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Avrezin
Bereshen
Sorevv
The Summersea
The Diresands
The Ashen Lands
Anywhere Else

Avrezin: The Seven Cities (now Six)

A land built on trade and blessed by the River Ezin. Rekke by the River, the capital (sigil: the Firebird's Talon); Veres and Teres, the Sister Cities (the Sun Rising and the Sun Setting); Zel the Golden (the Amber Tear), where art flourishes; Moruhan (the Burning Hand), which borders Qenar; Kisria the White (the White Candle), which also borders Qenar; and Avre the Ravaged (the Crown of Embers), burned down by the mad warlord-priest Zasev several generations ago. Once a theocracy following the Firebird's guidance, but after Avre's burning the people rebelled, led by Lady General Dakirev. She killed Zasev in the Drowning and established a more equitable form of government, but after her death the Ezinen collapsed into six feuding city-states, barely controlled by the warlord at Rekke. The Drowning also caused a religious schism, resulting in the Old Sects (the remnants of the old theocracy/religion) and the Splinter Sects (more tolerant and more varied). The Qenaren and Ezinen have little fondness for each other, and the more devout Ezinen believe the Qenaren traffic with demons (wraiths).

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Bereshen: The Marshland

North of Qenar. Known for its medicines and healers--and, if you know whom to pay, poisons. Never successfully invaded, mainly because of the treacherous land and rampant disease.

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Sorevv

A theocracy based on worship of the Firebird. Even after the Drowning, Sorevv maintained close ties to Avrezin. Local government is managed by magisters/magistrae, who may or may not agree with national policy.

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The Summersea

The sea to the north of the mainland, peopled by islanders. The people nearest the mainland live by trade and don't believe in making war. Instead, the clans settle dispute through negotiations or by sending assassins called hitokir to kill specific targets. A target must be warned at least three days before an attempt, and the hitokir is not permitted to injure anyone but his or her assigned target. Mainlanders who care to find out consider this method of "warfare" dishonorable in the extreme; those few who have ventured to the islands report that infantry seems unknown or disregarded. The islanders have a monopoly on seafaring and naval power (the last city to challenge the islanders' war fleet was blockaded, embargoed--both by islanders and its own neighbors, fearful of the same fate--and starved into submission). They have never attempted military imperalism, but as they run the fastest and most reliable ships through the Summersea (and beyond?), they are the carriers of choice for most trade goods. Islanders are known as honest in their business dealings (if ruthless bargainers) and ignore others' ideological/religious differences so long as they don't interfere with trade.

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The Diresands

The desert to the south of Qenar (in fact, Harava is at its edge) and the east of Avrezin. Home to various desert factions, some of whom spend their hours attempting to retake Harava (which joined Qenar voluntarily some 200 years ago).

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The Ashen Lands

A land of shadows, sometimes said to be the wraiths' original home. People who go in don't return, except the nomads who eke out a living there.

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Anywhere Else

Nothing fits your character? You must be from further afield. Talk to me. :-)

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