LORE SAMPLES
REGION: The Sliski Sea Basin
General Description:
Created by an asteroid striking the planet millennia ago, the Sliski Sea and its surrounding basin are colloquially called The Sly Sky Basin. The depths of the sea are only known to the aquatic inhabitants but the volcanic activity caused by the rupturing of the planet’s crust has shaped the land and its inhabitants. Humans are the dominant race of the Sliski Sea Basin but Elves, Dwarves, Kalo Matuti (merfolk), Centauri, Fairies, Goblins, Kobolds, and many other civilized and wild can also be found. The Kingdoms of Zwiel, Elven Principality, Union of Pirate, Kingdom of Nagashah, and the free cities of Liberas Republicas constitute the major nations in this area.
“To cross the Sly Sky just hop aboard, and I’ll take ya where ye’ll go! To Roha or Zwiel! Nagashah or the Sundered Isle! I’m your man.”
- Captain Iglor Manfre, known smuggler and pirate
Geography:
A major drainage basin for a multitude of rivers flowing into the inland sea. The southwestern region of the basin experiences a hot, desert climate, while the southcentral region has a hot and humid jungle fading into wide, windswept savanna. In the east, the climate gradually grows colder as one ventures north through the Elven forests and across the straights to the northern mountains. The entire northern region of the basin is very cold and mountainous with glacial flows and fjords. The northwestern region slowly changes to highlands then steppes and prairie before becoming a desert. The climate of the islands of the Sliski Sea reflect those of the nearby mainland with a wider range of variation. The island of Thunkgaria has almost the entire range of climate zones, only missing a desert.
History:
Age of Summer
What little recorded history that survives begins around three thousand years ago, in a time called the Age of Summer, when the Elven Principalities stretched across all the Sly Sky Basin and beyond. In those ancient days of the Age of Summer, the different people’s banded together to defeat the Demon Prince Bazuz Mal (son of the Demon King Hanpu and sister to Limushta, Princess of Blood), who in turn left behind his demon’s offspring when his armies departed back to the Abyss. These offspring are the evil races of the world, Goblins and Orcs, Gnolls and Kobolds (though there is great debate on their account), Trolls and Ogres, and all manner of monstrous creatures.
The Hyperborean, Human, Dwarven, Elven, and Centauri alliance shattered after their victory, leaving civilization fragmented. For more than 1000 years they rebuilt their civilizations, until the great volcanoes began to spout forth fumes in what is called the Cataclysm. It caused one hundred years of darkness, one hundred years of night to endure across the Sliski Sea Basin, shattering the Elven Principality that had become the dominant civilization in that time. This left the Elven realm a miniscule fragment of its former glory. But they were not alone in their destruction as the Dwarven Kingdom also suffered greatly from massive cave-ins in their subterranean realm, leading many of their kin to leave and form the Dome Dwarf communities on the surface.
Age of Fall
After the 100 years of the Cataclysm, a new age began, the Age of Fall, or sometimes termed the Age of the Fall by niellist sects. This age has seen the decline of the ancient civilizations of Elves and Dwarves and the flourishing of Humans across the world as their tribes settled and formed kingdoms and empires of such variety that they nearly match all the other races together in complexity of cultures. This Age of Fall has been dubbed an Age of Heroes by some historians considered more positive in their assessments. Heretofore, this opinion has merit as well, for the heroes that have emerged from the shattered world in the eight centuries years after the Cataclysm number many, and more are sure to join their ranks.
Will you be one of them, I wonder?
NATION: Kingdoms of Zwiel
Overview:
Forged by the Pact of Anvil and Sword, the twin Kingdoms of Zwiel have been united for 400 years. A dual kingdom of the northern Sliski Sea Basin, created by the Unification of the followers of Vulnar and Bellon in the Pact of the Anvil and Sword. A pair of Bride-Queens are chosen by the Gods to rule and share their beds. The kingdom thrives under the coexistence of craftsmanship and martial prowess, with a delicate balance maintained between the Meritocracy of Craftsmen and the Aristocracy of Warriors.
“They came with weapons of war, fire and sword, axe and hammer, death and destruction. They came, saw our prosperity, and took it for their own in conquest. Now, we lie in the ashes, our Goddess dead, and mourn with them as their eyes have opened wide.”
— Jaktala Mayblossum, Elven priestess
Beliefs and Culture:
Driven by their quest for knowledge and resources, many of the people Zwiel believe that they are destined to rule the world. Conquest to some, is but an effect of attaining new technologies, while to others, it is their every essence to do violence.
Their dualistic society creates an ambitious culture ever seeking advancement and new ways of thought. Due to its governance by their Dual Queens who rule with divine power, there is little they do that is not connected to their religion. This uniting factor within their culture keeps the population from tearing itself apart, focusing on external threats.
Cities and Significant Locations:
Osburu - Capital of the Sword Clans, Zwiel, is a massive stone castle atop a rocky escarpment, impenetrable and ominous, few have ever even dared attack it, and none have survived the attempt. Armies have been crushed against its walls innumerable times.
Capital of Anvil Clans?
Gildington- A town in Zwiel famous for its golden jewelry and the enchantments the Smiths put upon their wears
Havery Walls- a small village with an ancient stone wall built around it. The magic of this ancient structure still lingers. The keep at the center of the town is known as Havery Bank. It once was used as a bank for a kingdom long gone to dust. Now, a witch named Feldi Frizz lives here alone but for her 782 cats. The townspeople are too scared to ask her to stop letting them breed. However, she neuters or spades them one and all as soon as they come through the portal in her basement, but more always come through.
Haux Fild - A mysterious grove of trees that sits atop a high hill. The hill is a barrow, the trees atop are infused with the power of those entombed, as the roots reach down into the crypts entangling the sarcophagi of the fallen Kings of Hogsfield. These kings were greedy and now the trees are too trying to steal gold and treasure from any travelers that venture into their grove.
DEITY: Nagashah
Overview:
Nagashah, known by various epithets such as The Smooth Bodied Earth King, Wyrm Father, The Everlasting Seed of Dragons, The Bejewelled One, His Royal Snakeyness, Gold Blooded, God-King of the Earth, and The Grabbing One, claims the distinguished title of the King of the Gods in the mythological realm. With a serpentine lower half, and a male upper half adorned with a bejeweled crown, and four to six arms, he is depicted in a way that invokes his capability to seize all that lies within his reach. Nagashah wants to exercise dominion over the earth, shaping the destiny of all.
Unlike a warlike deity, Nagashah seeks religious dominance through fervor and zeal. Revered as the maker of the world and all life upon it, he holds sway over wyrms, reptiles, and everything residing within the earth. Notably, Kobolds worship him as a god.
"Behold the majesty of Nagashah, the Earth King, whose shimmering scales and bejeweled countenance command our awe and reverence. His grasp extends to every corner of the Earth, shaping the destinies of mortals and immortals alike. Let us offer our tribute and devotion, for in his embrace lies the promise of prosperity and divine favor."
- First Gildier Freshgrass, before offering his son to become the next physical embodiment of Nagashah
History:
The oases found in the desert serve as a symbol of Nagashah's lingering influence from his early years when he once roamed the sands with his tribes of Kobolds riding on his back. He masterminded a cultural transition from the desert to the mountains and jungles, a shift that incited a conflict with Roha, who was once a mortal woman but became a Goddess. Their disagreement reached its climax when Nagashah killed the Green Kobold’s Dragon that they worshipped and usurped his role. In response to this act, Roha caused a volcanic eruption of immense size known as the Cataclysm.
Throughout history, Nagashah has sought religious domination not through warfare, but rather through zealous devotion. Desiring appeasement rather than freely bestowing gifts, he imposes his will upon mortals, demanding homage and reverence. Nagashah's influence extends beyond mere mortal affairs; as the maker of the world and all life upon it, he holds sway over wyrms, reptiles, and every creature dwelling within the earth (but not Dragons). This divine authority manifests in his role as the master of mystery and beguiling, capable of assuming different forms and manipulating events to his advantage.
Nagashah's nemesis, Roha, poses a continuous challenge to his divine authority. The conflict between them, rooted in territorial disputes and volcanic eruptions, symbolizes a struggle for dominance in the mythological landscape.
Nagashah’s children, notably-named Jurrnaga, Muernaga, Zemnaga, Yaagnaga, Nomanaga, Gibrinaga, Kitnaga, Herqnaga, and Bicnaga, adds complexity to the deity's rule, as each child embodies a facet of human experience, weaving a narrative that reflects the multifaceted nature of the mythological realm governed by Nagashah.
Divine Persona and Practices:
Nagashah is renowned for his opulent appearance, bedecked in bling-bling: chains, torques, arm rings, rings, crowns, belts, and other extravagant accessories. His lower snake half shimmers with gold and silver scales studded with jewels, while his beard is crafted from velvet, eyes from emerald, and hair in copious quantities.
A shapeshifter capable of walking the earth or appearing at will, Nagashah engages in a theocratic rule where priests hold significant influence, relegating the king to a symbolic figure. His harem of human women, consistently replenished and required to be under 25 years old and beautiful, serves a unique purpose. Nagashah, inhabiting the king's body, engages in intimate encounters as a source of pleasure, using the king's mortal form.
Culture:
Nagashah's influence permeates every facet of the culture within his Kingdom. His penchant for extravagance is mirrored in the society's emphasis on material wealth and grandiosity. The priesthood, wielding significant authority, governs the kingdom with a convoluted bureaucracy, while the king serves merely as a figurehead. Initiation into the religion of Nagashah, marked by the wearing of bejeweled girdles and participation in ritualistic ceremonies, underscores the divine connection between the deity and his followers.
The deity's role as the maker of the world and life upon it establishes a sense of dependency among his followers. The faithful believe they are nothing without Nagashah, fostering a culture of subservience and devotion. This sentiment is reinforced by a convoluted bureaucracy that governs the kingdom, requiring intricate maneuvers to navigate successfully.
Nagashah's legacy endures through the religious practices, societal norms, and conflicts that define the mythological realm. The bejeweled nips, the initiation rituals, and the divine hierarchy continue to shape the cultural identity of the Kingdom. The ongoing conflict with Roha and the intricate dynamics of Nagashah's children contribute to a rich mythological tapestry for the God-King of the Earth.
Activities:
Nagashah's activities within the mythological realm are diverse and far-reaching. From collecting taxes to maintaining a harem of human women, he exerts control over every aspect of mortal existence in his realm. His interactions with mortals range from benevolence to jealousy-driven oppression. Confession, a sacred act of relinquishing one's innermost treasures, serves as a means of communication with the deity, reinforcing the dependence of mortals upon Nagashah's divine favor. Through a theocratic system, priests wield power and influence, ensuring the perpetuation of Nagashah's reign as a God-King.
Though propaganda stating that Nagashah creates and commands Dragons, in truth, he has no association with Dragons at all and they see him as a usurper and deceiver as he stole away many of their Kobold worshipers when he came to power.