Showing posts with label l:Southrun. Show all posts
Showing posts with label l:Southrun. Show all posts

History of Man in Four Books: Introduction

By 3000ey the mighty Vyrum Empire had come to end. It’s last ruler, Io the Great, went into exile. The remaining Princes were pried out from behind their impregnable walls of stone and were led way in chains. The great alds were left abandoned and ripe for the taking.

The vassal rulers among the five races were left in uneasy peace. For 150 years they had known only war – first against the rise of the Old Ones and then, beginning even at the Battle of the Dry Rift, against each other. The eventual end of their conflicts is fixed as 2991ey. They did not end by treaty, but instead from a general unwillingness to fight any longer. Constant struggle had depleted the treasuries and armies of the Besnir. Their mighty Cavaliers -- guardians of peace and justice for seven centuries, were no more. Into this whimpering peace the human race came to the fore.

The rise of man was noted first by the Hierophants of the Continuum. They sent emissaries to each of the remaining Ranes reporting that the wild primitives who had long been in the shadows were now coalescing into bonafide tribes and putting down roots in permanent settlements. The humans were observed having ceremonies for their dead and though they had an unknown tongue, it was nonetheless language. At the Peace of Dovaris in 3024ey, the Grand Hierophant declared to all the assembled Besnir that the 7th Age had begun. This was not a popular finding among them, and least of all the Urok – for they had long anticipated their own return to power.

In the Four Lands of Northrun, Southrun, Eastrun and Westrun the tribes of man slowly ascended.

Beylik of Jadiya

The Beylik on the North Rim of the Sea of Sand is called the "City without Smiles." It's inhabitants are supposedly forbidden by an ancient curse from indulging in laughter. They discourage it in visitors. Though none would tempt it, the inhabitants earnestly believe that a Djinn will respond to smite those that do. Jadiya is well known for its incense production.

Beylik of Arah

The Beylik of Arah lies on the Western edge of the Khard. It is a welcome respite for travelers, but it only allows them in the bazaar and the lower east quarter -- that portion between the lower garden and the barracks. There is a great communal pool there called Janib's Mercy, named for the god of suffering whose avatar was slain there. The rest of the city is off-limits to visitors.  Arah is well known for its slave market -- a place where people mortgage their lives by selling themselves for fixed periods (no more than 7 years) into slavery. It is also known for its external pool which offers traveling mercy to those who arrive after nightfall when the Beylik's gate is closed tight.

Beylik of Bakub



The Beylik of Bakub on the Western edge of the Khard is well-known as the "City of Two Spires". The College of Abi dalzim is here, but so is the crystal-topped scrying tower of the Bey himself. He is both an avid stargazer and an astronomer of some note.

Inheritance and the Men of the Four Lands



Humans generally follow the presumption of inheritance shown above following the male line. A man will grant his wealth down three generations to sons, grandsons, and great grandsons. Having none eligible, his inheritors will be sought in sibling males and then nephews. Having none eligible, his inheritors will be sought among uncles, cousins and their male children.

Nothing in human law prevents the use of a written testament to record how personal property will be disposed of in the untimely death of a nobleman, but the will regarding real estate and titles will generally follow the presumption above, or the lord will make sure that his liege is well-informed of any desired deviation.



Djazzari

The Djazzari are a group of religious zealots who worship Djazzar -- the Southrun god known as the butchcr -- the culler of life. Many Southruners believe that no man can die unless his life has reached the expiration date given by the gods for that individual. 

The Djazzari help the terminally ill and despondent into death by the administration of various drugs and poisons. This they only do after receiving the sanction of their divine oracle. They also go forth into the world, looking to cull those whose expirations have come and gone, unrecognized. To that end, for a generous donation they can be hired to turn their attention to one individual in particular. If the oracle sanctions it, the murder is a sign that the intended victim had already lived beyond their intended expiration date. In the mind of the Djazzari t becomes their duty to help that individual find their quickest death.

Since they believe that death is foretold, the Djazzari do not believe that anyone can find it sooner than they should. For that reason, they utterly reject medicine or healing in any fashion, other than the passage of time. 

Notwithstanding their rejection of medicinal enchantments, their sect is widely known for its various potions. Chief among these are the legendary potions of sustenance, which are used by its assassins as they go out looking for those who were already supposed to be dead. By vow the Djazzari can neither eat nor drink until their target is helped into death. Sometimes the sect sells its potions, but only at great price.

Akwali Sekhat: a Faith of Southrun


Akwali Sekhat, or Sisters of Sekhat, is the name given to the strange society of Southrun which is headed by a noble woman known as... Al Adhra, the Virgin. The Sisters live in a mountain redoubt completely isolated from the affairs of men. There they are devoted to the worship of their goddess Sekhat, and only leave its confines to practice their cruel murderous rites.

The society is wholly made up of women. Indeed, for a man to enter their fortress is to earn a death sentence. Their society grows from runaway women, absconded servants, abducted children and abandoned widows. Their leader is chosen from among their number by the casting of lots.

The Sisters worship the goddess Sekhat, who is believed to have been slain by her brothers Amir and Bhamut, during their divine feud. The worship of this deity requires the ritualized murder of men. To complete this rite, the Sisters have been known to waylay travelers, infiltrate noble houses, and abduct those who are unawares.

The Sisters also offer their services for hire. All of the nobility of Southrun is aware of the Akwali Sekhat and will often contract with them to remove enemies and rivals. It is believed that by giving them a steady supply of victims, other men will be safer from random attacks.

The Sisters rely heavily on poisons and strangulations to achieve their ends. Many victims have been found with silk sashes around their throats or with faces locked in pain at their passing.

The Vicenary Pharoi

Seafarers are frequently greeted by the comforting loom of the Vicenary Pharoi. In most places, this light can be seen at about 25 miles distance, weather permitting. For the seafarer, this means not only a safe port and a journey's end, but subjecting himself to the rule of a political structure larger than that of the absolute rule of his ship's captain. Learned men of the sea refer to this political structure as the vicegerency.

The vicegerency is measured as the offing, or the farthest point visible from each Pharos in each direction. A matter is "in the offing" if it comes under the jurisdiction of the Viceroy. In like manner, a sailor considers himself under the power of the Viceroy (except in the case of piracy) whenever he can see the loom of the Pharos -- the light of the tower. 

In the vicegerency of that port, the seafarer considers the Viceroy as having ultimate sway to resolve disputes and to represent seafarers before the land residents of Erenth. They do not generally take notice of landed nobles or the customs of the princes and rulers of the land. They will not avail themselves of their courts

The Pharoi of Northrun
The Sapphire Tower of Samarabad (Ald Ciula)
The Emerald Tower of Tamar (Tirgus Holm)

The Pharoi of Southrun
The Coral Tower of Uruda (Rak Gremluuk)
The Blue Tower of Byza
The Copper Tower of Qahira
The Bone Tower of Kalani (Calleny)
The Pearl Tower of Istada
The Ivory Tower of Sabaha (Tradepost)
The Jade Tower of Danab
The Topaz Tower of Isnafar
The Crocus Tower of Anshabajan

The Pharoi of Eastrun
The Gold Tower of Susa (Shu)
The Bronze Tower of Lahara (Laster Shores)
The Crimson Tower of Fah Tawaj (Free City)

The Pharoi of Westrun
The Cedar Tower of Bezapur (Bolden)
The Silver Tower of Walashabad (Watersedge)
The Ebony Tower of Tamisand (Treft)
The Rust Tower of Dabil (Dor Inur) 
The Ruby Tower of Bilishapur (Balduren)
The Sable Tower of Kashir (Tradestop)


While there are 20 different Pharoi, and the turret of each is painted for its unique name, each of the towers has the same basic architecture. The towers are four hundred feet from base to lantern tip. 

The barracks, cellars and wellroom take up the first three floors of the tower. They are only accessed through massive ironbound doors and sally ports.

The great hall of the pharos is 36 feet above ground level and can be accessed from the internal ladder or the great sweeping stone stair which spirals up the outside of the tower. It boasts a 50 foot high ceiling on a 70 foot diameter room. The floor of the great hall boasts a massive map which depicts the known seas and its shores.

The next four floors are 60 feet in diameter and 12 feet high.

The next floor is 55 feet in diameter and 12 feet high.

The next two floors are 50 feet in diameter and 12 feet high.

The next three floors are 45 feet in diameter and 12 feet high.

The Viceroy's Hall is 40 feet in diameter with a 75 foot ceiling.

The Vicereine's Apartments are 40 feet in diameter and boast two floors with 12 foot ceilings.

City of Kalani

The port city of Kalani is located on the coast of the Satrapcy of Midir in the Land of Southrun. It is home to its famous kiln houses which are responsible for producing some of the most highly prized pottery, the world over. It's chief rival is Ladah.

City of Qahira

The City of Qahira is located on the coast of the Satrapcy of Midir in the Land of Southrun. It is also one of the Vicenary Ports and widely known for its spice market and the fabled Qahiran Steel of its weaponsmiths.

Town of Salmad

The port Town of Salmad is located in the Kingdom of Byza in the Land of Southrun. It is famous for jewelers who craft in bone and coral, but also for its shipwrights. It harvests cedar for planking and masts and the cedars of Salmad are widely prized for this purpose. 

Town of Farala

The Town of Farala is located in the Satrapcy of Byza in the Land of Southrun. The town is known for its perfumes and oils and the manufacture of incense (prized by the Church of Westrun and the Temples of Eastrun) from materials brought out of the Khard.

City of Byza

Wealthy and opulent, Byza is the capital of the Satrapcy of Byza. It is known for its counting houses and embroidery. It is also one of the Vicenary Ports and home of the Viceroy's Blue Tower.

Town of Ladah

Located in the Satrapcy of Byza, the Town of Ladah is known for its tidal salt basins and vibrant dye pools. It's chief rivalry in pigments is Kalani

Dun Duergara

Race: Dwarf, Derro

Land: Southrun

Name: Hearth of the Angry Souls

Regn: Druna Garentega

Soror:

Cup Bearer:

Herald:

Eunuch:

Commander:

Shield Bearer:

Lawspeaker:

Noble Houses:

Resources:

Population: 8200

Description:


   

Dun Dalurdig

Race: Dwarf, Derro

Land: Southrun

Name: Hearth of the Bright Black Watch

Regn: Sudurtal Dururthur

Soror:

Cup Bearer:

Herald:

Eunuch:

Commander:

Shield Bearer:

Lawspeaker:

Noble Houses:

Resources:

Population: 2200

Description:

  

A Catalog of Ancient Humanity: the Nandi and Meni

The first humans known to history were a loose collection of tribes known as the Nandi or Painted People. They were primitive and brutish without a written language or permanent habitations. They were nomads who followed the migration of beasts in each of the lands that they were found. The Painted People lived by hunting and gathering. Little mention of them is found in any of the histories of the first five ages. It may be that they were regarded as little more than beasts by the Elder Races.

During the Sixth Age, the Dragon Princes elevated some of these humans to servanthood. They were clothed, taught High Speech and civilized -- some were tutored in the arts and sciences. These Meni lived and bred apart from the Nandi and by the end of that age were almost a race unto themselves. At the conclusion of the War of Four Lands, having taken no great part in the conflict, these civilized Meni were positioned to inherit that which was abandoned by their masters.

In most places, the Meni were eventually reabsorbed by the Nandi, but some continued, in notable pockets among their distant cousins and were distinguished from them by their propensity to settle, develop agriculture, and animal husbandry. Among these were the Tren of Westrun, the Shan in the great valleys of Eastrun, the Fahr in the Ice Plains of Northrun and the Saba on the Sea Coasts of Southrun. Each of these went on to develop cultures and languages that were distinct from one another.

The most prosperous of the Meni, however, were those who lived near the seat of power of the rapidly eroding principalities in what is presently called the Provinces. Their speech and culture was heavily flavored by their former masters and their way of life. While they were never able to rise to the glory that had been their estate, they lived on in close approximation of it and only slowly lost ground in the arts and sciences.