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The World of Ralum

Started by Polycarp, March 10, 2006, 04:34:49 AM

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Polycarp

Quote from: Epic_MeepoI like the idea of a Bronze Age setting, but I'm not sure sure that I'd list "Bronze-Aged" as the defining characteristic of this world.  In particular, the part about certain races breeding other races as slaves seemed rather contrary to a Bronze Age theme.  There were many slaves in the Bronze Age, but the idea of eugenics seems a bit advanced for that era; it has more of a gritty, pseudo-modern feel than anything else.
I would also be careful with the cosmology.  It sounds as though the Inner Realm and the two surface realms are very compartmentalized.  Consider either making more connections between the two or making less references to the peripherals.
[/quote]

I may do that as the world evolves, but right now I'm too uncertain as to what role I want the IR and the Second Realm (the "other side") to play in the overall setting.  I'll certainly keep that in mind, though.
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Epic Meepo

Quote from: MithridatesThe Heartlands themselves, of which I've regrettably said little about in this thread (I hope to soon correct that) are much more in line with the "feel" I want for the campaign than the "Old Order" of the progenitor races and their lost civilizations.

I look forward to hearing more about the Heartlands.
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Polycarp

The Heartlands themselves, as they are called by the humans who live there, are a collection of diverse lands and "nations" that surround the Great Inner Sea, a great body of water that connects only through a narrow strait to the surrounding ocean - in terms of geography, think something along the lines of the Mediterranean.  There is some confusion as to exactly what lands are and are not in "the Heartlands;" Culturally speaking, one might say that the Heartlands are the lands inhabited by the descendents of the thralls of Resheia and Niirda, which excludes Narsura (indeed, the entire Kingdom of the Two Crowns) as well as Pharesaa, Bashaura, and Oud Miran.  During the years of the Grand Embadran Empire, "Heartlands" came to describle early every province within the Empire, save for Inar Daka, and perhaps Pharesaa (whose people do not consider their land to be a part of the Heartlands, as it does not border the Inner Sea).  For the purposes of my writing, all the provinces of the Empire, excluding Inar Daka (which is not properly part of the Heartlands "sphere of influence," save its brief occupation by the Embadrans), are considered part of the Heartlands - even Pharesaa, which, while it has its own history, language, and distinct culture, nevertheless is very much a part of the present civilization of the peoples of the Inner Sea.

The Heartlands are primarily a human land, though halflings are common in Siyan, Kioshaa, Aya, and Parzasa.  Saulzarel often travel to the western shores of the Inner Sea, making themselves known in Bashaura and Gadiran (though Ocana, notably, makes war upon them openly).  Sarfeir are not welcome in Bashaura, but many do make the journey south through the flats of Inar Daka into Narsura and beyond, as their ancestors did during the golden age of the Empire of the Red Claw.  The Shadan themselves are present in the southlands, mostly as merchants and agents of their Dominion, seeking ways to expand their inroads into modern human society.

The humans themselves are not all of one great ancestry.  The scholars generally recognize five distinct "races:" the Embadrans, ancestors of the Niirdan thralls; the Augeidhans, the peoples once part of the Thrall Empire of the Grand Exarchate; the Bashaurans, who came into the Heartlands via Inar Daka during the Migrations; the Narsurans, once refugees from the Sarfeir Empire of the Red Claw who settled in the north of Embadra; and the Azians, more recent arrivals to the "golden land" of Pharesaa in the far south.  They speak different languages and follow different gods, and it would be folly to categorize them all as simply branches of a human civilization - the Heartlands really exists as an idea because of the now vanished Embadran Empire, which for a time controlled all these peoples from abroad.

Over time, I hope to flesh out all of the lands of the Heartlands, though their numbers are many.  Presently, the modern lands considered part of the Heartlands according to my interpretation are, roughly counterclockwise around the Inner Sea (those "peripheral" to the Heartlands are in parenthesis, including Inar Daka):

Aya
Marmeira
Parzasa
Ezannum
Kaytium
Alesira
(Asir Embadra)
Marya
Narsura
(Inar Daka)
Bashaura
Ocana
(Oud Miran)
Gadiran
Siyan
Kioshaa
(Pharesaa)

Of these, I've done the most work on Gadiran, Pharesaa, and Aicaioun (an independent city-state in Kioshaa); I'm finishing them up at present, with my next "job" probably being Narsura.  I'll post elements from these along the way.

There's a map, too, and at some point I may get up the moxy to ink it out so it can be scanned.

EDIT: It may also be helpful to note which regions are part of Embadra, itself a large region within the heartlands that makes up most of the eastern shore of the Inner Sea.  Embadra properly includes the first six regions on the above list, Aya through Alesira.  Asir Embadra, literally "High Embadra," really isn't part of the region despite its name, and is at any rate now lost to the current Embadran states.
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Polycarp

Gadiran

One of the oldest colonies of free humankind, Gadiran is a rugged, storm-wracked land of adventurous traders, seasoned sailors, and hardened warriors.  Though the population of Gadiran has never been large, the Gadiranin have played a critical part in the histories of the great empires that they have been a part of.  Only in recent times has Gadiran been an independent land, and unlike many places in the Heartlands, there are few who claim a distinctly Gadiranin heritage â,¬' most are from other lands, or descended from seafarers.  It is the way of the Gadiranin that all people come and go, and as a result Gadiran is perhaps the most ancestrally diverse of the Heartlands, though not truly civilized or accessible enough to be a center of culture.

Nomenclature and Language

[spoiler]People who live in Gadiran or are descended from those living in Gadiran are called Gadiranin, but because there is no real Gadiranin ethnic stock, the people of Gadiran are hard to distinguish as such.  Other than that, the nomenclature of Gadiran is quite straightforward.  Gadiran may itself refer to either to the peninsula itself, the Thusmar (province) of Gadiran under the Grand Embadran Empire (the peninsula plus the coast of Oud Miran), or the Thusmar of Gadiran as it is currently, the peninsula plus a small stretch of eastern Oud Miran.  "Gadiranin" can be either a noun indicating inhabitants of Gadiran, or an adjective (both "Gadiranin" and "Gadiranin people" are technically correct and mean the same thing, though the former is most often used).

The people of Gadiranin speak a dialect of Augeidhan that borrows many words from Low Ayan.  It is 90% intelligible to those who speak "standard" Augeidhan, about 50% intelligible to those who speak Low Ayan, and speakers of High Ayan or Shadan will be able to understand bits and pieces.  Maryans, whose dialect is mostly Low Ayan colored with bits of Augeidhan, can usually understand a Gadiranin quite well.  Gadiranin from Aemun are much more easily udnerstood by foreign speakers than are those Gadiranin of isolated villages, who may speak in dialects so thick as to be difficult for even an Aemunin to translate fully.[/spoiler]

Geography and Climate

[spoiler]Gadiran is a jagged, rocky land, with numerous cliffs and spires rising out from the sea along the landâ,¬,,¢s winding coastline.  The sea makes its way inland by narrow canyons and steep-sided ravines, so itâ,¬,,¢s hard to go far in Gadiran without being close to some tendril of the Inner Sea.  The â,¬Å"neckâ,¬Â of Gadiran is a range of low but rugged and broken mountains, as difficult to traverse as the rest of the country.  Even travel by sea is dangerous in Gadiran, as storms continually pound the numerous coastlines.

There are no freshwater rivers of any decent size in Gadiran, only thousands of narrow, easily missed rivulets descending from hillside springs.  For both these springs and the always visible sea, the land is known as the â,¬Å"Land of Many Watersâ,¬Â or simply the â,¬Å"Land of Watersâ,¬Â by foreigners.  Villages in Gadiran are usually built in places where these rivulents meet the ocean, where they can benefit from the fresh water source while maintaining access to the sea.

The peculiar weather of Gadiran consists largely of chaotically alternating periods of clear, crisp blue skies and raging storms, which â,¬' though terrible â,¬' usually expend their energy or move on in a day or two.  The mountains of Oud Miran block the rain clouds from taking their water any further, save during the â,¬Å"wet seasonâ,¬Â when the storms of Gadiran find their way to Siyan.[/spoiler]

Inhabitants

[spoiler]Gadiran, in the places where it is settled, is occupied mostly by humans.  Halflings may sometimes find their way here on trading ships, but they usually donâ,¬,,¢t stay for long, though there is a small permanent minority in Aemun.  The Saulzarel, if they wish to visit the Heartlands, often make their way south and east by way of Gadiran, as the Thusmar of Ocana is openly hostile towards them.  Most of them likewise do not stop for long in Gadiran, finding the climate too wet for their tastes.[/spoiler]

History

[spoiler]The peninsula of Gadiran is actually the top of an ancient mountain range that was almost totally submerged during the Manifest Ruin.  During its time as part of Resheia, the Throne-Dominion of the pre-Ruin Shadan Empire, it was largely uninhabited, like most barren mountain ranges.  It is the only part of Resheia to remain above the waterline.

Gadiran was first settled by seafaring colonists of the early Parroganese Guardianate, which would eventually become the Grand Exarchate.  Gadiran was settled by only the toughest of the Augeidhan colonists, attracted by the potential wealth of the land â,¬' though the soil of Gadiran is poor, it boasts numerous products of the sea that made small fortunes for many of the early colonists.  Of all the seaside villages of Gadiran, Aemun emerged as the largest and wealthiest, mostly because the Cove of Aemun is the only sheltered cove in Gadiran large enough to support a large level of merchant trading.  Aemun provided the point of contact between the Gadiranin and the Exarch at Augeidha, as trade through its port sustained the prosperity of the colony.  Gadiranin were even in this time known as excellent sailors and navigators, and Gadiranin sailors formed the backbone of the Exarchateâ,¬,,¢s great fleets, which in their time exercised unparalleled mastery over the waves.

During the Years of Swift Arrows, the Exarchate fell into civil war, which combined with the chaos in Embadra led to a collapse in the trade routes of Gadiran.  The economy of Aemun collapsed, and many colonists departed for Siyan or moved further inland, to scratch out a living through sustenance farming in the corners of upland Gadiran.  It was not until the rise of the Embadran Ascendancy, the empire of Halkadrim the Boundless, that Gadiran was again brought back into the society of the Heartlands â,¬' Halkadrim made Gadiran a Thusmar (lit. â,¬Å"great provinceâ,¬Â) of his empire, and Gadiran became crucial in the Brothersâ,¬,,¢ War between Halkadrimâ,¬,,¢s sons, its famous sailors contributing to Hemechamâ,¬,,¢s eventual victory and consolidation of the Grand Embadran Empire.  Gadiran remained a backwater, however, as there was no longer much demand in the devastated cities of the former Exarchate for its goods.  Instead, merchant ships bypassed the peninsula entirely, in a quest to obtain the incense available in nearby Oud Miran, a commodity that had come into vogue following Bashauraâ,¬,,¢s inclusion into the Empire.  The legendary Gadiranin sailors were becoming overshadowed by the merchant sailors of Marya, who were in far greater supply and spoke good Ayan.

It took the vision of Hepad the Rich, the first Thusmara of Gadiran, to transform the realm into a thriving land again.  A Maryan merchant of considerable wealth, Hepad was rewarded for his unflagging support of Hemecham during the Brothersâ,¬,,¢ War with considerable favor and resources that he decided to use to make Gadiran, as his personal fief, competitive with the merchant cities of Marya.  He was the first to make contact â,¬' and subsequently, a treaty of peace â,¬' with the Greka, the primitive crablike humanoids who inhabited the coastal waters of the peninsula and had previously limited their contact with humans to occasional shoreline raids.  The Greka not only provided items to trade, but assisted Hepad (for pay, of course) with his greatest project: build a canal into a tunnel underneath the neck of Gadiran itself, from the Bay of Aemun to the waters off the coast of Oud Miran.  The project, known as the â,¬Å"Serpent of Gadiran,â,¬Â took 41 years, and was completed years after Hepadâ,¬,,¢s death, but the new underground canal made Aemun rich again â,¬' now, merchants could cut weeks off their incense trading voyages by going under Gadiran directly to the coastal trading ports of Oud Miran.

Tragically, this was eventually ended by the Great Wave that ruined the Grand Embadran Empire, which horribly damaged the Serpent.  With the coastal settlements of Embadra in ruins, there was little demand for the goods of Gadiran or the incense of Oud Miran, and Gadiran sank back into obscurity.  Now, while renewed trade is beginning to revitalize Aemun again, Gadiran is still very much a fringe province of the Heartlands.[/spoiler]

Politics and Power

[spoiler]Gadiran was never foremost among the Thusmarej, and its Thusmara was more a bureaucrat than a soldier, with no field army ever stationed in Gadiran.  One frontier army, stationed along several remote fortresses south of the neck, was deemed sufficient to protect the province from harassment by Saulzarel, savage humanoids, or the occasional rogue pack of Ephayri.  Oud Miran had a frontier garrison for a while, but this was withdrawn by the Thusmara of Ocana some time before the Great Wave.  Thus, after the Grand Embadran Empire had truly collapsed, the garrison commander of the frontier army of the neck of Gadiran, Dagaekal the Stone-thrower, marched his army from its forgotten border garrisons to Aemun, where he overthrew the Thusmara and established himself as ruler of Aemun and Gadiran itself.  He has since styled himself â,¬Å"Zara of Gadiran,â,¬Â though since Gadiran was never a Zarate this is a rather dubious title.  An aggressive and opportunistic soldier, his early reign consisted of periodic raids on Siyan and Maryan ports that earned him the ire of his neighbors and the reputation of a pirate.  He received his designation â,¬Å"the Stone-throwerâ,¬Â for these raids, on which he often used stone-throwing ballistae on boats to breach costal walls.  The Maryans in particular call him â,¬Å"Dagaekal the Brigand.â,¬Â

In his 50s now, however, he has cooled down considerably, and has secured his position against the Maryans by an alliance with the Zara of Kaytium.  He is keenly interested in the revival of Gadiranin fortunes however possible, and has pursued this goal through a mixture of opportunistic trading, frequent short-term alliances, and promotion of ruthless piracy.  He has enough influence over the pirates of Gadiran to keep them from attacking his â,¬Å"friends,â,¬Â who are usually those realms, cities, or merchants that provide him with favors or monetary recompense to stave off the predations of Gadiranâ,¬,,¢s raiders.  His own navy, which is small but efficient (and largely formed from vessels seized by pirates), provides escort services to Aicai slavers and other large merchant vessels in the area, often charging them for protection against pirates that he himself controls.  This activity aside, he is also interested in legal trade with other lands, and has encouraged a good relationship with the Greka, who keep him informed of everything that happens around his coasts and provide trade goods that Aemunin merchants ply in Aicaioun, Siyan, Marya, and the Isles of Kaytium.

As the sole autocrat of Aemun, the only city in Gadiran, Dagaekal has no real competitors for power except foreign leaders.  He is respected and feared by his people, who â,¬' though they once viewed him as a lower class usurper â,¬' have come to appreciate the moderate prosperity his rule has provided to them.  It is rumored that he is now attempting to recreate the power of old Aemun by re-opening the Serpent of Gadiran, though this may not be something he completes in his lifetime.  There does exist a Commune of Trade in Aemun, where merchants can gather, barter, and associate, but the Commune exists primarily as a way for Dagaekal to keep track of and effectively tax merchants, rather than being a real alternative center of power.  Dagaekal does not tolerate any other opposing center of power within his lands, and those monasteries and schools of philosophy that do operate in Gadiran do so only by remaining apolitical.[/spoiler]

Legal

[spoiler]Gadiran supposedly follows the general Code of Hemecham laid out at the beginning of the Grand Embadran Empire, but for the most part the population is too small to make the administration of justice a serious concern.  Dagaekalâ,¬,,¢s soldiers are efficient at patrolling the streets of Aemun and bringing thieves and killers to swift justice; most serious cases are decided by Dagaekalâ,¬,,¢s Magistrate, Keidrah the White, a woman with a cold and merciless manner who is concerned with keeping the letter of the law and nothing else.  Because the letter of the law can essentially change whenever Dagaekal wills it to, this is a broad mandate.  Usually, minor laws are ignored in the case of foreigners and merchants, if only to encourage trade â,¬' Dagaekal will err on the side of whatever makes him richer.

Outside of Aemun, however, there is essentially no legal structure.  The narrow rocky paths that connect the various isolated villages of Gadiran are not conducive to regular patrols, so Dagaekal chooses to not waste the large sums of money that would be required to enforce law over his rugged domain.  Instead, villages generally handle their own affairs, and as long as they maintain their allegiance to Dagaekal he is willing to dispatch part of his army to deal with any particular problems that the local villagers cannot.  As outsiders rarely visit these communities, however, justice is usually an internal affair.

Of the Greka, not much is known of their communities and laws, but their justice appears to be very simple â,¬' criminals within their societies are lowered in social standing (subtle hierarchies are very important to the Greka), or if the crime is serious enough are exiled.  Humans or other foreigners are typically expelled from Greka territory if they commit a crime, though the Greka often expel intruders before any crimes are committed.  Greka have no qualms about killing a human for a serious crime, including theft or assault, and Dagaekal turns a blind eye for the sake of his cordial relations with them.[/spoiler]

Religion

[spoiler]Gadiran, as a former colony of the Grand Exarchate, followed the â,¬Å"Old Wayâ,¬Â formally, the worship of Niiraun now known by todayâ,¬,,¢s Embadrans as â,¬Å"Augeidhism.â,¬Â  Malechism, the â,¬Å"bloodline religionâ,¬Â of the Embadran Empire, failed to take hold in Gadiran as the Thusmar was never considered quite important enough to merit much proselytizing, and as such Gadiran has the highest proportion of Augeidhists of any realm in the Heartlands.  There exists an impressive temple to Niiraun above the city of Aemun called the High Watch, which was once a mountaintop monastery of the Shadan Dominion of Resheia.

The population has been quick to adopt the new faith of the Nymph Goddesses, however, especially Amlaree, Eyloshan, and Gelmine.  There exists a temple to Gelmine in Aemun, and small shrines to each of them across the land (there is a shrine to Amlaree at practically every known spring in Gadiran).  Most Gadiranin have adopted these faiths in addition to their worship of Niiraun, which many think of as simply an essential part of being Gadiranin.  Worshippers of other faiths, however, are openly tolerated, both by the people and by Dagaekal, who doesnâ,¬,,¢t seem to mind what people worship so long as they show him allegiance.

Sailors of Gadiran often wear necklaces of seashells blessed by priests of various faiths, or more often a band of cloth around their foreheads dyed brilliant orange with Tourichel dye.  It is believed that the dye, as a symbol of the sea and (so the Gadiranin believe) being the favorite color of Gelmine, will give them forethought and insight into the nature of the fickle sea, and thus protection against it.  Given the known reputation of Gadiranin sailors, many sailors from other lands consider the headbands to be good luck and purchase them from the priests of Gelmine when in port at Aemun, which has proven to be quite profitable for the temple.

Some common celebrations in Aemun, which may be celebrated in the villages of Gadiran, are as follows:

Rain of Cleansing.  During a single week in the Spring, the priests of Eyloshan ring an enormous gong in a shrine above the city at the first onset of a storm.  When this gong is rung and the storm begins, many citizens leave their houses to be cleansed by the renewing rains of Eyloshan, and to bring her offerings.  A great bonfire is made out of willow branches, which are cut in previous months from the rock-willow trees in the highlands of Gadiran.  This bonfire is started and kept burning despite the great storm, with the effort of hundreds of Aemunâ,¬,,¢s citizens.  The fire usually is kept burning until rain stops, which can mean a celebration of minutes or even a day or two, and small sacrifices and gifts to the goddess are thrown in.  During the burning, the people dance and sing in the streets, for once in the year not worrying about protecting themselves from the storm.  If no storm appears during the holy week, it is considered a very bad omen for the year ahead.

Fastness.  The Fastness is the holy preparation of homes and families for the brutal winter, during which the port of Aemun is often closed due to terrible storms and ship-crushing waves.  As the autumn wears on towards winter, the priests of Gelmine make somber marches through the streets, banging drums and chanting that the people must prepare for the coming season.  During this time, the commoners stock up on food, kindling, and other necessities, and tie ribbons dyed in Tourichel dye to their homes to signify their preparation.  Neighbors help each other prepare and make plans to shelter the poor and the outcast for the winter ahead.

Naughthymn.  Naughthymn is an annual occasion that spans two days, the first of somberness and funereal sadness, and the second of mirthful celebration.  The festival derives from a two-day celebration of Niiraunâ,¬,,¢s blessings called the High Hymn that was popular during the era of the Exarchate.  After the fall of the Exarchate at the Battle of Magridda, the celebration changed in the formerly Exarchate-controlled colonies of Gadiran to one of both mourning and rejoicing.  The first day is a remembrance of the fall of the Exarchate and the loss at Magridda, though technically Gadiran had ceased to be part of the Exarchate years before.  People fast for the whole day, and women often show their piety by openly weeping as they pray in the High Watch, the temple of Niiraun above Aemun.  Many animals are sacrificed in the High Watch, and the blood is cast down the rocks, visible from the city as a great blood-soaked cliff face representing Magridda and the wars between the Embadrans and the Augeidhans.  Upon the dawn of the second day, the people end their fasting in great morning feasts, and spend the rest of the day in joyous processions down the streets or various games sponsored by the priests of Niiraun (as well as those of other faiths).  This is supposed to represent a confidence in the future, and a belief that the people of the Exarchate will again triumph â,¬' and most importantly, that life goes on despite adversity.  Often, wooden or straw figures supposed to represent Radeima II, the victor at Magridda, are burned or tied to rocks and cast in the sea.  The entire festival was suppressed by Hemecham and his successors for obvious reasons, but it has been remembered and reinstated by the clergy of Niiraun since the fall of the Empire, and Dagaekal makes no moves to stop it, instead personally sponsoring many games and feasts throughout the celebration.[/spoiler]

Economy


[spoiler]Gadiran has no currency, and taxes are levied in kind, whether it is crops or fish from peasants, public labor from the urban commoners, or rare goods and precious metals from merchants and traders.  Dagaekal maintains a large treasury of various goods both pirated and collected, with which he supplies his army and pays for the upkeep of Aemun.  Pharesai pha are only occasionally found in Gadiran, and play no large part in Gadiranin trade.

The trade in Gadiran concerns three parties, with the Gadiranin acting as intermediaries between the foreign merchants and the Greka.  The Greka trade saltwater pearls, seaweed, and polished shells to the Gadiranin, in exchange for copper tools, weapons, and trinkets.  The Gadiranin make nets from the seaweed, once cured, and use them to harvest fish and collect Tourichel shells, which are crushed to make the brilliant orange dye that Gadiran is famous for.  The Gadiranin trade their fish and dye, as well as pearls and shells from the Greka, to foreign merchants in exchange for metal, wood, grain, and dried fruit.  The incense trade was also once quite popular here, but since the fall of the Empire and the closing of the Serpent of Gadiran this has dried up.

The importing of food to Gadiran is not to suggest that nobody farms; on the contrary, many villages in the interior are farming villages.  Their output, however, is not much more than enough to feed themselves, and the continued existence of Aemun at its present size (though it is now only half the size it was at its peak) requires the importing of foodstuffs from abroad.[/spoiler]

Magic

[spoiler]Gadiran has never been a particularly popular locale for Arcanists to study, but all the same its unique situation and geography have resulted in a magical presence that rivals that of some of the more civilized lands of the Heartlands.

With many parts of Gadiran being quite isolated, the realm has always been a popular place of hermitage and solitary self-reflection for philosophers.  A traveler in Gadiran could easily come upon several such philosophers, or even small philosophical communities, carved out of the rocky landscape.  There is a school of philosophy known as the Sanctum Within that is based in Gadiran; its supplicants believe that all truth is to be found through contemplation of the self, and that the self is best listened to in an environment unpolluted by the distractions of civilization.  They maintain colonies in Gadiran that are largely outside the control of Dagaekal and his minions, though they satisfy him by remaining staunchy apolitical.

Arcanists are rare in Gadiran, the court Arcanists of the last Thusmara having fled during Dagaekalâ,¬,,¢s takeover.  One by the name of Reisman stayed, however, and before he died managed to train several apprentices in Gadiran.  Several of these are now in the court of Dagaekal, while others went abroad to other pursuits.  Other arcanists may be found in Gadiran on rare occasion, usually as adventurers or agents of their order.

Druids do exist in Gadiran, usually of Amlaree, Eyloshan, and Gelmine, but they do not usually stay long in Aemun under Dagaekalâ,¬,,¢s watchful eye.  Dagaekal distrusts them, as they do him, but the ruler of Aemun does his best to not interfere with the machinations of the agents of the Nymph Goddesses, whatever those might be.

Redbinders are subject to the usual prejudice that the common folk have against them, but are also greatly feared â,¬' and thus hated â,¬' by Dagaekal.  Such unpredictable elements are undesirable for an ordered tyrant like Dagaekal, and he quickly places any that he finds on the next ship for another land, wherever that might be.  This is not, altogether, a very unpopular policy among the people, who are generally unfavorable to the prospect of Redbinders in their midst.[/spoiler]

Culture and Food


[spoiler]The Gadiranin are viewed as sea-loving and backwards people by other humans of the Heartlands, and this is in part true â,¬' the people of Gadiran have little contact with the world outside, except for their sailors recruited by foreign navies and merchants.  Despite this, their culture is not terribly alien, mostly because of the mixed ethnic stock of the Gadiranin people.  Different Gadiranin will have different accents and somewhat different customs, though these are usually shared within Gadiranâ,¬,,¢s small villages.  Because they are all descended from travelers and colonists, they are generally accepting of all kinds of strangers, and usually not at all interested by even a Saulzarel or Halfling â,¬' they have had exposure to many different people and races over their history.

Gadiranin are known for their drab, purposeful clothing, adorned only with orange sashes and bands or strings of pearls (both sexes).  Great numbers of such pearl-strings indicate wealth and social standing among the Gadiranin, to the point where upper class merchants are practically draped in them.  Clothes tend to be thick and bulky to keep out wind and rain, and most Gadiranin wear hooded mantles with their clothing.

The Gadiranin have borrowed much of their culinary tradition from the Greka, and this makes them somewhat notorious for eating things that foreign humans find repulsive, in particular large amounts of raw fish and shellfish, pickled eel (a delicacy), and a kind of smoked fish oil in just about every dish.  It is a common joke that Gadiranin never cook anything, and that anything can be made into a delicacy in Gadiran by smothering it in fish oil and seasoning it with fish eggs.  This is, again, only partially true.  The Gadiranin enjoy a hot, salted (and supposedly medicinal) seaweed tea they call Seafoam Tea, or usually just â,¬Å"foamâ,¬Â for short.  The Maryans especially find this beverage singularly vile, and Maryan merchants and sailors refer to it as â,¬Å"keel dregs.â,¬Â  Much of Aemunâ,¬,,¢s food, however, is imported, and its citizens have somewhat more â,¬Å"traditionalâ,¬Â diets.

The Gadiranin typically live in thick-walled round stone huts, sunken halfway below the ground, to minimize the danger of damage from storms, wind, and lightning.  In the interest of saving space, homes and buildings in Aemun are built in a square fashion, and are usually fully above ground (otherwise the builders would have to excavate through solid rock).  As might be expected, few buildings in Gadiran have windows.[/spoiler]

Cities and Towns

[spoiler]The only settlement of any significant size in Gadiran is Aemun, at a population of around 8 thousand.  At its peak during the years of the incense trade, it boasted a population of near 17 thousand, though many of these were merchants that only stayed on a seasonal basis.  Aemun forms the shape of a great crescent around the Cove of Aemun, which is sheltered by natural rock formations from the frequent storms of the open sea.  The terrain slopes from the jagged hills around the Cove down to the waterâ,¬,,¢s edge, and thus there is no flat place to build â,¬' the city has been carved out of the rock itself, the buildings resting on broad terraces linked by ramped streets and narrow stairs.  Some buildings span multiple terrace levels, with entrances on different floors.  With the city much smaller than it once was, many vacant houses in Aemun have been torn down over the years and replaced with farming plots.[/spoiler]

Sites of Interest

[spoiler]
The Rock of Aemun â,¬' Dominating the city of Aemun is the Rock of Aemun, a great stone pillar that forms one side of the Coveâ,¬,,¢s mouth.  It was hollowed out during the days of the Exarchate into a sizeable fortress, and despite its age it still functions very well in its intended role.  The Rock overlooks the harbor and the city, and is accessible through either a flagstone-paved road that goes around the cove or several tunnels that link the citadel to various points within the city.  All these entrances are heavily guarded; the Rock of Aemun is now the personal redoubt of the Zara Dagaekal, who rules all of Gadiran from it.

The Serpent of Gadiran and the Twin Holds â,¬' The Serpent of Gadiran is a 22 mile tunnel under the neck of Gadiran designed to accommodate ships seeking to travel from Siyan and the southern Inner Sea to the coasts of Oud Miran.  The tunnel is wide enough to allow two galleys to pass side by side, though they would have to take their masts and rigging down to fit.  At two places along the tunnel, the tunnelâ,¬,,¢s ceiling was removed to let the light of the sun in, and at these places the tunnel expands into a canyon-like way station, with supplies, ports, and lodging for sailors needing some time in the sunlight.  These two way stations are known as the Twin Holds, walled trading stations built deep in the mountainous neck of the peninsula.  Now, the tunnel is inaccessible, filled with the rotting hulks of long abandoned ships, the Twin Holds long since left to ruin.  There are rumors of foul creatures that have made the bleak stretch of tunnel their home.

High Watch â,¬' The High Watch is an ancient monastery built by the Shadan before the Manifest Ruin that is used as a temple of Niiraun and a sacrificial site to this day.  It is the principle temple of Aemun, situated on a rocky crag above the city.  The priests of the High Watch, who call themselves the Farseeing Disciples, are a secretive order (befitting clergy of Niiraun) rumored to keep a great hoard of ancient texts and documents, supposedly dating back to times even before the Ruin.  They are active in the society of Aemun and keep track of the calendar and holy days for the Aemunin people.

The Singing Font â,¬' A holy place of Amlaree in the interior of Gadiran, the Singing Font is a simple domed stone temple built around a clear spring with (some say) magical properties.  The water, which is always quite warm, is said to grant good luck to those who drink it, and the spring itself makes an inexplicable high-pitched â,¬Å"singingâ,¬Â sound at all times (hence its name).  The Font and the grove around it are cared for by a small group of druids, whose members are constantly changing as they leave and arrive for reasons only they can say.

Cha-Ephayri â,¬' Cha-Ephayri is the principle fortress of the old Gadiranin border with the rest of Azia.  It was the headquarters of Dagaekal and his frontier army until he stormed Aemun.  Now, only a small contingent of soldiers keeps watch there, but the hold has become a wilderness outpost for adventurers and explorers in the area, providing room and food for a fee.  It is said that the master of the hold has managed to train an Ephayri, who are present everywhere in the environs of the fortress, and any wishing to trade in the creatures or their eggs are advised to come here.

Chambers of the Higher Self â,¬' â,¬Å"The Chamber,â,¬Â as it is known to outsiders, is the isolated academy of the Sanctum Within, a philosophical school dedicated to the pursuit of a higher metal and physical state through reflection and self-knowledge.  They are welcoming to visitors, so long as they behave themselves, and will freely take in any initiate who sits and meditates in front of their gate, without moving or speaking, in rain or sun, for three straight days.  They are quite insular people, though they occasionally send zealots out into the world to inspire others and combat material decadence.  There is a movement growing within the order to oppose Dagaekal and his stone-fisted materialism, but so far voices of caution and reason have prevailed.

The Pearl Caverns â,¬' These magnificent grottoes are the only settlement of Greka in Gadiran that lies at least partially above water.  Located on the eastern â,¬Å"fingersâ,¬Â of the Gadiranin coastline, the Greka here are far more welcoming to strangers than others of their kind (though even this isnâ,¬,,¢t saying much).  Here, the Greka trade pearls, shells, and their crafts of the sea to those with metal trinkets to barter.  The Greka keep caves full of squid here, which they extract ink from and sell to scholars, sages, and arcanists wishing high-quality ink for papyrus scrolls and parchments.
[/spoiler]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Polycarp

I thought I'd post a rough map here - this isn't my newest one, but it's the only one I have on hand, an old sketched-out map of the continent of Jadanar.  It's useful in that it has the names of all the regions of the continent on it.  For reference, it also has the borders of the Grand Embadran Empire and the Sarfeir Dominion (aka Empire of the Red Claw) sketched out in color as they would have appeared at the maximum extent of each empire.  Note that they overlap in some areas - The empires did not coexist, with the Embadran Empire founded several generations after the fall of the Sarfeir Dominion.

The Sarfeir Dominion is in Red, the Grand Embadran Empire is in Blue.  Their capitals are indicated by dots of the same color, though in practice the capital of the Grand Embadran Empire was really wherever the Malechus happened to be.

One can also see the regions that make up the Dominate of Niirda in the bottom right corner (Thus Niirda and Eid Niirda, plus a few surrounding regions).

Note the tiny "X" near the top of the map - this is an indication of the center of the world disk.  The edge is not far from the southern edge of the map.  Generally, the world gets hotter as one moves away from the center of the disk.

EDIT: Hosting problems...
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Polycarp

Some quick background on a particularly dark time in Ralum's history, the Dream Rending.

The Dream Rending

[spoiler]
If Shadan chronicles can be believed, there have been monsters on Ralum ever since the long dead age of the Progenitors, when the Firsts created legions of fell creatures to ruin and set the very world aflame.  They failed, but their progeny still wander Ralum, both above and below the surface.

Since those days, however, there has never been such a strange influx of terrible beasts as great as the world-encompassing event known as the Dream Rending, a time of upheaval that made its mark on all Ralum.  During the Dream Rending, nightmares ruled the minds of mortals, and the very stuff of dreams became living, breathing flesh.  The reasons for the Dream Rendingâ,¬,,¢s occurrence are still unknown, though many will venture a guess.  Some say the Firsts have â,¬Å"returnedâ,¬Â or that they rebelled but were again crushed by the powers that be.  Others told tales of a deathly pale maiden that appeared in the dreams of many, a woman soundlessly resting on the floor of a darkly lit sea, whose nightmares terrorized the world.  The truth may never be known.

The trouble began with nightmares.  All the mortals of Ralum, elder and slave races alike, began having terrible nightmares each night.  At night, the cities of the mortal races resounded with the crying of infants, for even the newly born were subject to this bizarre sorcery.  At the same time, people began to see terrible creatures with their waking eyes, stalking about on the edge of the civilized realms, which seemed to be reflections of the evil visions within mortal minds.  It was said that the nightmares were becoming alive; a hermit would come into town and tell a tale of a great and beastly yellow-haired wolf that he had dreamed of, only to be found days later torn to pieces in his secluded house, with scraps of yellow fur upon what remained of his body.  As the Rending worsened, the cities of mortals were virtually under siege.  Even great walled cities did not escape the plight, as despite their defenses the guards would find victims of the nightmares each morning, slain despite the fact that the walls had remained inviolate.

The great city of Tarmesmoun, the largest city in Kiosha, was consumed in the third month of the Rending.  Desperate people began to turn against one another, and in one bloody night the entire population of the city was butchered.  Some fell to the beasts and some to their crazed neighbors, but none escaped â,¬' a messenger from Aicaioun arrived to find the sky over the city darkened by thousands of ravens and vultures, with the gates still locked from the inside.  Tarmesmoun â,¬' or The Wailing City as it is now called (from the cries of the massive flight of birds that once hovered above it) â,¬' has never been reoccupied.

Elsewhere, people fled towns and villages for the cities, only to be turned back by city folk in such fear of monsters that they would not open the gates even for others.  The rulers of the Heartlands were powerless to do anything about it; this was during the darkest time of the Years of Swift Arrows, where petty warlords and Zaras battled each other for supremacy.  The Dream Rending caused the collapse of the Grand Exarchate, when the Exarch was slain in the night by an enormous, black, ridge-backed serpent that had somehow manifested in his private chambers.  This provided the perfect opportunity for the dissenters who had long been waiting for their chance to overthrow him, and the Exarchate descended into civil war.

The Dream Rending was not confined to the Heartlands.  In the Shadan Dominion of Niirda, monstrous creatures chased the Sheinspeakers themselves from the Great Archive, and made it into an unholy warren of unspeakable terrors that preyed upon the surrounding Shadan cities.  Around this time, the inexplicable curse of the Bharim first struck, strange magic that made some Bharimâ,¬,,¢s eyes turn a fierce crimson and made them into insane killing machines â,¬' a curse that still exists today.

Across the waves, the magnificent nation of Sabassl felt the effects of the Rending most strongly.  The ruling caste of the Sabasslians was known as the Dreamers, spellcasters with astonishing power over the mind.  Every last one went mad during the Rending, and in the process killed the majority of Sabasslâ,¬,,¢s population.  Most of those that survived took to the seas and fled their ancestral land, arriving in Jadanar two years later, where they began their bloody crusade against the â,¬Å"heathenâ,¬Â Ulabrians to acquire a realm of their own.

Few know exactly what the effect of the Rending was in the Inner Realm; this was long before the reign of the Prince of Stars, and no central authority existed to record the events that transpired.  Perhaps the scattered residents of that dark place recall what the Rending did to them, but few travel to the surface to speak about it.

After more than four months of this terror, the Dream Rending inexplicably stopped.  There was no warning when it started, and none when it ended â,¬' the nightmares simply ceased.  Though many of the monsters of the Rending remained, they slunk off into the wilderness, where they remain to this day.  None can say exactly why the Rending struck â,¬' nor if it will strike again.[/spoiler]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Soup Nazi

I really need to read through this setting. Just thumbing through it, doesn't do the effort you've clearly put into Ralum any justice. From what little I've read, this seems very promising and entertaining. There are just too many homebrew worlds to read through all of them, and keep them strait. I've mostly focused on Godswalk, Datrik, and Orden's Mysteries so far, and worked on Convergence, Sulos, and Cebegia...I've got to find time to check this out though; it looks great.

-Nasty-
The spoon is mightier than the sword


Polycarp

I know exactly what you mean.  I really wish I had the time to read through all the other settings on this board - over the summer, when I don't have essays and reading every day, I intend to.  For now I'll just content myself with releasing more information here as I go along.
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Polycarp

So, a brief preview... I plan to complete the following things soon.  They're all basically written out, but a lot of Ralum's material is scattered in various documents and oddly titled folders, so it takes time to piece together something presentable.  Coming up in the series of descriptions of the Heartlands:

- The Narsuran Kingdom of the Two Crowns
- Parzasa, Land of Mists
- Inmaryolayeh Pharesayi (The Divinely Manifest Empire of the People of Pharesaa)
- Aicaioun, City of Lances

Also, I have some histories of past empires I can post:

- The Grand Exarchate / Parroganese Guardianate
- The Sarfeir Dominion (Empire of the Red Claw)

Finally, I'm about halfway done with a feature on the "Eight Wonders of Jadanar."  Once I do these things, maybe a change of focus will be in order, to the Scions or the Nymph Goddesses.  I love writing history, but too much tires even me out.
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Polycarp

Narsura

The Narsurans have ample reason to be proud.  Once refugees fleeing from the Sarfeir Dominion, known to humans as the Empire of the Red Claw, the people of Narsura now control the largest state in the Heartlands, and have been important players in the history of Embadra since their arrival.  The Narsuans, more than any other people of the Heartlands, consider themselves to be one unified people, living in their one new homeland, bowing before the might of one throne that has endured since the migration of their ancestors â,¬' the Throne of the Two Crowns, upon which sits their wise and glorious King.

Nomenclature and Language

[spoiler]More than any other land in the heartlands, ethnic Narsurans and those who live in Narsura are essentially the same entity.  Narsurans tend to be somewhat elitist about their culture and Kingdom, and while they may live abroad, usually never consider anyplace other than Narsura to be their home.  Most people of Embadran or other foreign descent living in Narsura may be considered neighbors and friends by â,¬Å"trueâ,¬Â Narsurans, but they are never considered Narsurans themselves.  Narsurans are the least likely of any human group to intermarry with other â,¬Å"racesâ,¬Â of humans.  Thus, when one speaks of a Narsuran, one is referring to a person of Narsuran descent â,¬' even a person who has lived in Narsura for decades is never considered a Narsuran, and a person born and raised in Narsura but having Embadran parentage may be only grudgingly referred to as â,¬Å"Narsuranâ,¬Â by the natives themselves.

â,¬Å"Narsuraâ,¬Â refers specifically to the stretch of land running from Inar Daka and Ibrizaea in the north to the broad plains of Ezannum in the south, from the coast of the Inner Sea to the Mountains of Ash and the wooded hills of Alesira.  Under the Grand Embadran Empire, this area was divided into two provinces: â,¬Å"Savar Narsuraâ,¬Â (Lower Narsura, in the south) and â,¬Å"Narsura-Thoeraâ,¬Â (Narsura-of-the-Fire, in the north).  Both are known as Narsura together.

The â,¬Å"Kingdom of the Two Crownsâ,¬Â refers to the period of time when the Narsurans ruled virtually all of Embadra; the King wore the crown of Narsura and the crown of Marmeira (then the seat of the Malechid Empire).  Now, the King rules over only one â,¬Å"foreignâ,¬Â land, Alesira, but this is apparently good enough to merit the continuing use of the â,¬Å"two crowns.â,¬Â  The actual crown of the Marmeiran Zaras is still in the royal treasury of Narsura; the Kaytine Emperors of the Grand Embadran Empire saw no need to highlight any connection with the old Malechid-Marmeiran dynasts.

The Narsurans speak Narsuran, a dialect of Ulabrian, one of the languages of the distant Northlands where their people are from.  Narsuran and Ulabrian are entirely different from the languages of Embadra (Augeidhan and Ayan), but are closely related to Sheinemar, the language of the Sarfeir.  Narsurans and Ulabrians can understand each other fully, and a Narsuran can understand around 50% of the Sheinemar she hears (and vice versa).  Many Narsurans also speak at least some Low Ayan, the language of nearby Marya and Kaytium, but few common people know more than a few simple phrases.[/spoiler]

Geography and Climate

[spoiler]Narsura is a large country with many different kinds of terrain.  The east of the country, by the Mountains of Ash, is primarily hilly scrubland that becomes sparse semi-alpine forests as one goes further north.  The â,¬Å"centerâ,¬Â of Narsua, running north to south, is a broad and fertile plain with numerous meandering rivers that travel from the Mountains of Ash to the Inner Sea.  Near the Strait of Marya, there are temperate forests of tall trees much like those on Marya itself.  In the extreme north of Narsura, the terrain becomes the same cold, barren desert wasteland that defines the Inar Daka.  Narsura is a generally dry land, receiving little rainfall, but its many rivers supply its simple farmers with all the water they need to support their civilization.  Sometimes, in the depths of winter, snow will blow down from the Inar Daka into northern Narsura, though it does not last.[/spoiler]

Inhabitants

[spoiler]Most of Narsuraâ,¬,,¢s inhabitants are humans, but increasingly the northernmost part of Narsura is seeing semi-nomadic Sarfeir settling in sparsely populated areas.  As the Narsurans still remember their exodus through the hostile lands of the Sarfeir, these settlers are not welcome and their villages are occasionally sacked and burned by Narsuran warriors.  Without the population in the northern reaches to truly check the Sarfeir advance, however, the Kingdom has begun to accept a limited Sarfeir presence in their territory.  Other races are not common in Narsura, as the Kingdom is considered to be by and for the human (and specifically Narsuran) race.[/spoiler]

History

[spoiler]Little is known of Narsuraâ,¬,,¢s history before the Manifest Ruin, but it is safe to say that the land was probably Shadan controlled and settled (though not technically part of the Dominion of Resheia).  It is possible that it was primarily home to Sarfeir before the betrayal of their people.  After the Ruin, Narsura was known to the people of the Malechid Empire as a large but dangerous land, populated by various savage creatures and roving bands of Sarfeir.  The Grand Exarchate maintained a few coastal colonies and trading posts in Narsura, but these eventually were overshadowed by the Maryan city-states and eventually abandoned.

During the Aushachalid dynasty of the Malechid Empire, the Narsurans â,¬' then known as Marekans, living in the Northlands â,¬' fought a war with the Sarfeir army of the Dominate Seikraz II.  The Marekans were utterly defeated, and one of the larger Marekan tribes fled east along the coast of Ulfar to Inar Daka, where they attempted to scrounge a meager living from the bleak landscape.  A generation later, the new Dominate of the Sarfeir, Seikraz III, again made war on the Narsurans and drove them south into Embadra, attacking them again and again as they fled his wrath.  Eventually, they settled near the Strait of Marya, where they were able to rally and make a stand against the Sarfeir that secured them a temporary respite.

The Narsurans remained a regional tribe in the area for generations, constantly fighting with the Sarfeir of the Dominion and on almost equally bad terms with the Grand Exarchate, whose Exarch Amhameimar had concluded an alliance with Seikraz III.  The Narsurans began their rise to power through an alliance with the Marmeiran-Malechid Empire; while the Zara Basheilga Crimsonhand waged a bloody and inconclusive war with the Exarchate in Parzasa and Kiosha, the Narsurans were much more successful and conquered the northern half of Marya.  The Exarch, after driving Basheilga out of Kiosha, responded by marching on Narsura from Kaytium, but his army was routed by a Narsuran army which used a large force of chariots for the first time in the history of the Heartlands.  Chariots were an invention of the Northmen and had been brought to Embadra by the Narsurans, but it was only after this battle that they gained widespread acceptance by the Marmeiran-Malechid Empire and the Grand Exarchate alike.

Their leader, Hefezal, was declared King of Narsura by his rejoicing subjects, and using the might of his chariot armies made war on the Sarfeir in Narsura, causing them great casualties.  His successor, Hefezal II â,¬Å"Sarfeirbane,â,¬Â managed to expel the Sarfeir entirely from Narsura.  With this deed accomplished, Hefezal II turned south, where the Marmeiran-Malechid Empire had fallen into chaos after their Zara, Modrebeshaf Sunburst, was assassinated.  In a series of brilliant campaigns, Hefezal crushed both the armies of the various factions of Embadra and the Grand Exarchate, causing the Exarchate to sue for peace and being expelled from all their Embadran dominions save the coast of Parzasa.  Hefezal was crowned a second time with the crown of the Malechid Empire, and established the Narsuran Kingdom of the Two Crowns.

His son inherited his empire, but the Narsurans were stretched too thin to control all of Embadra, and the inability of Hefezal III to control his far-flung empire resulted in the Years of Swift Arrows, a period of violent chaos that engulfed southern Embadra and the Exarchate itself (which fell for a time into civil war) for nearly sixty years.  The Narsurans gradually lost control of Marmeira, Ezannum, and Kaytium, keeping only Alesira and northern Marya.

The Kingdom of Narsura remained strong, but was at odds with the new Kaytine dynasty of the Malechid Empire over lands in Ezannum, and was neutral in their wars with the Exarchate.  The Kaytine Zara Radiema II â,¬Å"the Greatâ,¬Â eventually triumphed over the Exarchate at the Battle of Magridda, only two years after the Sarfeir Dominion was overthrown, having been crippled years before by the Sabasslian invasions of the northern lands known as the Wars of the Tide.  The Narsurans took control of Inar Daka and eventually managed to conquer Feihera from the Sarfeir, but successive Kings failed to capture all of Marya, and in their attempts wasted many lives and resources on trying to subjugate the fiercely independent city-states there.  When the Zara Radiema V was succeeded by his idealistic and ambitious son, Halkadrim, Narsura was caught unprepared for a serious war.

Halkadrim, known to all now as â,¬Å"the Boundless,â,¬Â conquered Narsura as well as nearly all of the Heartlands in his quest to create an eternal â,¬Å"Embadran Ascendancy.â,¬Â  Narsura proclaimed its independence again upon his death, and the Kingdom allied with Talbregon against his brother Hemecham as the two siblings fought for control of their fatherâ,¬,,¢s empire.  Hemecham, however, was ultimately victorious, and the Narsuran King was forced to kneel before him.  Instead of dissolving the monarchy, however, the Malechus (emperor) Hemecham â,¬Å"the Victoriousâ,¬Â made the King of Narsura simply pay homage to him, and Narsura was split into two Thusmarej (provinces), with the King ruling the southern province as a semiautonomous domain, and a Thusmara (provincial governor) of the Malechus ruling the northern half.  Though some rebellions occurred, generally the Narsuran monarchy remained cowed into subservience by the power of the Grand Embadran Empire.

Narsura again quickly regained its sovereignty after the Great Wave, and its leaders have managed to reunify the realm and add Alesira to their empire.  The Kingdom of the Two Crowns is now the largest and one of the most powerful states in the Heartlands, and may have its eyes on further expansion.[/spoiler]

Politics and Power

[spoiler]The power of the King of Narsura is absolute.  There are no noble Narsurans except for others within the Kingâ,¬,,¢s family, no councils or deliberative bodies, and no regional governors except for local civilian magistrates.  Throughout history, the leaders of Narsura have used this power both for good and evil, wisely and foolishly, but in the end they are supported in their power by their people, who believe in the near-sacred nature of the Kingâ,¬,,¢s office and hold up the monarchy as being as much a part of being a Narsuran as speaking the language or having Narsuran parentage.  Those who oppose the monarchy or the monarch personally are not considered true Narsurans.

The Narsurans are present in the politics of Embadra and the Heartlands, but only when it suits their immediate interest â,¬' they have little cause to sign the kinds of â,¬Å"good willâ,¬Â treaties that other powers often bandy about, and seldom sign trade agreements unless pressed by others.  Even the Maryans, their close neighbors, are still attempting to negotiate open trade with them after nearly 25 years of effort since the Great Wave.  The Kings of Narsura have always been suspicious of outsiders, and ever since the Kingdom of the Two Crowns controlled Embadra the Kings have seen fit to always address the Zaras of Embadra as their inferiors, which does nothing to endear them to the Embadran nations.

Under their current King, Enzedallad III, the Narsurans have expanded their military power by building the first serious fleet ever constructed by the Kingdom.  This worries the Maryans to no end, and has created speculation that the Narsurans intend on continuing their conquests of their neighbors and bringing all of Marya under their control, long the dream of past Kings.  Perhaps towards this end, Enzedallad has unexpectedly begun to cultivate a relationship with Brensimar, the current Zara of Kaytium, though the diplomatic progress is slow.

Enzedallad is a young but promising monarch who inherited the throne from his father, Hefezal VI, only five years ago.  He has showed an interest in expanding Narsuran power and influence abroad in a way that many Narsuran kings have hesitated to do.  He recently caused an uproar in his own country by taking as his Queen the lady Anmalea, the daughter of the former Thusmara of Alesira, who is only partly Narsuran herself.  Convinced that this was a good decision despite the backlash, however, the King faced down his detractors and did not come out much the worse for wear.  Whether his subjects will be as forgiving if he backs a son from this marriage as his heir â,¬' who would conceivably be not 100% Narsuran â,¬' is another matter.[/spoiler]

Legal

[spoiler]The Malechus Hemecham did not require the Narsuran Thusmar ruled by its King to adopt the Code of Hemecham, and the Narsurans have kept much the same legal code down the generations since their exile from Mareka.  The Narsuran legal system is a combination of local tradition and kingdom-wide law; the individual â,¬Å"peoplesâ,¬Â of Narsura, each referring to a different tribe from the ancient days when the Narsurans lived in Mareka, each have their own subtly different legal codes enforced by local leaders.  Serious crimes, such as murder, treason, and desertion, are â,¬Å"crimes against the Kingâ,¬Â and considered to be affronts to the person of the King himself.  Such crimes are tried by the Kingâ,¬,,¢s â,¬Å"Guard of the Path,â,¬Â made up of soldier-judges that travel throughout the realm to try and execute those responsible for crimes against the royal person.

If guilt cannot be ascertained by local leaders, often the accused must undergo a physical trial of some kind, to prove that the gods are on their side and thus ensure their innocence.  This is vital, as generally speaking, the accused in Narsura are considered guilty unless they are proven otherwise.  The individual trial depends on the crime and the traditions of the area of Narsura in which the accused stands trial.  Disputes over property or family are often resolved in a similar manner.

The Narsurans see their code of justice as superior to the Code of Hemecham, and a criminal is seldom allowed to cite the law of his land in an appeal â,¬' the Kingâ,¬,,¢s law is no more lenient to outsiders than to Narsurans, and ignorance is no excuse.  Local leaders enforcing law may even be more antagonistic towards outsiders.[/spoiler]

Religion

[spoiler]The religion of the original Marekans was one of multitudinous spirits and guardians, similar to that of the Sarfeir in Ulfar.  Religion was the one facet of Narsuran life that Hemecham felt he could not allow to be different, and embarked on a program that continued throughout the early Empire to replace Narsuraâ,¬,,¢s complicated pantheon of deities with Malechism, the â,¬Å"state religionâ,¬Â of the Grand Embadran Empire.  Bloodline temples were established in Narsura, namely the Temple of the Foreseeing Conqueror (Hefezalâ,¬,,¢s lineage) and the Temple of the Persevering One (the bloodline of the first Narsuran leaders from before the monarchy).  Despite this, most Narsurans still keep small shrines in their houses to placate various unnamed spirits of nature, life, and fortune.

The Narsurans have been the slowest in the Heartlands to accept the faith of the Nymph Goddesses, primarily because the personification of nature into twelve beings conflicts with their proto-Ulabrian heritage of considering nature to be a web of small spirits and powers.  King Enzedallad III has so far prohibited the construction of any temples to the Goddesses, and does not allow their followers to hold rank in court or other civil positions.[/spoiler]

Economy

[spoiler]Narsura is a largely self-sufficient country that easily sustains itself with agriculture.  It has respectable local sources of copper, but relies on tin-arsenic mines in northern Marya to produce the bronze required by its armies.  Despite Narsuraâ,¬,,¢s long shoreline, fishing is uncommon.  Alesira provides the timber necessary for all manner of royal projects, including the recently built Royal Fleet.

Narsura has no currency circulated among the common people, but merchants and priests (as well as wealthier farmers and soldiers) keep track of goods exchange by means of thin, cylindrical copper bars etched with various symbols and shapes.  These are considered to be worth one pound of silver from the Royal Treasury, and the Treasury honors all such exchanges.  To prevent fraud, each bar is inscribed with an invisible, magical seal by the Kingâ,¬,,¢s court Arcanists, which can only be seen by magical detection.

Narsura produces a large surplus of silver, though for the most part this is stockpiled to back up currency, rather than traded abroad.  Though it is highly sought after in foreign lands, the monarchy is loath to trade any away at all.[/spoiler]

Magic

[spoiler]Narsura has an average number of various spellcasters for a Heartlands country; because it is such an insular society, few spellcasters come from abroad, and few native spellcasters study elsewhere.  As a result, there are many well-known (among Arcansists) quirks of Narsuran arcane spellcasting that can identify an Arcanist as Narsuran.  

Philosophers exist, but are not as common as in Embadra, where they have been encouraged and cultivated for hundreds of years.  Zealots are similarly present, but uncommon in Narsura.

Druids, if found, are immediately exiled from Narsura because of the suspicion of the monarchy and population towards the Nymph Goddesses.  Despite this, many still travel here, especially from Asir Embadra, in the hopes of expanding the faith to what is currently a very close-minded people.

Narsura is one of the few lands without much prejudice at all towards Redbinders; several noted heroes from Narsuraâ,¬,,¢s early history were Redbinders, and it is generally viewed as a blessing rather than a curse.  Of course, this favor extends only to Narsurans.[/spoiler]

Culture and Food

[spoiler]Narsurans are viewed as arrogant elitists by foreigners, but this is mostly exaggeration.  Individual Narsurans are suspicious of outsiders, but generally no more arrogant in their personal dealings than a Kaytine or Pharesai.  Most of the population consists of poor farmers, with very little dealings or experiences at all with outsiders.  Narsurans are moderately suspicious of other â,¬Å"peoplesâ,¬Â within Narsura as well; regional dialects and customs persist, despite their long shared history and the fact that the peoples of Narsura no longer occupy strictly homogeneous physical territories within Narsura.

Narsurans wear clothing after the custom of the Northmen â,¬' hide breeches, fur caps, and wide, thick belts.  Even Narsuran women wear breeches, something most other peoples of the Heartlands consider highly unusual.  The customary dress of a Narsuran usually includes a long leather vest, worn over the shirt, which extends almost to the knees, usually embroidered with all manner of geometric designs and stylized animals.  The style of vest usually indicates the personâ,¬,,¢s heritage within the clans of Narsura.  The buttons on the vest often indicate that personâ,¬,,¢s social standing, with farmers wearing wooden toggles or bone buttons, and soldiers or servants of the King wearing copper or silver (only those authorized by the King may wear silver).

Narsurans, being a largely agricultural and pastoral people, have thick food based on grains, legumes, and root vegetables.  Their once-nomadic lifestyle shows in their cuisine, which is generally simple.  Common Narsurans combine many ingredients into a kind of barley porridge; those slightly better off will bake various vegetables and tubers together with chunks of meat all together, and serve it in a broad, flat dish.  Almost every meal is served with a mixed-grain flatbread common among all Narsurans, which is used as side dish and utensil together.  Narsurans enjoy goatâ,¬,,¢s milk as a common drink, especially a fermented yoghurt-like drink (called Abirm) that is famed for staying good for astonishing amounts of time.  Foreigners generally find Narsuran food to be not truly objectionable, but most Embadrans describe it as terribly bland.  Narsurans consider seafood to be the domain of beggars and the destitute, and even commoners avoid it whenever possible.  Most Narsurans, especially important ones, consider being served fish a grave insult.

Most Narsurans live in square, single-room cottages built out of local materials, often sod or woven branches and reeds covered in dried mud.  Clay bricks are less common, but are frequently used for civic or more important buildings.[/spoiler]

Cities and Towns

[spoiler]Narsura has no large cities, and the larger towns it does have are not very common; most of the population is rural.  The King and his servants regularly move between two royal residences; while these are important centers of power, they are not true cities, and they have at most a population of a few hundred stewards and caretakers when the monarchy is not in residence.

Esmira and Fazumal are the two royal residences of the Two Crowns.  During the winter, the King and his entourage govern from Esmira, directly inland from the Strait of Marya, where the Royal Treasury and the barracks of the Guard of the Path are held, as well as the Temple of the Foreseeing Conqueror.  During the summer months, the monarchy moves to Fazumal, a splendid palace near Alesira amid the vast private hunting grounds of the King.

The largest city in Narsura is the port city of Hanma, just north and east of the Strait.  Nearly all of the limited trade of Narsura flows through its port.  It is the main harbor of the Royal Fleet, as well.  Hanma has around 8,000 inhabitants, including a semi-permanent population of Aicai, Maryans, Embadrans, and Gadiranin that occupy a specific part of the city known as the â,¬Å"Outland Quarter.â,¬Â  This is the best place in the city to make deals and commence trade, as the Narsurans in the rest of the city are ambivalent at best about the cityâ,¬,,¢s trading functions.

Two other towns of note are Tormira and Saol.  Tormira is a town of five thousand on the river Tor, which runs to the Spur of Shards.  Tormira is considered the last outpost of â,¬Å"civilizedâ,¬Â Narsura, after which there exist only scattered villages, small towns, and military outposts, and certainly no cities.  It is the last way station for the rare caravan or exploration group that seeks to pass through Inar Daka into the Northlands.  Saol, a town of six thousand on the River Fas, is in the heart of Narsuraâ,¬,,¢s most productive agricultural valleys, and is a meeting place of traders and farmers from all over Narsura selling their wares to other Narsurans.  After harvest each year, the population of the town nearly doubles with all the traders and grain merchants, making Saol temporarily the largest town in Narsura.[/spoiler]

Sites of Interest

[spoiler]Fazumal Palace â,¬' The Palace Complex of Fazumal was built by Hefezal I, the first King of Narsura, in celebration of his 20th year of rule.  It is an enormous and splendid place, sprawling over many acres and surrounded by the verdant hills of the Royal Green, the hunting reserve of the King.  Each of the impressive clay-brick buildings is painted a different color, and all are covered with murals, frescoes, and paintings inside and out, on even the floors and ceilings.  Few are allowed here save the King and his servants, but an invitation is something highly sought after by all notable people of Narsura.

The Red Claw â,¬' Built as a fortress by the Seikraz dynasty of the Sarfeir Dominion, the Red Clawâ,¬,,¢s real name is â,¬Å"Kuzasimt,â,¬Â meaning â,¬Å"The Wise Crowâ,¬Â in Sheinemar.  Kuzasimt served the Dominion as a staging area for its incursions into the Heartlands, and later as a bulwark against Narsura until it finally fell to them.  As the only Dominion fortress or settlement of any size in the Heartlands, it was associated with the Sarfeir by most humans of the South, and was thus known by the same name that the humans called the Dominion (The Empire of the Red Claw).  It is not actually red, and in fact it was originally painted black.  The Narsurans used the fortress as an outpost for some years, until it was deemed too distant and too uneconomical to keep a garrison there.  Now, it lies empty, overseeing a bleak wasteland.  Occasionally, bands of itinerant Sarfeir or roaming adventurers use the grounds of the citadel as a stopping point, but rumors persist that the citadel has more to it that it seems, and most avoid the keep itself.

Temple of the Persevering One â,¬' This sizeable hilltop temple overlooks the Strait of Marya, at the place where the Narsurans were said to have driven back the Sarfeir for the first time since they were forced from their ancestral home in the North.  It is a monumental edifice of stone, shaped like a tall and gently sloping box without top or bottom, through which a gate stands always open on each side.  The outside of the structure is inscribed with enormous letters, detailing in Narsuran and High Ayan the migrations of the Narsuran people and their climactic fight against their oppressors.  On the inside â,¬Å"courtyard,â,¬Â there is a simple stone cubic ossuary about 10 feet on a side that is said to hold the bones of the leaders of each of the tribes of Narsura that fought that day.  The inside walls of the structure are carved with an impressive diorama of the battle.  It was once colored, but the paint has long since washed away.  Gathered around the Temple itself are numerous stone cottages and huts, where the priests of the Persevering One live, work, and pray.

The Spur of Shards â,¬' The Spur is a projection of dark rock from the mostly flat Narsuran coastline into the Inner Sea.  As the rock formations reach the water, they seem to splinter and crack, producing large rock â,¬Å"teethâ,¬Â that jut at odd angles from the water.  The wind makes eerie howling sounds as it whips between the shards, audible from miles around.  The Spur is a desolate place that few people ever travel, and it is perilous to shipping.  There is an old Narsuran folk tale that a Narsuran poet of old, named Sazamat, sought refuge in the Spur from a vengeful river spirit, whose daughter had fallen in love with the poet and had ran away with him.  According to the tale, Sazamat found a portal to an underground world in a hidden grotto, and the spirit still madly searches the shards for this secret entrance, howling with rage wherever he looks (thus the howling sounds made by the Spur).

The Steamwell - In the east of Narsura, the Mountains of Ash smoke constantly, occasionally disgorging their molten contents into the valleys below.  Several such mountains have a common channel for their lava, which terminates at a large lake called the Steamwell.  The Steamwell is very dead - every few months, lava pours into the lake, boiling a great part of it and killing most living things within.  During this time, the whole valley is filled with billowing steam, and often great clouds of it drift downwind to small villages nearby.  Strangely, the Steamwell is reportedly home to a colony of diminuitive demons the locals call "Steam-kin," who seem to be immune to the effect.  These demons are said in local legends to fight with similarly small lava-demons that come in whenever an eruption occurs, and fight for dominion over the lake.  Few people believe these rumors.[/spoiler]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Polycarp

So, yes, I'm back from a long hiatus.  More to come, in a (hopefully) more timely manner!
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Polycarp

Parzasa will be next, one of the battlegrounds of Embadra.  In celebration of Embadra, here's a popular gladitorial-type event that Embadrans of all ages enjoy.

The Proving

[spoiler]When humans served as the thrall soldiers of the Shadan Dominions, one of their principal â,¬Å"free timeâ,¬Â pursuits was the Proving, ritual combat that served both to entertain and to further develop their martial skills.  Since then, the ritual has endured among the Embadrans, who have developed the once simple ritual into a cultural phenomenon that is witnessed on a regular basis by every Embadran that can spare the time.

The original Proving was not a public event, but rather a strictly controlled fight between two (or four) humans in a circle (usually just traced out in the dirt), surrounded by their fellow warriors.  As the combatants circled and fought, their compatriots outside the circle would yell, applaud, or jeer at the two in the center.  The objective of the fight differed from time to time, but in general there were three different â,¬Å"games:â,¬Â

- Defeat the Bodyguard.  Both combatants are given a folded throwing net and a single heavy dagger, which is weighted as to be impossible to throw effectively.  Two target dummies (which often look roughly like Bharim) are at opposing ends of the circle, which itself is marked by thick wooden posts every few feet.  The objective is to bury your dagger into the opponentâ,¬,,¢s target; whoever does so first is the winner.  Common strategies are to either dash by your opponent, attempting to dodge his net and reach his dummy, or to try and net your opponent and tie him to one of the circle posts, letting you â,¬Å"killâ,¬Â his target at your leisure.  Leaving the circle also counts as a loss, so sometimes opponents may simply try and push each other out.
- Throttle the Sorcerer.  For this event, one combatant (the Sorcerer) is given a dozen or so brightly colored darts (supposed to represent spells) and a crook (a hooked stave useful for tripping), while the other (the Warrior) is given a shield and several bolas.  The Sorcerer wears a grotesque bronze helm that covers the head, shoulders, and neck, made to look something like a Bharim.  The darts of the Sorcerer are barbed, but have a â,¬Å"rimâ,¬Â behind the barbed point to prevent them from penetrating beyond about an inch.  The Sorcerer wins by getting a fixed number of darts into his opponent; they are designed so that the opponent cannot pull them out himself easily without more serious injury.  His opponent, the Warrior, wins by throwing a bola around the neck of the Sorcerer, who is not actually harmed by the bola because of the heavy headdress.
- Subdue the Spearman.  Four combatants are separated into teams of two.  One in each team is given a tower shield, bronze helmet, and medium or heavy armor, but no weapon.  The other in each team wears no armor or shield, but carries a longspear with a hooked, unsharpened tip.  The objective is for the â,¬Å"shieldbearerâ,¬Â to pin the opposing teamâ,¬,,¢s â,¬Å"spear-carrierâ,¬Â in a grapple.  The spear-carriers themselves use their instruments to trip the opponents, attempting to maximize their attacks of opportunity.  They are usually very fast, dexterous men.  The shieldbearers are large, strong men who must be careful when they decide to â,¬Å"go in for the killâ,¬Â â,¬' a grapple is practically impossible unless they drop their immense body shield, leaving them vulnerable to the enemy team.

In all these games, actually attacking the enemy with a damaging attack is strictly forbidden; finesse is more valuable.  Attacks that do no damage, like trip, disarm, and bull rush maneuvers, are always legal.  Damage is generally only done by the Sorcererâ,¬,,¢s darts in the â,¬Å"Throttle the Sorcererâ,¬Â game (each dart deals one point), and by the shieldbearersâ,¬,,¢ grappling in the â,¬Å"Subdue the Spearmanâ,¬Â game (subdual damage).  Healers are always on hand to tend to wounds; though some injury is common in the Proving, deaths are quite rare.

The increased popularity of these games, in addition to the larger audiences they have acquired, has caused the Embadrans to make some changes over time.  Some different â,¬Å"gamesâ,¬Â are now a part of the Proving, including mass combat games, such as a group version of â,¬Å"Subdueâ,¬Â that pits a whole group of shieldbearers and spear-carriers against another group, with one spear-carrier on each side designated as the â,¬Å"target.â,¬Â  The games are appreciated greatly by the nobles and wealthy persons of Embadra, who often sponsor warriors and make enormous bets on the proceedings.  A warrior who is both successful and impressive to watch (some pageantry is a must) may find himself showered with gifts or favors by nobles.  Nobles are also on the lookout for new games that will be even more exciting to watch, and a skilled Proving promoter and inventor may be able to secure noble patronage.

The spectacle often includes chariot racing, which is especially popular in Marmeira.  A Marmeiran will be on an instantly good relationship with anyone who supports their same chariot-racing team, usually named after common or mythical animals.  More complex chariot games are also held, with charioteers having to hit hanging rings and catch them on their lances as they go by, or having to hit targets with a bow while speeding by them.

Magic is forbidden for contestants to use, mainly because of tradition â,¬' the Shadan never let the humans use magic â,¬' but the organizers of the Proving often bring Poets or Arcanists to especially large games to provide entertainment and keep the attention of the crowd by adding amazing effects to the races.  Illusionists are especially popular for their arts, one of the more common being the illusion of the wheels of chariots being on fire, or the darts of the â,¬Å"Sorcerersâ,¬Â appearing as glowing bolts.[/spoiler]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Polycarp

Parzasa

Parzasa has always been known as the battleground of nations and armies; its largest plain is called the Chariot Field.  Since the days of the Malechid dynasty, humans have fought over this land, and most assuredly many mean lie beneath its plains, hills, and pastures.  Nevertheless, Parzasa is not a barren wasteland â,¬' it is because of its bounty and prosperity that it has always been so coveted.  Parzasa has never been a unified land, with a unified people, but now a rebellion against their Marmeiran rulers has breached open the possibility of a Parzasan Zarate, creating an opportunity for the Land of Mists to become its own master for the first time in history.

[spoiler=Nomenclature]
Properly speaking, there are no Parzasan people in an ethnic sense.  Parzasa is simply the same of the region; most of its inhabitants are a mixed bunch of Embadrans and Augeidhans, with the largest minority Embadrans of Marmeiran and Ayan descent.  A â,¬Å"Parzasanâ,¬Â simply means someone who lives in Parzasa, though they are more likely to be called by the city or village they live nearest to.

Parzasans may speak Low Ayan (from Kaytium), High Ayan (from Marmeira), or Augeidhan, depending on where they live.  In Parsazaâ,¬,,¢s cities, many people can speak all of these languages, and generally converse in a strange fusion of all three that can be bewildering to other Embadrans and Kioshai.  Shadan and Pharalura can also be heard in Parzasan ports, where foreign merchants from those lands are commonplace.[/spoiler]

[spoiler=Geography and Climate]
Parzasa is dominated in the east by warm, deciduous forests that spill over the border from Marmeira; this border is formed by the gentle slopes of the Eidgen Hills.  Along the coast, Parzasa is similar to Kaytium, with rolling hills and a â,¬Å"Mediterraneanâ,¬Â climate, though it is somewhat wetter here than in Kaytium.  During the autumn and winter, ocean mists blow in from the Sea of Parrogan, shrouding the coastal valleys in fog.  The interior of Parzasa is composed of several large plains, distinguished from the great plain of Ezannum by the fact that they are slightly hillier and have some occasional tree groves dotting the landscape.  In places in the interior of the country, warm marshes and bogs can be found extending for miles.[/spoiler]

[spoiler=Inhabitants]
Parzasa is dominated by humans, but in the port cities there are a small minority of Shadan present, and Halflings can be found throughout the more accessible towns of the region.  Other races are practically unheard of here, save for at Three-Fangs, where Sarfeir dominate.[/spoiler]

[spoiler=History]
It is unclear exactly what role Parzasa played before the Manifest Ruin, but there were apparently already humans living as scattered shepherds and farmers when the Ayans and Kioshans first explored here.  Parzasa was the first addition to the Kaytine and Kioshan Guardianate, under the former Zara Parrogan, and it became an important part of the Grand Exarchate when the Guardianate received that distinction.  Eastern Parzasa was never really under the sway of the Exarchate, however, and its people enjoyed some nominal independence until the Marmeiran-Malechid Empireâ,¬,,¢s expansion in the region during the First Embadran War prompted them to ally with the Empire as a tributary state.  This, among other things, strained relations between the Exarchate and the Marmeiran Zarate.  The next two Embadran Wars saw the expansion of Marmeiran power into the interior of Parzasa, threatening the Augeidhan coastal communities in the region.  The Exarchateâ,¬,,¢s sudden move against the Zarate of Amsumei, an ally of the Marmeiran-Malechid Empire, prompted the Marmeiran Zara Kassulashaf Oathbreaker to invade Parzasa and quickly conquer the coastline from the Exarchate.  The Exarchate, however, claimed victory over the Marmeirans in Ezannum and eastern Kaytium, and when Modrebesha Olive Tree succeeded Kassulashaf as Zara, he made peace with the Exarchate by returning the coast of Parzasa to them.

During Modrebashaâ,¬,,¢s reign in Marmeira, the sailors of the Parzasan towns developed techniques to harvest whale ambergris in bulk, which is known for accumulating in the beaches and coastal waters of Parzasa.  This ambergris found use in perfume, incense, and embalming rituals, and trade in it made the coastal communities of Parzasa quite rich.  It was probably this wealth that encouraged the next Zara of Marmeira, the famous (or infamous) warmaker Basheilga Crimsonhand, to break the truce with the Grand Exarchate and again invade Parzasa.  Basheilgaâ,¬,,¢s conquering of the Parzasan coast was about the only lasting effect of his decades-long war with the Exarchate, which unltimately proved fruitless and wasteful for both sides.  The war dragged on beyond Basheilgaâ,¬,,¢s lifetime, but Parzasa remained part of the Empire until, when the Marmeirans and the Augeidhans alike were at their weakest, a Narsuran army under the leadership of King Hefezal II marched into Marmeira and ended the Marmerian dynasty for good.

Inland Parzasa was included within the province of Marmeira under the rule of the Narsurans (the coast was left to the Exarchate, who had sued for peace with Hefezal), but the region was never really fully under their control â,¬' the Narsurans were far too few to monitor all of Embadra.  The Years of Swift Arrows started in inland Parzasa, where a Narsuran commander (who, say the people of the Parzasan village of Nemize, had been growing fat off the enormous taxes he levied from them) was hacked to death by a Nemizan mob.  In the ensuing chaos, Parzasa became a principal battleground between the petty factions in Kaytium and Marmeira.  Various Parzasan cities managed to hold their own against the invader for a time with assistance from the navy of the Grand Exarchate, but when that realm too fell into civil war the Parzasans were left to fend for themselves.

After Costhemeiam was sacked by a Marmeiran army, Parzasa ceased to become a real power and was divided again and again between foreign Zaras and adventurers.  Sheiasmiam, a hilltop city near the Marmeiran border, became the possession of a Parzasan Philosopher, Jemseigh, the founder of the still popular Jemseighan School of Philosophy (now known as the Incarnadine Order).  Under his leadership, Sheiasmiam became a powerful city during the most turbulent time of the Years of Swift Arrows, and his disciples conquered reaches of Marmeira and eastern Parzasa.  Infighting weakened the School, until the Kaytine Zara Radiema stormed Sheiasmiam after a year long siege and crushed the School for the time being.  Radiema refounded the Malechid Empire under a new Kaytine dynasty, and brought an end to the chaos in Embadra.  His successor, Dauseshau the Grim, was humbled by the still powerful fleet of the Exarchate and forced to give up the Parzasan coast, but the Exarchate was crumbling and its power near an end.  Zara Radiema II decisively crushed the Augeidhans at the Battle of Magridda, sacking Augeidha and dissolving the Exarchate.

Parzasa remained firmly in the grasp of the Malechid Empire, and after a brief stint of neutrality during the Brothersâ,¬,,¢ War, was made a Thusmar (province) by the Malecha Hemecham the Victorious.  Renewed trade with not only the Heartlands but the newly resurgent Shadan Dominion of Niirda made Parzasa one of the wealthiest Thusmarej in the Empire.  Unfortunately, the Great Wave that ended the Empireâ,¬,,¢s reign did more damage to Parzasa than any other of the Heartlands; the land was laid to waste and most of its major cities annihilated.  Since then, the Parzasans have been busily rebuilding their land, after quickly falling under Marmeiran rule after the fall of the Empire, but the recent Kaytine defeat of the army of Marmeira at the Battle of Miren Gap triggered revolts against the Marmeirans in Nemize and Agledar.  It remains to be seen whether Parzasa will shake off its Marmeiran dominance and become a Zarate in its own right.[/spoiler]

[spoiler=Politics and Power]
Parzasa has traditionally been only loosely unified, with individual despots, councils, rulers, and republics controlling certain cities, towns, and their environs and often at odds with other Parzasans over trade and regional power.  Currently, Parzasa is under the control of the Marmeiran Zara, Basheilgashaf the Fair-Haired.  Each â,¬Å"regionâ,¬Â of Parzasa, usually formed around cities (but not always, where the population is more rural), is administered by a military magistrate that answers directly to the Zara.  This domination is quite superficial currently â,¬' the position of Marmeira is not sturdy enough to extend absolute control over Parzasa, and instead the magistrates serve as â,¬Å"advisorsâ,¬Â to local councils and governments, collecting tribute for the Marmeiran Zara and making arrangements for the quarter of Marmeiran troops when required.

The very recent revolts of Nemize and Agledar, however, may be the death knell of Marmeiraâ,¬,,¢s domination of the people of Parzasa.  In its history, Parzasa has rarely been independent, but the destruction of the Great Wave may yield a positive future for the Parzasans, should political unity combine with the wealth potential of Parzasa to create one or more entities largely free of the domination of large empires (much like Aicaioun has managed to do).

There is no noble caste in Parzasa, something which has helped the growth of the merchant and artisan classes immensely.  Rather than peripheral elements of society, merchants and traders are the aristocracy of Parzasa, with wealth that translates directly into political power in a society where privilege by birth is rather inconsequential.  Merchant families have come to dominate several Parzasan cities and towns, and their rule is essentially indistinguishable from an aristocratic oligarchy.[/spoiler]

[spoiler=Legal]
Though each region and city has its own legal standards and enforcement mechanisms, most follow the Code of Hemecham quite closely.  Legal similarity, after all, helps trade with the rest of Embadra, and removes complications when Parzasan governments attempt to bring in Marmeiran forces to deal with particularly troublesome bandit problems.

The â,¬Å"in-betweenâ,¬Â lands of Parzasa are rather lawless because of the lack of central political authority, and bandits are a common problem, though â,¬Å"officialâ,¬Â caravans are usually well guarded by individual cities.  Parzasa has a reputation for independent thought and living, and its residents are usually quite accepting of the inconvenience that brings right along with the benefits.

The legal influence of Marmeira has recently become more and more heavy-handed in response to the obvious rumblings of anti-Marmeiran sentiment throughout Parzasa that have only recently boiled over.  Marmeiran commanders have been known to summarily execute bandits, and sometimes use a very liberal definition of the term â,¬Å"banditsâ,¬Â when dealing with dissident factions in Parzasan cities.  The collapse of Marmeiran power in Nemize and Agledar have caused the Marmeirans to fall back to their more heavily garrisoned cities, and some of these have been placed under martial law, something greatly resented by commoners and merchants alike.[/spoiler]

[spoiler=Religion]
The Parzasans were historically exposed to both the â,¬Å"westernâ,¬Â influences of the Exarchate and the â,¬Å"easternâ,¬Â influences of the Ayans and Marmeirans.  As a result, their religion is a diverse mixture of Malechism and Augeidhism.  Augeidhism, in fact, is more strongly represented in Parzasa than any other former Exarchate locale, save perhaps for Aicaioun and Gadiran.  Local beliefs vary wildly, including beliefs fusing the two major faiths (for example, the common belief in Parzasa that Niiraun is the principal deity, but guides the fate of humanity through the Malechid-influenced bloodlines).  Parzasa borrows heavily from the more â,¬Å"mysticâ,¬Â traditions of the Exarchate, and even Malechid priesthoods in Parzasa are colored by the secrecy and ritual of the old Cult of Niiraun.

The Cult of the None, whose followers call themselves Anaedans after their Prophet, is also present in Parzasa.  Despite ruthless oppression from the Marmeirans, their numbers have been steadily growing in the region, to the point where Anaedan worship ceremonies are held in nearly every town in Parzasa (though most, of course, do not attend).

Parzasa has been influenced by the new faith of the Nymph Goddesses as well, though not to the extent of their neighbors.  Uniquely, the Anaedans have taken up the gaps left by the aging edifices of Malechism and Augeidhism, and the merchant-aristocrats have little understanding or patience for the more spiritual naturalism of the Goddesses.[/spoiler]

[spoiler=Economy]
Parzasa is a regional trade hub of great importance, as well as a source of valuable goods and a reasonably wealthy market for imports.  Parzasan merchants act as middlemen between the east and west, competing directly with Aicaioun to be the intermediaries between the eastern powers of Pharesaa, Siyan, and Kioshaa, and the Embadran nations.  This competition is fierce and often ruthless, though because the Parzasans consider slavery somewhat undesirable, this particular market has been left to the Aicai (who have become very good at it).  Parzasan pirates and privateers occasionally prey on Aicai shipping, and the Aicai do the same to the Parzasans â,¬' though south of the Sea of Parrogan, Pharesai galleys typically make sure nothing gets out of hand.  The Great Inner Sea is an open field, with Parzasans and Aicai vying with Maryans, Kaytines, and Dagaekalâ,¬,,¢s Gadiranin brigands for supremacy and profit.

Parzasa is known for its ambergris, but also exports timber (mostly to Pharesaa) and various wood products.  The warm marshes of Parzasa are also excellent for growing papyrus, and Parzasan papyrus is used in the majority of scrolls in Embadra and beyond.  Parzasa also exports olive oil and linen in large quantities.  The chief imports of Parzasa are mined goods, including stone, copper, tin, and Pharesai turquoise.[/spoiler]

[spoiler=Magic]
Parzasaâ,¬,,¢s relatively independent nature has drawn spellcasters from abroad, especially philosophers and poets that have become disillusioned with the powerful patronage systems of the Zarates and Western Kingdoms.  Independent thinkers and various iconoclasts often take refuge in Parzasa, where an audience can be readily found for almost anybody with something to say, and with a great deal of permissiveness for â,¬Å"alternativeâ,¬Â methods and philosophies.  The Incarnadine Order is one such force that has thrived here, though there are many other schools and orders that call a city of Parzasa home.

Arcanists, whose studies take more resources and access, are better served by the patronage of the Marmeiran or Kaytine Zaras.  Though some of the more unorthodox spellcasters come to Parzasa, most Arcanists seek more powerful and well-connected patrons that the merchants of Parzasa are ill-equipped to provide.

Druids are present, but not common, as their faith is relatively rare in Parzasa.

Redbinders are mistrusted and feared in Parzasa, as with the rest of Embadra, though it is relatively easy to remain undetected as one for quite some time.  The various cities rarely share lists of such people, when they cooperate at all, and a Redbinder cast out of one city may simply move to another (unless he was known for doing something particularly destructive).[/spoiler]

[spoiler=Culture and Food]
Parzasans are impossible to pin down in terms of common culture, dress, and culinary persuasion.  Kaytine, Marmeiran, Kioshan, and even Pharesai influences dominate the cultural life of Parzasa, and cultural practices are all over the map.  Generally, the peasants and poor of Parzasa share a great deal of cultural affinity with the Marmeirans, which is reflected in their food and dress, though Augeidhan influences are also present.  Richer or more traveled Parzasans take more from the Kaytines and Pharesayi.  Others consider Parzasans to be a cosmopolitan and materialistic people; the accusation of materialism is far from true, and in fact runs counter to the reality of Parzasa as a land very open to religious and philosophical influences.

Parzasan cuisine varies wildly, but they are known abroad for â,¬Å"Tasora,â,¬Â a very peculiar dish that is only common in Parzasa.  It is essentially bog-fermented cheese; large rounds of cheese are wrapped in certain leaves and buried in the brackish marshes of the interior, where it ferments and turns to a dull grey, rubbery mass.  It is not considered a real delicacy, but is a common food, enjoyed by commoners and artisans alike.  Parzasans are also known for heavy use of olive oil, in almost every dish.[/spoiler]

[spoiler=Cities and Towns]
Parzasaâ,¬,,¢s coastal cities were destroyed during the Great Wave, but many have been rebuilt in short order.  Still, they are not the size they once were.  Cities farther inland largely escaped the destruction.

The old capital of the Thusmar of Parzasa was Agledar, a very old city founded under the Neo-Malechid dynasty before its overthrow by the Marmeirans.  Though Agledar is an inland city, and thus largely undisturbed by the disastrous Wave, it had begun to lose importance even before the final collapse of the Empire.  Increasingly, coastal cities like Sulatheiar and Nemize gained importance and power, while Agledar became something of a backwater.  Agledar now has a population of about 8,000; though not a wealthy city, and far past its former glory, it is known for its ancient temples and buildings, and a rich Embadran heritage.  Recently, it has become a hotbed of anti-Marmeiran sentiment, as the Marmeirans ruled Parzasa directly from Agledar until the garrison was recently thrown out by rebellious Agledari.

The richest two coastal cities of Parzasa were Sulatheiar, the â,¬Å"twinâ,¬Â of Aicaioun just across the strait, and Costhemeiam, the port of call for traders from the East.  The fate of these two cities illustrates the decline of the old order and the ascendance of new cities on Parzasaâ,¬,,¢s coast.  Costhemeiam was not only destroyed, but partially sunk into the sea; no efforts were ever made to rebuild it, and now it is a vast ruined complex of stone and disintegrating clay brick, avoided by all travelers.  Occasionally, farmers nearby use its old stones for their own cottages and granaries.  Sulatheiar fared better â,¬' it was rebuilt by its inhabitants, but was quickly overshadowed by nearby Aicaioun (which survived the Great Wave much better than Sulatheiar).  Sulatheiar has become something of a â,¬Å"second-rateâ,¬Â extension of Aicaioun, where goods of lesser demand and people of low reputation can gather, away from the eyes of Aicaiounâ,¬,,¢s Magistrate.  Sulatheiar has a population of around ten thousand, mostly spread out over the whole cape, and disproportionately poor.

Other cities have grown at the expense of the older ones.  Nemize, once a small fishing village in the shadow of Costhemeiam, became the capital of Parzasan ambergris trading soon after the Great Wave.  From that point, the town has taken off â,¬' it houses around twelve thousand people, and continues to grow.  Nemize is an oligarchic republic â,¬' an extreme rarity in Ralum â,¬' to which fourteen different families of recognized Nemizan merchants may send a representative.  The â,¬Å"Consortium and People of Nemizeâ,¬Â has risen in power greatly, having stolen most of the Eastern trade routes from the Aicai.  The Consortium, usually quite cautious, has made waves recently by renouncing Marmeiran control and seizing the tribute due Marmeira from the region.

Zavesta, meaning â,¬Å"new harborâ,¬Â in Augeidhan, is another newcomer to prosperity in Parzasa.  It was founded from scratch after the Great Wave, and became an important port for Marmeiran merchants.  Marmeiraâ,¬,,¢s main fleet, in fact, operates out of Zavesta, and the Marmeirans hold a sizeable garrison there.

Sheiasmiam, another old inland city, is still administered by the Incarnadine Order.  The red sandstone-tiled roofs of the Incarnadine School still tower over the city, which â,¬' by contract with the Marmeirans â,¬' has remained independent since the end of the Empire, an island of relative calm in a turbulent land.  The Order, however, is not known for its commitment to neutrality, and will likely seek to play some role for or against the current rebellion.

Fandeimar, another inland city, has also seen its fortunes rise recently.  Fandeimar is a city built in the middle of Parzasaâ,¬,,¢s largest marsh, called â,¬Å"Basheilgaâ,¬,,¢s Fen,â,¬Â on an enormous number of wooden logs driven into the marsh many years ago.  The city requires constant work to keep it afloat.  The city is known for producing more than half of all papyrus used in the Heartlands; Pharesai papyrus is less common, as land along the Opalas is heavily farmed and cultivated with other crops.  The magistrate of Fandeimar, though in theory appointed by the Marmeirans, was in reality chosen by the various masters of the papyrus mills for administrative skill (his one most important purpose is to ensure that the city receives enough timber to supply the constant rebuilding and dredging).  After the Great Wave, however, the city was seized by a mercenary company known as the Blackarrows, who have settled down into a kind of military stewardship over the Fen.  Fandeimar is well known for foiling 26 different assaults and sieges during the Years of Swift Arrows, mostly because of its nearly unassailable position on the Fen.[/spoiler]

[spoiler=Sites of Interest]
Basheilgaâ,¬,,¢s Fen â,¬' This vast freshwater marsh got its name from the Marmeiran Zara Basheilga Crimsonhand, who used the marshes to launch a surprise attack on the cities of the Parzasan coast under the control of the Exarchate.  The land is not conducive to travel, save for three causeways in the eastern Fen which link the city of Fandeimar to other locales.  This makes much of the Fen ideal for various kinds of life that thrive best away from humans; various reptilian humanoids are known to live in the Fen, as are stranger creatures, both benign and aggressive, that have been pushed out of Parzasaâ,¬,,¢s more civilized regions.

Cha-Ameyan â,¬' Zara Kassulashaf Oathbreaker left many impressions on this land after he conquered it from the Exarchate.  Chief among these was the great fortress on Ameyan Point, directly across the water from the old Exarchate capital of Augeidha.  From here, Kassulashaf launched many offensives into Exarchate-held Kiosha and Siyan, as did Basheilga Crimsonhand during his reign.  The Fortress was eventually razed by the Narsuran King Hefezal II Gnollbane; the last Marmeiran Zara, Modrebeshaf Sunburst, was holed up here.  Though little of the fortress remains in view save a few crumbled halls and exterior guard towers, a vast underground complex was discovered.  Supposedly a barracks complex, there are rumors that Modrebeshaf (a Redbinder who many believe to have been insane) conducted strange and vile experiments here.  The whole of Ameyan Point is lifeless, rocky, and barren, perhaps supporting that assertion.

The Exarchâ,¬,,¢s Tree â,¬' It is said that the great Cedar tree not far from the city of Zavesta was planted by the founder of the Guardianate (later, the Grand Exarchate), Parrogan, Zara of Kaytium and Kiosha.  Though legends differ, in most Parrogan is said to have planted the tree as a symbol of the â,¬Å"new reignâ,¬Â of Humans alongside Shadan in the world of Ralum.  The tree grew to an amazing height and width, and when the Marmeiran Zara Kassulashaf Oathbreaker captured the Parzasan Coast, he is said to have marveled at its remarkable size.  The tree was protected by an Augeidhan monastery, which was allowed to stay there even though the Marmeiran Zaras routinely expelled or executed most Augeidhan priests they found in their territory.  Radiema II â,¬Å"the Greatâ,¬Â is said to have crafted a bow from its branches that never missed, until Radiema brought down the Exarchate at the Battle of Magridda, after which the bow was cursed beyond hope.  The tree was finally felled by the Great Wave, after standing for hundreds of years, though in a stroke of fortune the ancient monastery was not crushed, and was in fact shielded by the tree from the Wave.  A few hermits still live under the fallen tree; from the splintered and rotting stump a new sprout has emerged.

Three-Fangs â,¬' The Exarchate was nominally allied with the Sarfeir Dominion (known as the Empire of the Red Claw).  Though this alliance usually amounted to little except trade agreements, the Exarch Amhameimar requested and was granted a force of one thousand Sarfeir warriors, who came with their families to the Exarchate as a gift from their Dominate, the Warrior-Queen Seikraz III.  The â,¬Å"Fanged Legionâ,¬Â was stationed in a bucolic valley in Parzasa between three hills.  On each hill, a watchtower was built, and the Sarfeir commuity lived in the valley below.  The Legion saw extensive use in the wars against the Embadrans, though occasionally the Legion was moved to Siyan when the Embadrans had control of Parzasa.  The Legion endured through the Years of Swift Arrows and the Narsuran reign until the army of Radiema I surrounded the fortress and forced it to surrender.  Since then, Three-Fangs has enjoyed relative peace, though the Sarfeir still leave the valley to seek out mercenary employment in Embadra and beyond.  Now, the valley has a population of about six thousand, 90% of which are Sarfeir.  They are generally welcoming to visitors, especially their kin from the distant north, though their dialect is a strange blend of Sheinemar and Augeidhan that is difficult for a northern Sarfeir to understand.

The Chariot Field - The Chariot Field, as the name suggests, is a broad plain where Parzasa meets Ezannum.  Numerous battles have been fought here, between the Exarchate and the Embadrans, the Kaytines and the Marmeirans, the Narsurans and the Marmeirans, the Ayans with other Embadrans, and so on.  The field was often specifically chosen for such armed contests, as it is perfect for chariots, while being near to the often fought-over lands of Parzasa.  Numerous graves, shrines, and monuments can be found throughout the field, often marked by isolated olive groves.  In recent years, parts of the Chariot Field have also served as a muster field for the Marmeiran army.[/spoiler]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Polycarp

Whoohoo!  I finally found the old WotC thread in its entirety, on page 89 of the archives listed by name.  Now I don't have to rewrite the bit about arguably the most important city in the Heartlands...

Aicaioun, City of Lances

â,¬Å"The Exarch Adriab beat his bronze-clad breast and wept, seeing the legions of the enemy upon him. Each of his sons pleaded with him to retreat â,¬' for, though Augeidha had fallen to the great engines of the Ayans, the high walls of Aicaioun still stood, offering shelter from the host arrayed against the Exarchate. But Adriab instead turned to his sons angrily, and said, 'Is it not enough for you that we have been driven from our great city? Is it not enough that all the people of Augeidha have died so that we might see one more day? I will not have the blood of Aicaioun upon my hands. All is lost for us â,¬' my revenge shall be that Aicaioun is spared, that it shall stand in the time of our descendents as a bulwark against the children of my enemies.'â,¬Â
- The Parrogan Cycle, Book XI, Tears of Magridda

Aicaioun, the greatest city of Kioshaa, sits upon the most important ground in all Aziaa and Embadra â,¬' the Cape of Thorns, that guards the narrow straits between the Sea of Parrogan and the Great Inner Sea. All ships traveling to or from Embadra must pass under its immense walls, and from that position it has made itself as wealthy and powerful as any human nation. Though the City of Lances no longer rules over all of Kioshaa as it once did, it is still a powerful center of trade and transportation that has been able to resist both Embadran and Pharesaai domination over the centuries of its existence.

[spoiler=History]

The first king of the ancient Parroganese Guardianate, Parrogan himself, built a fortress on the Cape of Thorns to protect his capital city, Augeidha, from any seaborne invasions by the Ayans or other fallen Thrall Zarates. Over time, a sizeable settlement grew around it, and Aicaioun became an important trade link between the Malechid and Balshihan Zarates in the East and the people living on the shores of the Great Inner Sea. Under the newly formed Grand Exarchate, the small city was given great importance, and the second Exarch had the city fortified with two layers of enormous mud-brick walls. During the wars with the Marmeiran-Malechid Empire, the Marmeiran Zara Basheilga Crimsonhand laid siege to the city, but was unable to capture it. It acquired its present name (Aicaioun means â,¬Å"city of lancesâ,¬Â in the Azian tongue) from this siege, when the defenders celebrated their victory by lining the tops of the walls with the abandoned spears and lances of the retreating enemy. The Narsurans, who briefly united most of Embadra, had little interest in crossing the straits, and the city was at peace until the newly resurgent Embadran Empire declared war. The Kaytine Embadran Zara, Radiema II â,¬Å"the Great,â,¬Â finally brought an end to the Grand Exarchate at the Battle of Magridda, but the people of Aicaioun managed to conclude a separate truce with Radiema. Their city was spared the horrors of sack and plunder in exchange for its sworn loyalty to the Embadran crown.

Aicaioun was able to reestablish itself as a major economic power, but was eventually taken by the famed Zara Halkadrim the Boundless, and went after his death to his son Talbregon. The people of Aicaioun hated Talbregon, and opened the gates to his brother Hemecham, who eventually re-conquered most of his fatherâ,¬,,¢s Empire. As thanks for their support, Hemecham guaranteed their autonomy within the Empire. The city prospered under the Grand Embadran Empire, and managed to preserve some order in Kioshaa even after the fall of the Empire. The great city walls, reconstructed out of stone during the last years of the Exarchate, spared the city from the worst effects of the Great Wave, which devastated most of the other coastal cities of Parzasa and Kioshaa. The city now enjoys a great deal of wealth, a great deal of which comes from its status as the capital of the Embadran slave trade. The Inmaryolai of Pharesaa are known to have had their eyes on the city for several generations, but so far Aicaioun has managed to remain free from foreign rule since the end of Hemechamâ,¬,,¢s empire.[/spoiler]

[spoiler=The City]

The great gates of the city now behind you, you are assailed with the sights, sounds, and smells of the Silver District of Aicaioun.  Stretching before you is a long street paved in large flagstones, packed with people, donkeys, carts, and wagons.  The walls lining the street are mostly bare mud-brick, but nearly everywhere by the walls are makeshift market stands selling everything from dried fruit to shell beads.  Above the deafening din of the busy street, families and their servants take part in the afternoon meal on the roofs of their houses, taking shelter from the sun under cloth canopies and vine-covered trellises.  The strong odor of people, pack animals, and various food spices makes your eyes water, though the inhabitants here seem quite used to it.  Further down the street rises the sprawling, arched complex of the Macaa, the great market of Aicaioun, where one can buy and sell anything from the finest silks to local grains - and especially other humans (or other unfortunate humanoids).

Aicaioun covers a large, low hill on the tip of the Cape of Thorns. Its double walls run in straight segments around the city, forming a great multi-faceted oval. The space between the walls is largely given up to storehouses, mills, shipyards, and slave prisons. Rather noxious professions, like those of tanners and butchers, generally operate in this outer ring as well. There are six gates through the first wall, four of which open directly onto the rocky coast, where warehouses and docks line the water.

There are two gates through the second wall and into the city itself. One large street goes straight through the main city, from the gate on one side to the opposite gate. This street is more like a long plaza; it is fully 150 feet wide, and the sides are lined from one end to the other with merchant stalls and makeshift shops. It is possible to buy nearly anything on the main street of Aicaioun, even things not normally available in other cities â,¬' the rulers of Aicaioun are always hesitant to make any potential source of profit illegal.

The houses of the upper class, which mostly consists of ship owners, slavers, and wealthy merchants, are closest to the main street. The houses and courtyards of the rich are usually quite bare looking on the outside, presenting a dull wall and a single heavy door to passersby. The merchants set up their stalls and tents against these walls during the day. The further one gets from the main street, the poorer the residents are. Alehouses, bronzesmith shops, brothels, stables, and other such establishments are spread throughout the city, with the more expensive and high-quality of these nearest the main street.

At the center of the city are the Archives and the Palace of the Justicar, facing each other on opposite sides of the main street. At the archives, meticulous records are kept of goods leaving and entering the city, ships entering and leaving the ports, taxes, tariffs, and other such matters. Scribes are on hand to copy down any records requested, though this costs a fee that depends on the age and size of the requested record. The Palace of the Justicar serves as courthouse, residence of the Justicar, and prison. Executions take place in the middle of the main street between the Palace and the Archives.

At the easternmost end of the inner wall, immediately next to the east gate of the wall, is an enormous squat stone tower that is the citadel of Aicaioun. Designed to be a fastness of last resort should the city be invaded, it houses the entirety of the Aicaioun garrison, as well as a vast armory.

The city is a marvel to behold at night â,¬' when the sun sets, residents both rich and poor take to their roofs, taking a needed break from the business of the day, to drink wine and converse in the warm Kioshaai night. During the evening, the city is bright with paper lanterns on nearly every rooftop. Travel, however, is impossible â,¬' once the sun has set completely, the city watch closes off the main street and bars all gates, to remain closed until sunrise.  Only bearers of an order confirmed with the Justicar's seal may pass.[/spoiler]

[spoiler=Politics]

Aicaioun has no formal leader; the main civil authorities are the Keeper of the Archives and the Ephasha. Traditionally, they have been appointed by those they replace, but the cabal of Aicai slavers (often called the "Chainers") has grown in power to the point where they are the real masters of the city. They effectively control the appointment of the Keeper and the Ephasha.  Two military officials also exist; the Lance-Captain controls the city's land forces outside the City itself, and administers the towns and hamlets within a day's march of the City that fall under Aicaioun's rule.  The Banner-Captain commands the Aicai fleets, and keeps the small Sea of Augeidha free from pirates and bandits.  The Lance-Captain is appointed by the Ephasha, and the Banner-Captain is selected by the Keeper of the Archives. Each serves a 5-year term.  The current Ephasha is Macharibul the Many-Tongued, an aged man who is most well known for speaking virtually every language in Ralum.  The Keeper is Eirgima Pearltooth, a strange but well respected sage.  The Lance-Captain is not a native Aicai at all, but a fearsome Bashauran warrioress called Indrisun Fair-Haired (Indrisun is not a Bashauran name, but an adopted Kioshai name).  The Banner-Captain is a Sabasslian named Marishac who was brought to Aicaioun as a slave and managed to gain his freedom and become leader of all the Aicai fleets.  "Marishac" means "Thunderer" in Pharalura, and his name is feared by pirates throughout the Heartlands.

The leaders of Aicaioun do struggle against each other for power, but all realize the more pressing threat of the Pharesai, whose armies make raids into Kioshaa a yearly practice, in an effort to weaken Aicaioun by depriving it of its Kioshai allies.  Many cities and towns in Kioshaa recognize the dominance of Aicaioun, out of fear of Pharesai might.  This influence is known as the "Aicai Hegemony," but it is far from complete control - when towns feel less threatened by the Pharesayi, they happily ignore Aicaioun's advice, only coming back into the fold when another Pharesai army is at hand.  The Aicai are quite forgiving of this, as they do not wish to alienate any regional allies.[/spoiler]

[spoiler=People and Society]

Aicaioun is home to around 22,000 people, as well as between about five and eight thousand slaves at any one time.  Most citizens speak both Pharalura and Augeidhan, though the "Golden Tongue" is more common among the lower classes, while Augeidhan is spoken most commonly by the merchants and wealthier citizens.  Nearly all languages, however, can be heard in the streets, from Shadan to Sheinemar.  Shadan and their Halfling servants can be found here, as can enterprising Halflings who (they say) are no longer affiliated with the Shadan.  Saulzarel and Sarfeir are not common, but it would be difficult to pass a day in the cityâ,¬,,¢s more active districts without seeing one.  Other races are much less common, and Bharim are almost never seen - the city is far too Shadan-influenced to make life easy for them.

Most of the people who live in Aicaioun are artisans, merchants, or members of the landowning noble class, as well as their numerous servants, slaves, groomsmen, entertainers, and other workers and auxiliaries.  Peasants, herders, and other villagers may travel to Aicaioun for occasional purchases, but donâ,¬,,¢t live in the city.  Despite the vast difference between a poor fish merchant and a wealthy noble, both are likely to have similar residences; the crowded nature of Aicaioun precludes the construction of sprawling manors, and the Aicai prefer to display wealth through possessions and furnishings rather than with immense houses.  It is considered good social etiquette to not openly display oneâ,¬,,¢s wealth outside oneâ,¬,,¢s own house; though the richest of nobles scoff at this, most merchants and artisans (even wealthy silk merchants and Chainers) are conservatively dressed in public.

Because the streets are so busy, meeting in outside locations is not possible.  Social interaction usually consists of sending messages via servants to anotherâ,¬,,¢s house; Aicai are generously inclined to invite others to their houses, as having guests signifies prosperity and wealth.  Upwardly mobile Aicai will endeavor to always have guests at any given time; itâ,¬,,¢s a bit unseemly for a guest to arrive and find that he is the only one.  For this reason, there are no public lodgings for travelers in Aicaioun; one either secures an invitation from an Aicai or spends the night in a nearby village.  It is considered improper for a guest to stay for fewer than three days, though it is not considered a snub when a short stay is obviously necessary.  Guests are expected to give gifts to their hosts at the conclusion of their stay, and larger gifts when they stay for several weeks or for fewer than three days (to make up for the gaffe of their rather hasty departure).  Aicai value foreign art and delicacies; such items are displayed prominently in most homes, signifying worldliness and providing evidence that the Aicai host has friends and connections far abroad.  A foreigner that leaves without providing a suitably exotic gift will disappoint his host, and the host may even drop not-so-subtle hints during a foreignerâ,¬,,¢s stay that he should give them such a gift that they can display.  Often, ambitious social climbers will try and outmaneuver each other to host exotic foreigners (human or nonhuman); a Saulzarel, for instance, with even a minor repuation may find himself the recipient of multiple invitations upon his arrival, and faced with the decision of who to befriend and who to snub before even entering the city proper.[/spoiler]

[spoiler=Landmarks]

The Macaa - Simply meaning "market" in Pharalura, the Macaa is the center of trade - specifically, the slave trade - in Aicaioun.  The market was built in the early years of the Empire, as a gift from the grateful Malechus Hemecham the Victorious.  It is a massive structure, just off to the side of the Archives.  The market is covered by impressive arched vaults, which rise high above the ground, making the whole market feel open (and dispersing the unpleasant odors that slaves can have).  While the sun is up, slavers sell their wares, and merchants of other goods occupy the periphery of the market (as long as they have bought a space from the Chainers).  The Macaa has passageways to the catacombs and prisons below the city, where slaves are kept at night and when they are not yet on auction.

The Silver Keel â,¬' One of the most well-known taverns in the city, the Silver Keel is owned and run by a Halfling by the name of Ausech, a native of Sabran. The tavern is large and well furnished, and is a favorite of many slavers. Ausech is a known Shadan sympathizer, and thus the Silver Keel is also the best place to find Shadan within the city. The Silver Keel is notorious for connections to the Aicai underworld, and is an excellent place to find information and rumors about the slave trade. One must be careful what one says there, however, as the information that Ausech overhears inevitably reaches Shadan ears.

Blackmill â,¬' One of the more bloody skirmishes during Basheilga Crimsonhandâ,¬,,¢s attempt to take Aicaioun took place by a large stone flour-mill just outside the city. Now, this mill lies within the city, in the ring between the two walls. It was used after the aforementioned skirmish as a fortress and armory, and eventually developed into a large bronzeworks by the time of the Embadran Ascendancy.  The Blackmill now is a hub of regional metalsmithing, and the chief latoner, Dresmir the Bald, is renowned as one of the worldâ,¬,,¢s great smiths. The Blackmill is always working, but Dresmir always seems to find the time to have a conversation with visitors. He has been known to hire traveling bronzesmiths on for short apprenticeships, and the charity of the Blackmill ensures that those who can discuss the metals trade with Dresmir and his apprentices wonâ,¬,,¢t lack for a place to stay.

House of Grapes â,¬' One of the more famous citizens of Aicaioun is a Kaytine philosopher by the name of Badras, the founder of a new school of philosophy he calls â,¬Å"the Way of Truth,â,¬Â though others generally call it â,¬Å"Badrasismâ,¬Â or, jokingly, the â,¬Å"School of Wine.â,¬Â Badras teaches that the key to enlightenment is the ability to see through falsehood, and the only way to do that is to become totally, completely, and rather bluntly honest. He has offended many of Aicaiounâ,¬,,¢s most important citizens, and seems rather proud of it. He willingly accepts visitors into his elegant main street house at any time, which is notable for being completely overgrown with grape vines (in contrast to the plain walls of most upper class homes). Badras believes that the best way to begin oneâ,¬,,¢s journey on the Way of Truth is to release all inhibitions that might make one lie or hold back their true feelings, and to this end he makes a particularly potent wine that he is happy to share with visitors willing to listen to his teachings. There are always many pupils, adventurers, drunks, street prophets, and truant youths staying at his home, engaging the portly philosopher in spirited, and often rather inebriated debate.

The Beggarsâ,¬,,¢ Coast â,¬' Slavery law in Aicaioun is quite complicated and not always followed closely, and it is inevitable that some poor souls fall through the cracks of the system â,¬' for some reason, whether an accounting mistake, a sudden death of a slaver, or some legal technicality, they are free men, but totally destitute. Without the means to live in the city itself or buy passage on a ship, they are stuck with nothing. About a thousand or so of these hapless freedmen (and women) live in a ramshackle village in the shadow of the cityâ,¬,,¢s walls known as the Beggarsâ,¬,,¢ Coast, a rocky promontory avoided by ships. There, they live in squalid reed huts and animal fur tents, making a meager living by working jobs as porters and laborers in the cityâ,¬,,¢s outer ring. Those looking for cheap labor often look here â,¬' but sometimes the residents of the Coast can be problematic. Rumor has it that some strange cult philosopher has been bringing the desperate residents under his sway.[/spoiler]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Polycarp

I cast raise dead on this thread.  It might not be the last time I do so, given that most of my time goes to thesis work these days, but all you can do is keep on chugging, right?

Siyan

Siyan is one of the oldest Zarates in the heartlands, and perhaps the first to rise to some semblance of statehood after the Manifest Ruin.  It has been the object of conquerors, the strength of Exarchs, and the retreat of philosophers and prophets for all of human history, but through it all the â,¬Å"Southern Shorelandâ,¬Â has remained a powerful entity with a distinct culture and a proud heritage.

[spoiler=Nomenclature]
People of Siyan typically call themselves â,¬Å"Augeidhansâ,¬Â when speaking of their ethnic backgrounds â,¬' that is, descendents of the people of the Grand Exarchate.  To be â,¬Å"Siyaneseâ,¬Â (or more properly, â,¬Å"Siyaninâ,¬Â) is merely to be a citizen of Siyan, though not necessarily of Augeidhan descent.

People of Siyan generally speak Augeidhan, though knowledge of Low Ayan and some Pharalura is also common, especially among the middle and upper classes.  Siyani Augeidhan is far closer to the original language than the Gadiranin or Maryan dialects, and is prided by its people for its â,¬Å"authenticâ,¬Â nature, in much the same way that Ayans and Marmeirans conceive of their â,¬Å"purerâ,¬Â dialect of Ayan.  Shadan is still used in Siyan, albeit as a scholarly and ecclesiastical tongue.[/spoiler]

[spoiler=Geography and Climate]
Siyan lies on a broad and dry valley lowland between Parroganâ,¬,,¢s Wall and the mountains of the Oud Miran range.  To the north is the long, gentle shore of the Inner Sea; to the south, the Broken Sands separate Siyan from southern Kioshaa.  The eastern part of the country (nearer to northern Kioshaa) is hilly and well forested, but most of the country is suitable only for herding.  Several small rivers work their way down from the mountains of Oud Miran towards the Inner Sea, and these are tapped almost completely for irrigation.  The â,¬Å"middle countryâ,¬Â between the east and western fertile zones is sparsely populated, save along the coast, and southern Siyan from Kioshaa to the Azine Gap is almost totally uninhabited.  Like Pharesaa, Siyan has wet and dry seasons, but the wet season tends to be both longer and less intense than its torrential counterpart in the Golden Land.[/spoiler]

[spoiler=Inhabitants]
Most of the population of Siyan is human, though because its culture is very similar to the Shadan-inspired culture and traditions of the Exarchate, it is home to the highest population of Shadan and their servants in the Heartlands.  Saulzarel caravans through Oud Miran typically terminate in Siyan, and a population of these desert dwellers does exist in the eastern parts of the country.  In the Azine Gap itself, there may be more Saulzarel than humans at any one time, and this is certainly true of the Broken Sands.[/spoiler]

[spoiler=History]
More is known about Siyan history in the Age of the Progenitors than any other Heartlands region.  Siyan was a â,¬Å"worker colonyâ,¬Â of the Dominion of Resheia, one of several lands that was almost entirely populated by human servants of the Shadan under the rule of a human Zara.  There are records of a â,¬Å"Siyan Legionâ,¬Â serving in the Spellwar; much of it was apparently lost in the Inner Realm in the later stages of the war.

Many Siyanin survived the Manifest Ruin, with their structure of government more or less intact.  Over several generations, the Zarate became hereditary, and was bequeathed to Parrogan the Great, already Zara of Kaytium and Kioshaa, through his marriage to the Zarasi Elun Rainshadow.  Elun, a priestess of the Cult of Niiraun and a renowned prophet, began the process of the codification and standardization of the Augeidhan religion throughout the lands that would become the Grand Exarchate, and Siyan was established during her lifetime as the religious center of Parroganâ,¬,,¢s realm.

Siyan became an important part of the Guardianate (later the Exarchate), serving as the breadbasket of the realm and as the base for the Exarchateâ,¬,,¢s Inner Sea fleets.  Most of the Exarchateâ,¬,,¢s colonies â,¬' Marya, Gadiran, Ocana â,¬' were settled from Siyan, which boasted a great deal of wealth during the years when the Inner Sea was under total Exarchate control.  Though the eastern part of the empire was plagued with sporadic violence in the troubles with the Marmeirans, Ayans, Narsurans, and eventually Kaytines, Siyan was spared these troubles.  Until the fall of the Exarchate itself, Siyan was involved directly in only two major struggles â,¬' the Exarchateâ,¬,,¢s civil war during the Years of Swift Arrows, and the â,¬Å"Azian Migrationâ,¬Â that threatened to overwhelm the neglected western border.  Azian tribes moving south from Oud Miran attempted to settle in Siyan, and paid no mind to Exarchate authority or rule when doing so.  A series of wars were fought that ended in the expulsion of the Azians from Siyan; as a result, they moved further south and settled in Pharesaa and Kioshaa, where the Exarchate was weaker and less able to defend its sprawling territory.  Siyan troops formed the bulk of the late Exarchateâ,¬,,¢s armies, but the wars with the Kaytine dynasty never materially threatened the region.

When Radiema razed Augeidha and crushed the last Exarch, Adriab, at the Battle of Magridda, Siyan was flooded with refugees from the east.  The fact is not commonly known in Embadra, but only two days before the Battle of Magridda, a Siyan force had actually routed a Kaytine invasion force that had thought Siyan would be a simple pushover.  Not wanting to extend the war any further now that the Exarchate had collapsed, Radiema recognized Siyan as an independent Zarate, paying a nominal tribute to the Kaytine-Embadran Empire but in practice totally autonomous.  Siyan enjoyed prosperous times in the years that followed; Marya, Gadiran, and Ocana formed a loose confederacy with Siyan, in which Siyan was clearly the dominant member.  Eventually, economic competition with Marya drove the Maryans out of the league, but as a regional power the Zaras of Siyan enjoyed negotiations with the Kaytines on equal terms.  Though Kioshaa had been lost to the Pharesayi and the Embadrans, most of the Exarchate continued on in a somewhat truncated form under Siyanâ,¬,,¢s leadership.

Understandably, the Siyanin resisted fiercely when Halkadrim the Boundless, ruler of the newly-announced â,¬Å"Embadran Ascendancy,â,¬Â demanded the surrender of the Siyan throne to him.  The campaign in Siyan was arguably Halkadrimâ,¬,,¢s most difficult conquest, and certainly the bloodiest one.  The Zara Alchad the Grim (his moniker derived from this war) fought against Halkadrim for years, taking refuge in the mountains when the lowlands were finally lost.  Alchad never surrendered, but after his death in battle with the Ascendant Companions, a series of brutal punitive raids into what remained of Siyan territory convinced his lieutenants that the war was beyond winning.  Halkadrim dissolved the Zarate and added Siyan as a domain of Embadra.

Siyan attempted to travel a middle way in the Brotherâ,¬,,¢s War, recognizing the legitimacy of neither and claiming its independence.  Hemecham crushed this notion with the aid of a mighty army levied from Pharesai.  The pillage was so brutal that it created a deep hatred for both Hemecham and the Pharesai for centuries to come.  Siyan eventually recovered, but had to be continually suppressed throughout the era of the Grand Embadran Empire.  The attempts of Hemechamâ,¬,,¢s successors to spread the state religion of Malechism to Siyan met with open hostility and several violent rebellions.  Three times, an Augeidhan Siyanin proclaimed himself as the independent Zara of Siyan, only to be crushed by the Empireâ,¬,,¢s armies, easily giving Siyan the distinction of the most rebellious Thusmar in the Empire.  The Thusmara of Siyan, in fact, was never a native Siyanin, for fear that a Siyanin in a position of any real political power would quickly turn traitor on the Malechus and his Imperial authority.  The problems with Siyan became terminal as the Empireâ,¬,,¢s power declined, and parts of Siyan threw off the Embadran yoke decades before the Great Wave finally ended the venerable Empire.

Now established as an independent Zarate again, Siyan lacks the power it once did but its fortunes are certainly rising.  Though its on-and-off proxy war with the Inmaryolayeh Pharesayi in Kioshaa has taxed its resources, it has enjoyed a great boost in wealth from Inner Sea trade and favorable trade agreements with the Aicai Hegemony, close allies of the Zara.  Marya and Kaytium, however, provide stiff competition for Inner Sea goods, and Siyan merchants have their work cut out for them.[/spoiler]

[spoiler=Politics and Power]
The present Zara of Siyan, Hestran, is a former monk of the Cult of Niiraun who successfully unified Siyan after the fall of the Empire (before this, local lords controlled various towns and regions, some within the Empireâ,¬,,¢s authority and some claiming independence).  Hestran has proven himself committed to restoring Siyan traditions to preeminence, and has ordered the few Malechist temples in Siyan converted to Temples to the Lord of Grey.  Nevertheless, he has maintained relations with outside powers, cementing an alliance with Aicaioun and engaging Marya and Ocana diplomatically and economically.  Gadiran, ruled by the bandit-Zara Dagaekal, has proven more difficult to bring into Siyan influence, and Hestran seems (like many of his subjects) to hold a great deal of resentment and suspicion for the Embadrans.  The realities of expanding Pharesai power in the south, however, may yet force him to reconcile with formerly hostile powers.

Siyan is the classic example of an â,¬Å"Augeidhan Zarate.â,¬Â  While most Zaras are essentially hereditary general-kings, Siyan abandoned hereditary rule after the fall of the Exarchate and has returned to the pre-Ruin tradition of Zaras being military-spiritual leaders advised by a powerful elder council that is more concerned with administration and management of the realm.  The result is that, though the Zara of Siyan is considerably less powerful than the Zaras of Embadra, he is held in high regard by the common people as a religious authority and a safeguard of ancient tradition.

As the self-appointed inheritors of the legacy of the Exarchate, Zara Hestran and the Siyan elders have demonstrated themselves to be keenly interested in reviving the old pre-Imperial Augeidhan League that included the Exarchateâ,¬,,¢s former colonies around the Inner Sea.  How far they are willing to go to make this vision a reality is unknown.[/spoiler]

[spoiler=Legal]
Though the Siyanin have often been staunchly opposed to the perpetuation of Embadran cultural exports in their society, the Code of Hemecham was widely adopted and accepted after Siyanâ,¬,,¢s inclusion within the Grand Embadran Empire (unusual, considering the low esteem in which Hemecham is held in Siyan).  Here, it is known as the Imperial Code, and was recognized centuries ago as inherently simpler and more accessible than the confusing, poorly translated, and largely obsolete compilation of pre-Ruin Shadan edicts that formed the basis of the Exarchateâ,¬,,¢s legal system.  The Code was applied assiduously by the Thusmaras during the Imperial era, and has become so pervasive that many do not recognize its Embadran origins.  Traditionally, the Siyanin have been tolerant of the Saulzarel and their traditions in Siyanâ,¬,,¢s more sparsely civilized areas, and these populations are generally allowed to apply their own legal code and settle local disputes in the way they see fit.  This kind of local adjucation, however, is very uncommon among the human population.[/spoiler]

[spoiler=Religion]
Nearly all of the humans of Siyan practice Augeidhism.  Though Malechism is not expressly outlawed, no Malechist temples exist in Siyan â,¬' they have all been confiscated by the Zara â,¬' and priests of the Imperial Cult are swiftly exiled if they are found trying to spread their religion among the Siyanin.  The worship of the Nymph Goddesses is somewhat more palatable to Siyan authorities, and is allowed so long as such practitioners pay their proper respects to the Lord of Grey as well.  Ã¢,¬Å"Apostasy,â,¬Â defined as the failure to make appropriate sacrifices to Niiraun on high holy days or the public denunciation of doing so, is punishable by heavy fines or even exile.  So long as people of other faiths play along for the greater good, they are not bothered by the government.  This has caused a great deal of trouble for the small Anaedan minority, who refuse to honor Niiraun and are thus routinely made examples of by the priesthood (with tacit support from the Council of Elders).

The religious festivals of Siyan are some of the most impressive in the Heartlands.  They are massive and expensive affairs, and in major towns can produce hundreds of sacrificed animals in a single holy day.  Siyan inherited a complex religious calendar from the Exarchate, and rituals and holy days are painstakingly observed by the more pious citizens.  Not all Siyanin are this careful or dedicated with the observation of the faith, but the image of Siyanin as deeply religious and heavily superstitious people persists elsewhere in the Heartlands.  Hemechamshaf III, Sixth Malechus of the Grand Embadran Empire, famously remarked that the only times the Siyanin were not upright in insurrection were when they were prostrate in prayer.[/spoiler]

[spoiler=Economy]
Siyan originally issued silver Exarchate currency, but the consolidation of currency under the Empire resulted in the total extinguishing of this tradition.  For all their traditional sensibility, the merchants of Siyan would likely find it terribly inconvenient and unprofitable to resume this particular tradition, and Siyan continues to use Imperial â,¬Å"silverwheelsâ,¬Â as their primary coin.  Pharesai pha are also increasingly common; Pharesai gold is far more welcome in Siyan than the Pharesayi themselves.  As elsewhere in the heartlands, the peasantry and lower classes rely almost totally on the barter system, paying taxes in kind and rarely laying a hand on any manner of coin in their entire lives.

Siyan is a respectable agricultural center, though its exports are not as great a share as they once were â,¬' Narsura and Pharesaa have exported more foodstuffs every year and have edged Siyan out of much of the market.  Siyanâ,¬,,¢s most important export since the early days of the Empire has been cloth.  Siyan grows more flax than Pharesaa, and its more central location means that its linen is generally cheaper as well.  The Saulzarel have more recently imparted Siyan weavers with the technique of silk production, a secret jealously guarded by the Siyanin, and the growing silk trade has brought new life into the economy of Siyan.  Incense from Oud Miran is also traded, though it is much rarer than it once was â,¬' the closing of the Serpent of Gadiran has made overland caravans the only feasible way to bring in incense, and the Saulzarel (the only ones who attempt the journey) cannot supply nearly as much as was once available.  Other Siyan exports include fish, salt, and spicewood.  Siyan plays a negligible part in the slave trade.[/spoiler]

[spoiler=Magic]
Siyan was host to a huge influx of Exarchate philosophers and priests after Magridda, and has been a bastion of â,¬Å"western thoughtâ,¬Â for generations.  Philosophers and zealots are quite common, and several schools of philosophy have their strongest roots here.  The Celestial Hierarchy is perhaps the best known, if only for their association with the Shadan.  Other schools are also strong in Siyan and many are supported by the patronage of the Cult of Niiraun, which actively encourages Siyan philosophy so long as nothing is terribly objectionable to their faith.

Arcanists are not uncommon either, as many practitioners fled to Siyan along with the philosophers and established academies or tutorships in the realm.  The Shadan presence here has also led to an increased interest in arcanism and magical studies, though this was discouraged by the former Thusmaras, on the assumption that Siyan arcanism would inevitably find treacherous and seditious uses.

Redbinders are as persecuted and feared here as in most other human lands.  Many Gadiranin redbinders, expelled by Dagaekal, find their way to Siyan (much to the consternation of the Siyanin).  As they are little more welcome in Siyan, many of these continue south and eventually find sanctuary under the auspices of the Inmaryolâ,¬,,¢s Falcon Guard (much to the consternation of Zara Hestran).[/spoiler]

[spoiler=Culture and Food]
The Siyan are viewed as deeply religious and somewhat elitist about their traditions by outsiders, though this is held to be not nearly as bad as Narsuran xenophobia.  The perception of Augeidhans by the Embadrans was always one of a â,¬Å"soft,â,¬Â â,¬Å"decadent,â,¬Â â,¬Å"pleasure-lovingâ,¬Â people.  This is easily disproved by Siyanâ,¬,,¢s notoriously combative and independent streak, but Siyanin do tend to value luxury items and fine clothing.  Grey is worn in religious garments, but besides that Siyanin clothing tends to be as colorful as the wearer can afford (though usually not too garish).  Siyanin middle and upper classes value imported luxuries, and the local availability of silk, incense, and spicewood have made their possession common among the Siyanin that can afford such things.  A silk sash about the waist is a common statement of means in Siyanin society, and even the stingiest merchant will likely have one to indicate his status as a person of money and trade.  Typical Siyanin clothing is loose and breezy, and topped with a headscarf to protect against the sun.  The combination of loose, often open clothing and the covering the head has spawned many tavern jokes about Siyanin women, who are reputed to cover their heads with great care while being somewhat less concerned with modesty elsewhere.  While Siyanin dress is less conservative than some other traditions, these rumors are greatly exaggerated.

The Siyanin are famous for heavily spiced dishes.  This is partly because of the availability of spices, and partly because the need to cover up the taste of spoiling is more urgent in hot climates.  Siyan dishes are often spiced to the point of being distasteful or unpalatable to outsiders used to blander food.  Narsurans generally find Siyanin food to be totally inedible, though many nobles and rich merchants elsewhere in the heartlands have acquired tastes for Siyanin-style dishes.  Crushed ice and fruit juice is a uniquely Siyanin delicacy; those who can afford it have it brought from Siyanâ,¬,,¢s mountaintops, while those with even more resources at their disposal may secure a more magical source.  The most well known Siyanin dish is probably Desj, a pudding-like rice paste flavored with meat (usually mutton or fish) and mixed with various ground spices.[/spoiler]

[spoiler=Cities and Towns]
Siyan has many significant towns, but few truly large cities like Aicaioun, Ashuba, or Costhemeiam (before the Great Wave).  Siyan was largely spared from the horrors of the Wave.

The seat of the Zara is in Terebain, in western Siyan.  Terebain is one of the oldest continually inhabited human cities in the Heartlands, and was a garrison town before the Manifest Ruin.  While it is not a great center for trade, it is an important administrative center and is an important central point for the movement of agricultural goods to the coast.  In the latter days of the Exarchate, the constable of Terebain had the Nemna river diverted to surround the city with a constantly running moat.  The city remains in the middle of the river, connected to the shore by two causeways.  Further down the river is the city of Nemna, one of Siyanâ,¬,,¢s primary merchant ports, where goods from the irrigated Nemna river valley eventually make their way before moving onward to their destinations elsewhere in the Heartlands.

Siyanâ,¬,,¢s west is dominated by the â,¬Å"Triad,â,¬Â the three cities of Arshand, Dethevesta, and Angesjar.  Arshand is the most famous; it lies directly adjacent to the ancient Shadan city of Arshandein, part of the lost Dominion of Resheia, which lies sunken in the cityâ,¬,,¢s harbor.  The drowned buildings of Arshadein have long since turned into perilous reefs that are as dangerous to ships as they are beneficial to local fishermen (the ruins teem with undersea life).  The ancient â,¬Å"main streetâ,¬Â of Arshadein is now the only navigable channel from Arshand to open water, making Arshandâ,¬,,¢s port one of the most secure in the world.  The Zara Alchad had several warships sunk in the channel when it was clear the city would be lost to the Kaytines, rendering the port unusable to the invaders for months until the proper arcanists could finish raising the hulks from the channelâ,¬,,¢s bottom.  Dethevesta, another port city, lies to the west.  Dethevesta, the â,¬Å"deep harbor,â,¬Â is another one of Siyanâ,¬,,¢s most important mercantile ports, and is the location of the Zarateâ,¬,,¢s closely guarded silk workhouses.  Angesjar lies further inland, located by a series of hillside springs.  It was the last redoubt of many Siyanin rebels before they were inevitably pushed into the mountains, and is a well-fortified town that has enjoyed some modest prosperity from the spicewood groves that encircle it.[/spoiler]

[spoiler=Sites of Interest]
The Statue of Himerishe - Overlooking Arshandâ,¬,,¢s port, standing by the center of the main channel, stands the marvelous and awesome statue of a robed Shadan woman.  According to an inscription below the waterline, she is Himerishe, recognized by the Shadan as the first Arcanist in history.  The statue stands 70 feet tall, though it appears somewhat shorter â,¬' the sinking of the old city led to the statue being submerged up to her ankles in the sea.  Even so, the statue has resisted weathering remarkably well, as it was crafted out of some magical black rock that has proven impervious to every effort to chip or crack it.

The Orderine Orrery â,¬' Angesjar is home to the most well known of the Siyanin schools of philosophy, the Celestial Hierarchy.  The Hierarchy is committed to the idea that all things have a well defined place in the clockwork functioning of nature, and that only by harmonious obedience to oneâ,¬,,¢s place in that order can one gain true satisfaction and mental attunement with the world.  Their principal retreat is called the â,¬Å"Orderine Orreryâ,¬Â by the Siyanin, as it is the location of an immense gilded indoor orrery that purportedly charts not only the placement of the celestial globes, but the order of living things and greater powers on the face of Ralum and within the darkest reaches of the Inner Realm.  Much research and divination has gone into its construction, as well as fine craftsmanship.  The Orderines (Hierarch cenobites) spend hours in prayer with the Orrery, contemplating its mysteries and implications in silent meditation.

Keirad â,¬' The Azine Gap has always been important to Siyan both strategically and economically, as all traffic from deeper Aziaa â,¬' friend or foe â,¬' must traverse this break in the mountains of Ephayrasaa.  At the northern edge of the gap lies the isolated stronghold of Keirad.  Keirad is both a military headquarters and a trading post.  The citadel itself is administered by a Siyanin constable, but the habitations and markets that have grown around the citadel are generally left to their inhabitants to run and maintain.  More Saulzarel live here than humans, and Pharesai merchants can often be found here as well.  Keriad is an important stop on the incense trade from Oud Miran, as well as the last outpost of Siyan civilization and rule before the vast wastelands of central Aziaa.

The City of Rain â,¬' Stragglers from an Azian tribe were once intercepted by an Exarchate army just east of the Azine Gap, but they were heading west, rather than east into Siyan.  A questioning of their leaders revealed that they had sighted a city shrouded in clouds and rain within the Broken Sands, and had gone to see if any plunder awaited them.  They were instead swallowed up by the rainy mists, and became utterly lost â,¬' only a handful had found their way out of the cityâ,¬,,¢s drizzling shroud, and soon the city had moved  away from the survivors, its form vanishing into the dunes.  Their tale was dismissed as fantasy, but even to this day there are occasional tales of travelers sighting a city in the desert wreathed in rainclouds.  The Saulzarel do not say much about their encounters with the City of Rain, but they are well known to regard the entire Broken Sands as a â,¬Å"cursedâ,¬Â desert, and do not enter its reaches willingly.[/spoiler]
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