these walls. Those who dwell within the inner sanctum are fabulously wealthy people who enjoy lives of decadence, relaxation, and pampered luxury. There is nothing preventing the nobility from mingling among the masses of the population, other than the complete lack of motivation to do so. There is no reason at all to leave their perfect world other than simple boredom. Perhaps a few with an adventurous spirit might tour the market place, and examine the strange foreign goods to come from the merchants of Lâ,¬,,¢Landra. Armed priests of course accompany the nobles on these little excursions, to protect them from the greedy thieves, cut-purses, and swindlers. The excitement of the bazaars is a very thrilling change of pace from the peaceful inner sanctum.

The bazaars are particularly central to the normal working class people of Kesh. Here farmers barter their rice in exchange for clothes, tools, and other necessities. Craftsmen set up shops, or mobile carts from which they peddle their wares. Tumblers, jugglers, sword swallowers, snake charmers, and fire breathers entertain the crowds for small considerations of coin or gold. Merchants bring in goods from around the world, and many rare and exotic goods can easily be aquired. The market places are alive with activity, and the very soul of the economic might of Kesh, which is only supassed by the merchant fleet of L'Landra. Kesh's merchant class have themselves begun to sail the seas of the world. It's a dangerous venture, for beyond the lands of Kesh House Jundora patrols the seas. The privateers of the house board ships and document cargo to ensure tariffs have been payed in full. Some of the privateers take additional considerations, just to line their own pockets, and should one get caught smuggling cargo, your chances of making it back to Kesh are slim indeed. However smugglers still attempt the process of running the gauntlet. Often House Jorunda tariffs are almost 50% of the value of the cargo. These rediculous fees are stifling to the merchants who are just try to make ends meet, and painful to those wealthy enough to afford it. Successful smugglers stand to make a fortune, if they somehow manage avoid the blockades and check points. The smaller swifter vessels of Kesh can out run most Jurunda galleons, but they'd prefer to slip by unnoticed under the cover of darkness.

The Secrets of the Divine Kings

The divine overlords of Kesh have diabolical secrets that they have only shared among themselves and with the immortal Elan of Ilsen. It may seem impossible, but the current rulers of Kesh are the one and the same with the founding rulers of Kesh who usurped control from the Elan shortly after they helped build the nation. Before it can be explained how this is possible however, one must first understand how it beganâ,¬Â¦

As the empire of Ilsen began to dry out, and the Illithids fled to safer lands, they charged their loyal Elan soldiers with two important tasks. The first was to watch over their cities, and protect the secrets of the empire, which they have done admirably. The second was to ensure that a suitable slave population survived, and remained near enough the lands of Ilsen, that they should have the tools they needed to rebuild, when the Ilithids returned to reclaim the empire. The second task has been far more difficult than the Elan ever suspected.

As the sandstorms blew in, and marshes dried out, it became apparent that the slaves could not survive in Ilsen. The Elan elected to move the population to lands more hospitable for human habitation, and they marched the people across the expanding desert to the lands of Kesh. Along the way many of the slaves escaped, and fled into and even beyond the mountains, but most di in fact reach the intended lands, which were soon named Kesh in honor of the abandoned capitol of Ilsen. The Elan stayed with the people for many years, living among them as though they were simple humans themselves. Until such a time that they had built a society that could prosper without their guidance. The Elan carefully selected the mostloyal of the humans, and established a noble ruling class who were taught the secrets of psionics, which would enable them to overpower any who opposed them. The human psions however, were not powerful enough to completely subjugate the people as the Illithid elder brains had in Ilsen. In a masterful ploy of manipulative ingenuity, the Elan established a priesthood that worshiped the newly appointed kings as divine entities. Sorely lacking something to believe in, and a direction in which to focus their meaningless lives, the humans embraced this religion. Confident that their human nobility, divine kings, and devoted priesthood could sustain a vibrant obedient slave society, the Elan returned to the deserts to watch over the ruins of Ilsen. A few did remain behind though, to continue the tutelage of the psionic arts to their human puppet kings.

In time these pupils grew powerful in their own right, and they cast off the shackles of the Elanâ,¬Â¦or so they thought. The divine kings were no longer the obediant puppets of the Elan, but they were still prisoners of their own power. They ruled over a prosperous people, with their loyal priesthood, and though they no longer had the Elan lording over them, they were trapped in the machinations of autocratic rule. Why would they give up their thrones, when they could retain this absolute power, and keep their fellow man ignorant of how things came to be as they were?  

The city-states of kesh each had their own divine king, and they immediately set upon their fellows in an attempt to consolidate their power, but they only managed to destablilize their new kingdoms, and divide their people. They were a perfect society of ignorant obedient serfs, with divided leadership, ripe for the pickings for the eventual return of the Illithids. The Elan had masterfully played the humans.

Things changed however. As the centuries rolled on and the Illithids failed to return, the power of Kesh grew greater. In turn the Elan were losing unforseen numbers in the deserts of Ilsen, ighting off the neothelids, as they emerged from the buried ruins of the lost Illithid cities. The Elan were forced to concentrate on their own survival, and they were unable to keep the reigns of Kesh firmly in hand. While briefly freed from the watchful eyes of the Elan, the god kings discovered a nefarious psionic power. They learned how to switch minds with their fellow man. While in and of itself this seems rather mundane as far as psionic might goes, it changed everything. The god-kings began to swap minds with their heirs and live on in their son's young bodies, while their childrenâ,¬,,¢s mind and soul died within their father's decrepit old forms. Through these means the divine kings truly became gods. They had escaped the shackles of mortality. No longer did the Elan have the advantage, and the god-kings had all eternity to master their already impressive powers of the mind.

Not only did the god-kings grow in knowledge and psionic might, but so did the faith of their people flourish. As Kesh began to grow and prosper, the devotion of the people in their divine overlords spawned true clerics. These clerics rapidly took control of the priesthood, and their absolute faith in the divine power of the kings was unshakable. The clerics discovered the ability to manipulated the negative energies channeled from their sinister masters, and at the command of their overlords the clerics began to conduct great ritual funeral ceremonies. Whenever one of the god-kings passed away, he was mummified and entombed within a great ziggurat mausoleum. Soon all the nobility joined in the ellaborate burial rituals, which were said to ensure that these powerful men and women would retain their exalted status in the realm of kings, beyond the mortal realm in the afterlife. These great mausoleums unbeknwon to all but the most powerful of priests, are in actuality massive temples built to house thousands of undead, who await the fateful return of the Elan. They are the ultimate weapons of the divine kings, who are determined to retain control of their city-states at any cost. After the passage of millennia, these undead armies are massive, and hundreds of Ziggurats dot the land, built by the hardworking, loyal followers of the god-kings of Kesh.
The spoon is mightier than the sword


Wix of Bel-Air

For the amount of writing, not many spelling errors:

Thralls (throng might be a better word) of screaming devotees cheer their praises, and hope for but a glimpse of living divinity. (Paragraph 4)
These rediculous (is this right?) fees are stifling to the merchants who are just try to make ends meet, (Paragraph 7)
The Elan carefully selected the mostloyal of the humans, (Paragraph 10)
In turn the Elan were losing unforseen numbers in the deserts of Ilsen, ighting off the neothelids, (Paragraph 13)

I'd love to know what the Elan are doing now since they have no power over the god-kings. As well, I'd like to know what kind of influence the priesthood has on the marketplace bazaars. Also, the slaves who serve the nobles, what are they like? I figure they have to be pretty special or different to retain that job.
Eats brains here! Ugh!
That is not dead which can eternal lie,
And with strange aeons even death may die.

[spoiler=Cthulhu]"To obtain a deep, restful, and fulfilling sleep, you must first submerge yourself in your cyclopean city of hideous non-Euclidean geometries beneath the sea, and then let your body die. But don't worry! As long as you continue to emanate enough evil thought-energy to influence and control your many worshippers throughout the untold eons, they will resurrect you when the time comes. I guarantee it!" [/spoiler]
[spoiler=Wash]
Yes. Yes, this is a fertile land, and we will thrive."

(as Stegosaurus) "We will rule over all this land, and we will call it... 'This Land'."

(as T-Rex) "I think we should call it...your grave!"

(Stegosaurus) "Ah, curse your sudden but inevitable betrayal!"

(T-Rex) "Ha ha HA! Mine is an evil laugh...now die!"
[/spoiler]
[spoiler=Stanza 11]
No! penury, inertness and grimace,
In some strange sort, were the land's portion. "See
Or shut your eyes," said Nature peevishly,
"It nothing skills: I cannot help my case:
'Tis the Last Judgment's fire must cure this place,
Calcine its clods and set my prisoners free."
[/spoiler]

Soup Nazi

Quote from: WixmanFor the amount of writing, not many spelling errors:

Thralls (throng might be a better word) of screaming devotees cheer their praises, and hope for but a glimpse of living divinity. (Paragraph 4)
These rediculous (is this right?) fees are stifling to the merchants who are just try to make ends meet, (Paragraph 7)
The Elan carefully selected the mostloyal of the humans, (Paragraph 10)
In turn the Elan were losing unforseen numbers in the deserts of Ilsen, ighting off the neothelids, (Paragraph 13)

I'd love to know what the Elan are doing now since they have no power over the god-kings. As well, I'd like to know what kind of influence the priesthood has on the marketplace bazaars. Also, the slaves who serve the nobles, what are they like? I figure they have to be pretty special or different to retain that job.

I'll go through this a little later to fix the gramatical errors, and answer your questions. I'm getting a terrible migrane, and can't do it right now.

-Nasty-
The spoon is mightier than the sword


Soup Nazi

@ Wixman

My migrane is starting to subside due to a hefty dosage of pain killers. Forgive me if any of this seems slightly off, because I'm a but fuzzy at the moment.

The Elan are still quite involved in things, and much more information pertaining to them can be found in the link to my WotC thread in the sections about Ilsen and in the House Al'Arach section of L'Landra.

The priesthood of Kesh really deserves it's own, and the slaves who serve the noble families of Kesh could indeed use some more detail. Kesh is the one section that hasn't been revised or altered in any way since I first wrote it. Just like many of the nations that came before it, Kesh will get updated and expanded. I really want to get into much more detail with how Kesh works as a nation. How many city-states/divine kings are there? How do they interact? What kind of abilites, domains, and alignments do the priests of Kesh have?

These questions need answers, and I do intend to get into them. Kesh really deserves a great deal of attention that it hasn't gotten. This is a very old and very powerful nation in Sulos. It is the bastion of the psionic arts, and the one true threat to the mercantile supremacy of L'Landra. I am open to suggestions from the community to improve upon Kesh, and fill in the blanks, because unlike many world builders, I do not feel that my personal autonomous control over the setting is conducive to my objective of creating a real and believable world. If there are holes in my setting, and you have good ideas to patch them, I will gladly impliment your ideas.

Tomorrow I plan to go through a few things, and patch up some things Turin pointed out over on my Sulos thread at WotC. I also intend to write another of the ancient churches. After that, I suppose I'll go back and rewrite Kesh in a manner similar to the way I wrote Hazra'Ghalduur.

-Peace-

The spoon is mightier than the sword