Oriental
Sarba's land is divided into twelve principalities, all governed by
princes vassals to the kahonuan pyromancers. Each principality contains a
capital with the same name. They have differing customs, but some
common points remain: hundreds of tribes submit to their respective
prince; the local architecture is dominated by adobe and wood, with
palaces and fortresses made of stone and terracotta; most tribes have a
specialty, from glass blowing to fighting, from growing millet to
building ships; it's rare to marry outside one's tribe, usually the
result of treaties and alliances; tribes subdivide themselves into
clans, each one with its ancestral totem venerated as a protector
spirit; "Good" is what contributes for the well-being and happiness of
the many, ensuring good relations between people and the community's prosperity.
The "Evil" is what threatens social harmony, sociopath behavior and
inhuman things; scarification is used to beautify, show affiliations and
social status; every district of a capital keeps a great fire day and
night, producing a column of colorful and flavored smoke. Kosinbians are
proud to say that even "blind and deaf foreigners" never get lost in
their cities, one only having to follow the characteristic smell of each
district. Finally, Kahonua's pyromancers have the most political, legal
and religious power. Every temple or monastery is charged with keeping
pieces of oral lore, a valuable secret used only if necessary. Things
like Kahonua's Ascension, details over the Dead Gods, techniques of heat
and fire manipulation, how to commune with the spirit world. In
particular, the measures of balance between sacrifices, related taboos
and analysis of corresponding gains and losses are the basis of
kosinbian laws. For example, inprinsonment is seen as the prisioner
making a sacrifice which benefits the community, but there must be an
equilibrium between the privation suffered and the gains of the many.
Danxome
- The most militarized nation, due to having a frontier with the Orcoid
Belt. Even a hungry peasant won't sell the spear he carries, ready to
defend the principalities from orc migrations. It also has the largest
and most famous cannon foundries of all Sarba, designing advancements
such as composite cannons. A principality famous for its elite troops,
the Ahosi amazons.
Wadai
- Dominated by savannas and arid terrains. The local culture mixes
Kosinbia and Khejal, going as far as worshipping gods other than
Kahonua. Having one of the ends of the Ivory Route makes the wadaians
natural merchants, reselling foreign goods to the other principalities.
Both factors makes oher kosinbians distrustful of the wadaians' honesty
and adhesion to customs. On the other hand, they don't quite follow
khejali customs, for they hunt elephants, keeping the meat and selling
the scrimshawed ivory.
Masaesyli
- The best eland riders of all Kosinbia. Every year, thousands of
nomads hunt tens of thousands of wildebeests, a time marked by festivals
and dangers. It is traditional for the masaesylian princess to lead
this great hunt which also serves as martial training for the riders. In
this land, one's wealth is measured by the number of elands one has.
Kanem
- Charged by the pyromancers of defending kosinbian waters, Bafongo's
peoples build ships with powerful bow cannons to pursue pirates. This
allows them to not contribute with troops to the Sacrifice Bastions,
although there are always volunteers. The surplus of warriors and ships
made them establish colonies and outposts as far as the south of Kavaja
and even in certain points of Drakazin. The crews of kosinbian galleys
are good at making the cannonballs bounce on the water, increasing the
range, lethality and sometimes hitting several ships.
Urewe
- Has more mines than any other principality, extracting from earth
iron, quartz, coal etc. They're also expert smiths, forging ingots and
items of carbon steel. It's the only principality which raises termites
for eating as well for the hive's clay, which has refractory
properties excellent for forges. The other local craft is glass
blowing. The combination of the two results in luxury goods, with no
equal in the continent: glasses and telescopes.
Chagga
- Being near the Ashen Bay makes it so the region is specially rich in
spirits, from beneficial intermediaries between mortals and Kahonua, to
spirits which are evil fragments of the Dead Gods. This results in a
great number of shamans which partially replace the pyromancers in the
principality's bureaucracy and divine matters. They also can contact the
ancestral totems of kosinbian clans. Even the common people can have
relations with one or another spirit and some even acquire powers in the
process. All this also makes the chaggians very superstitious,
something reasonable in their region but almost unnecessary outside of
it. This land also contains a great number of cultists which worship the
Dead Gods, trying to revive them with sacrifices and profane rituals.
Koya
- The mines here produce a third of the world's gold. The local
princess is so rich that she avoids to buy things, not due to being
stingy, but because she doesn't want to destabilize the kosinbian economy as her father did. She also borrows money at
modest interest rates, financing public and private projects in all
Kosinbia and beyond. She calls herself "the richest person in the
world", what might well be the truth. Her fortune is such that she
affords the existence of the "Knights of the Essence-Flame", a group of
warriors which ride hybrids of horse and zebra, wielding spears and
swords whose blades are made of fire capable of cutting steel as if it
was butter.
Mgonde
- It's an open secret that the current mgondian prince is a puppet of
the local arcane aristocracy. Not only pyromancers, but wizards and
sorcerers of all specializations
exist here. One can also find arcane colleges, magical varieties of
gunpowder and powerful fetishes. Many mgondian tribes specialize
in the making of masks. But such items aren't only decorative: the mask
of a pyromancer is a symbol of authority such as the hammer of an
imperial judge. Other masks serve for one to become the host of the
spirit invoked for testimony during a judgment. Tribal masks can also
be equivalent to arcane wands and symbols of pacts with supernatural
forces, either good or evil. Take care as to not offend the spirit which
lives in your mask or fetish, or it might refuse to borrow its power.
Khoikhoi
- The humid jungle prevents this principality's urbanization from
growing. Besides the capital, there is a handful of towns and countless
fortified villages facing the dangers of the bush. Snakes, diseases,
witches, fairies, vampires... For some, "bush" is synonym of "chaos" and
"hell". Few trails are safe and most move through the rivers in canoes.
Many believe that one or more evil powers strive to keep this state of
affairs. Some explore the bush to find out if it is true, finding ruined
temples, fey enclaves and millenary necropolises in the process. The
heat and humidity makes the local folk dress in little more than kilts
of intertwined leaves and prefer weapons of brass or bronze instead of
iron.
Alodia
- The kosinbian granary. Fields of sorghum, yam, cocoa and baobab
orchards go as far as the horizon in some places, irrigated by
terracotta aqueducts. Perhaps the most peaceful, populous and urbanized
principality. The numerous ceramic roads show a local specialty: many
say that pyromantic artisans from here can create ceramic armors, and
obsidian blades, which don't break easily.
Lunda
- Contrasting with the nearby Khoikhoi, the lundian jungle is almost
gentle. Even the fires are intentional and administered by the local
druids, which understand how the biomes they guard depend of fire. Many
exotic pigments are collected by the locals, making this principality
the one with the most diverse and showy colors. The easiness to collect
medicinal plants also favors a great number of alchemists and healers.
The deep woods hide a great number of elven peoples, from an unknown ethnicity.
Bafongo
- A volcanic region highly hostile to life, full of salt flats, wells of
liquid sulphur, fissures spewing toxic gas and acid lakes. The
pyromancers train here at the same time that benefit the local economy:
at the active volcanic calderas, they learn to manipulate the lava in
such a way that can extract valuable things such as copper, granite,
lead, diamonds and asbestos from incandescent and viscous lakes,
ingredients used by the local artisans. The people from here have
barbarian customs: they live as hunter-gatherers, walk in hot coals and
mark themselves with hot irons. The heat of battle and things such as
flaming arrows whip them into a frenzy. Throw themselves against the
enemy with throwing clubs and wooden swords inlaid with obsidian, skin
glistening from sweat and so wild that they pass out from heatstroke
later. Many kosinbians are ashamed from these tribes, for they represent
the worst of the pre-unification Kosinbia.
Kahonuterasi
- Not a principality, but the kosinbian holy land. Here reside the
pyromancer leaders of the Kahonuan cult, inside a mountain which
combines five volcanos with varying levels of activity, thermal lakes
constrasting with lava pits.The ashen plains are highly fertile: the
mountain slopes are rice terraces, producing a surplus reserved to
regions suffering from famine. Many say that Kahonua herself lives in
the most active volcano, the "Shira". There are many monasteries full of
pyromantic monks discussing the minutiae of the kosinbian oral
folklore, songs, fables and prayers considered both too valuable to be
written as well as to be forgotten. There are many sages, the Miungu
'Midomo, whose divine mission is to be living libraries, keeping and
transmitting knowledge said by the prophetess Amanirena herself. So they
can better preserve what they know, these men and women go into
voluntary comas, being awakened only when needed. These people are
guarded very closely against mundane and supernatural threats.
Kubadilishana - Considered a part of Kosinbia, despite being a city in the Island of Ashen Ghosts. A paradise of pirate and corsairs coming from "here, there and thither", as the locals say. This places has everything a pirate needs, ships, weapons, maps, risky and valuable rumors, crews and even reputations (they can spread stories over the world faster than anyone else). There are dozens of languages spoken here, being fashionable to speak things others don't understand, to curse enemies in incomprehensible but offensive ways, and saying things which sound well even if they actually sound as a choking hyena.
Kubadilishana - Considered a part of Kosinbia, despite being a city in the Island of Ashen Ghosts. A paradise of pirate and corsairs coming from "here, there and thither", as the locals say. This places has everything a pirate needs, ships, weapons, maps, risky and valuable rumors, crews and even reputations (they can spread stories over the world faster than anyone else). There are dozens of languages spoken here, being fashionable to speak things others don't understand, to curse enemies in incomprehensible but offensive ways, and saying things which sound well even if they actually sound as a choking hyena.
- Amani - Religion, war and peace in harmony
- Sacrificial Bastions
- Elands
- Principal harems
- Nyokakuba
- Origins of Kahonua e Kosinbia
- Wagadu, the wonderful city
Nenhum comentário:
Postar um comentário