Mostrando postagens com marcador northern empire. Mostrar todas as postagens
Mostrando postagens com marcador northern empire. Mostrar todas as postagens

segunda-feira, 19 de novembro de 2018

Slavery in the Northern Empire


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All people are born unequal in the Northern Empire. A few have more rights and duties than most, due to the privileges of an aristocratic title. Most are free men, from the hungry peasant to the merchant buying another ship. A lot has few rights and many duties: slaves. Slavery is more than a chain around your neck. It is the disdain from whoever passes by, the feeling of knowing exactly how much you are worth to others, the restrictions you follow on reflex. But controlling the body is easier than controlling the mind, and being a slave is a condition marked by punishments and curfews. Even so, the familiarity and possible secrets known by a slave may make an owner as fearful and hateful of a slave as the latter is of the former Not only individuals and families, but institutions and organizations such as temples, guilds, fiefs and the empire itself can own slaves. Among the few rights slaves have, are included: they can't be beat on public; the assassination of a slave is considered a crime of murder, and not destruction of propriety; and all slaves may even receive a monthly wage, accumulating and using it to buy their own freedom.

On average, slaves have difficult lives, often brutal and short. But like all averages, this represents a huge variety of situations. And like in every social class, there are subdivisions. A slave's condition reflects his or her job. A veterinary slave of the Northern Empire is much more important, respectable and expensive than a public slave ordered to clean the streets of the city which owns him. A physician slave has living quarters and social status far beyond an ordinary citizen, although the latter has a greater legal status. Loyalty and trust also make a difference: the newly grown up elf may give freedom to the dwarf nanny which took care of him in his childhood. Another important slave's jobs include treasurer, overseer, secretary, gladiator etc. In the other extreme, mine workers may have their lives counted in months.

Melucia's cult fights against the bad treatment common in the commerce and use of slaves, for they consider it contrary to the principles of love and pleasure of their goddess. Many of her temples don't accept faithful which own slaves, and petitions to close slave markets are common. They also finance several adventurers, know as "Lovers of Freedom", which fight against slavery. They usually board slave ships in the seas, and many don't limit themselves to illegal trafficking, freeing and helping slaves whose ownership is legal in the eyes of the Empire. The cleric of Melucia, the countess Eliseé Beminni, regularly buys slaves through third parties to then free and equip them, so that they may attack enslavers outside northern territory. Their favorite target is usually the city Numantia Berriak, a market in the Fiery River from which leave tens of thousands of slaves every year. Some years ago, the local chieftains wrote a letter to the emperor Basileus, asking for intervention, friendship and free trade. They were ignored.

Ourgos is also a god popular among slaves, for he represents hard work, and also why many artisans are or were slaves and acquired freedom through their craft. The slaves belonging to the cult of Ourgos are usually more valued, for manual work is a way to worship the God of Labour. Another god important to the slaves is Carnificius. In his role of divine punisher, he is worshipped by slaves which may pass through unfair punishments. Many of the servants of the God of Death, the maganchos, are slaves themselves, punishing owners and masters which abuse the people which belong to them.

Slave escapes can happen any time, anywhere. The problem is that this facilitates the existence of vampires, which can abduct a slave in the security that said slave is considered a runaway. Even great urban centers can house vampire covens due to this, and many regions have thorough slave censuses for this reason. However, there are rumors about the duchy of Chouette. This is one of most recent duchies, established in the northern shores of the Fiery River only seventy five years ago, thinly populated and very reliant on slaves for its economy. Carnificius' cult is specially strong here, not only due to the huge number of slaves, but also because they are the main opposing force to the vampires infiltrated in the aristocracy and administration. Here, many maganchos specialize in hunting vampires, undergoing a war hidden behind slave uprisings and class conflicts.

At the end, imperial slavery implies a bizarre kind of equality. Anyone in the Empire can become a slave if they have bad lucks such as debts, kidnapping, political intrigues, exile, crime, trickery, defeat in battle etc. And while imperial scholars debate the merits and problems of slavery, they leave out a common and meaningful effect: that anyone can look around and see someone in a situation so bad that one feels better in response. This is possible even for most slaves, and perhaps the best stimulus to please their owners and acquire their freedom.

Hope is the vice of the hopeless.
-Graffiti found at the back of the slave market at the city of Raeti.

quarta-feira, 26 de setembro de 2018

Culver Barony

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I can estimate if I'll be able the imperial weapon quotas by the noise coming from the wall every day, but I have to use deaf guards because a enraged bull wouldn't be heard through the hammering of my loyal dwarf craftsmen.
-Baron Culver. Every day, his barony swallows several hundred ingots of iron and bronze to produce lamellae, helmets, blades, cannons etc, besides the exotic weaponry that the baron can dream of.

The baron Caleb Culver is an eccentric and genius inventor serving the emperor. He's responsible by the design of the Palatine Walls, arming the Palatine Bears, keeping an arsenal for the capital, as well as several innovations, tools and weapons. The barony occupies an area west of the capital Noster Amaranthi, providing an extra layer to the considerable urban defenses. Culver also commands several forts and towers in the rivers which reach hte Great Lake, covering strategic points. 

The several burn scars in the baron's body attest to his inventivity and taste for gunpowder. Sanctioned company's adventurers are frequently charged with testing machines, tools and weapons developed by Culver: some fail, other don't. Sanctioned companies also have the right to buy exotic weaponry from here, incorporating materials and parts from Kosinbia, Groria or even Scarnost.

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The hydromechanical power plant is Culver's pride: the second largest and most complex machine ever built in the Northern Empire (only behind Antikythera), providing energy through networks of wooden rods to two hundred and fifty pumps, workshops, forges, sawmills and hydraulic hammers. Fourteen water wheels which not only provide power, but also feed an aqueduct of Noster Amaranthi. If necessary, the plant can pump a million gallons of water in twenty four hours, making a deafening noise in the process. Sixty workers and an equal number of soldiers ensure its maintenance and security. The baron's castle is actually such a complex and productive factory that it also became a temple of the god of work, Ourgos. Many priests and clerics are in Culver's payroll, producing blessed craftwork, from nails to forges whose temperature is ideal and never changes.

https://upload.wikimedia.org/wikipedia/commons/b/b1/Vintage_image_of_steam_train.jpgThe barony also houses a scarnostian enclave, where engineers keep the starter terminal of the ironhorses which go through the imperial railway: steam locomotives imported from Scarnost. A expensive and unique technology. The enclave has workshops to fabricate spare parts, geisthane guards in mechnical armor and even pneumatic cannons to portect Technogestalt's secret technologies. Only imperial messengers, northern soldiers, important clerks and sanctioned companies are allowed to embark one of the trains. The enclave's leader is also the scarnostian ambassador.
Culver's greatest frustration is being unable to create a steam engine capable of moving the imperial trains. In the process, he realized the limits of manual craftsmanship, even if done by dwarfs, and believes that he would need scarnostian tools such as drills and lathes to reach his objective. The problem is that, not only such machines would have to be smuggled from Scarnost, they would also create a serious diplomatic incident with Technogestalt and the analogical computer which leads it, Tecnogeist.

Imperial Palace

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Image taken from here.

The Imperial Palace rises up the heavens as if to challenge them. At dawn and dusk, its shadow extends far beyond the capital's walls. A monumental tower a hundred and sixty meters tall and entirely covered in white marble, fifteen years and tens of thousands of workers were necessary to build it. Nothing was imported, all the materials used came from the empire.The Imperial Palace and its physical integrity are a symbol of the power, resources and longevity of the Union of Imperial Duchies, therefore, not a single crack was admitted on its construction. For defense, every floor has between four and eight cannons. Bartizans with rifled swivel guns in the uneven floors are used against aerial threats. The magical defenses include counter-scrying extended to the whole palace, except in a single floor. Besides, there are two seers dedicated to foresee threats which specifically target the tower. The bricks used on its construction were manufactured and individually blessed by priests of Ourgos so that they were highly resistant, also blocking the entrance of spirits and intangible creatures. War wizards used many alchemical and magical effects to test the defenses on each floor. The public archives register that in a certain moment, a meteor was invoked to hit the palace. Upon colliding, it broke in pieces, but the walls remained. Adventurers were hired to infiltrate the tower, but none went as far as the 17º floor.

The palace was built on top of a hill covered with twelve levels of octagonal terraces. The uppermost terrace houses the headquarters of the Guardians of the Boreal Crown Order, the emperor's personal guard. Their jurisdiction is the whole palace and the hill, up to the marks in the octagonal corners: the arcades of Cippis, the Fair. Only they may carry weapons and ride animals in this area. The elevated podiums spread throughout the terraces may be used by any citizen for speeches, lessons, meetings, picnics and other social activities.

The floors are as follows:

The underground has catacombs and exhausted mines older than the empire, from the time that the city was a city-state among many. Nowadays, it has dungeons for important prisoners, such as the leaders of the Terra Preta Duchy Rebellion, tombs of old emperors and senators. It also has a well and exclusive cisterns. The headquarters of the Sicarcani is here, from where the Spymaster Clovis commands them. 

1° floor: hall of public announcements and ceremonies. The northern wall has a relief composed by a mosaic combining colorful porcelain, several granites, shells and amethysts, forming the empire's map. The lineage of the mistress Aglade Tiennelle, creator of the mosaic, is in charge of keeping the map up to date. This is the only area open to the public and, when the emperor goes to his private chambers, the Boreal Crown is shown in a dome of sapglass. However, it is said that it is only a copy. The ground floor is surrounded by thirteen adamantine pilasters housing altars, each one dedicated to a specific pantheon's god and shining in the deity's respective month. Between the pilasters, flying buttresses sustain the bells which ring the end of a month and the beginning of another.

2º to 15º: the senate's hall and the senator's apartments. High panes of glass ensures the hall is illuminated by Diveus' light. Despite being a place where even dukes show a certain humility, the senators are surprinsigly open to talk with the rabble, showing looks which calculate the strengths and weaknesses of every individual. The lives of millions are decided in discussions that might show immaculate rhetoric as well as gross profanities.

16º: arsenal. Here lies an excellent inventory of weapons and armor of every type, from slings to cannonballs, from daggers to bardiches, from gambesons to full plates; It is said that the equipment includes even mechanical arms and armor from Scarnost.

17º: The public archives don't say what is here. Although one may count all the floors from the outside, the stairs and elevators (moved by windmills at the top of the palace) go from the 16º straight to the 18º. Whoever passes through here, feels an unpleasant angst which no one wishes to feel again.

18º: here lie the magic mirrors with which the emperor and the senators keep instant communication with the duchies. About two hundred mirrors, each two meters tall and one meter wide, show faraway landscapes, almost like windows or portals. Through them, bureaucrats and nobles separated by thousands of kilometers exchange information and keep the empire united.

19º e 20º: imperial war treasury. Whoever enters here faces four golems in perpetual guard. Behind them, lies an iron gate which asks for the password to whoever approaches, punishing invaders with deafening screeches and flames. The treasury consists of war spoils, like magical panoplies, and is used to finance military campaigns. When necessary, clerks of unmatched loyalty remove some items, auctioning them in the first floor to nobles and sanctioned companies.

21º: the whole floor is a great circular hall for formal meetings and feasts. A kitchen at the center uses ingredients from the whole empire and beyond to delight the noses and tastes of the guests, serving wonders such as megatherium ribs tempered with fey pepper and arrow-kiss tongues with mint. They also always prepare the emperor's favorite dish, potato with fried onions.

22º ao 26º:administrative and bureaucratic areas, as well as the most secret imperial registers: censuses, prophecies, banished biographies and people whose names were erased from imperial history. The smell of old paper permeates the floors. Due to the amount of files, any fire would be catastrophic. To avoid this, these floors used giant pirilampos as a light source.

27º: the ministerial offices; Primary Ministry, Defense, External Affairs, Internal Affairs, Agriculture, Commerce and Knowledge. These men and women act as great inspectors, checking the empire's conditions, preparing precise reports to the senate and emperor and then ratifying their decisions. 

28º: hall of the imperial throne. Where the audiences with the emperor happen. The throne is made of iron with silver inlays. The walls have alcoves housing altars with the effigies of past emperors. These are made by every emperor or empress upon assuming the crown and removed from the latter after they fulfill the cycle of occupying the many sockets on it until they new effigies are put. This way, the souls of past emperors can see the current affairs and even opine when invoked through the crown effigies. Demonstrating its magnanimity, the crown allows that any imperial citizen watch the audiences, if he registers his presence in advance. In practice, it is very hard to acquire a place.

29º: private chambers of the emperor, Basileus Quatre Palatini and his family: the wife, Diva Palatini; the son, Vasilios Palatini; the daughter in law, Beatrice Divereux Palatini; and the emperor's grandsons.

30º to 35º: the Order of Hippogryph Riders' headquarters. Includes platforms from which they take flight. From here they carry military messages straight to the baronies. From the 35º floor, it is possible to watch over forty kilometers away, see the villages and cultivated fields which sustain Noster Amaranthi, as well as the regular explosions in the Culver Barony.

Ashbel Necropolis

"We bones that here are, for yours await." - The new municipal motto

     The Feird Region is still recovering from the devastation brought by the Retaliations War. The goblinoid hordes were mostly incapable of taking big cities, but the wasting of the fields brought hunger in the following years. The whole region still depends of foodstuffs coming from Sycamore and Ametis.
     The Ashbel metropolis, in the empire's south, was thoroughly sacked and declared a "dead city" by the senate. It became the greatest necropolis ever seen in Sarba, quickly filled up with the dead of war. The Carnificius' cult convinced the senate into allowing them to use the railway to transport bones from crowded necropolises throughout the empire to Ashbel. The Duvant barony was created to stop thieves and necromancers from stealing the dead and belongings left by the living. The duvantian guardians are helped by the cult of Carnificius against necromantic threats, patrol the labyrinth of urban ruins, escort peregrines and wonder if Arcantos, Ghara's first lich, might be interested in such a concentration of raw materials. Maganchos secretly help, but they also use the ruins for their own purposes. The Athanatoi Order also helps, as long as it is allowed to recruit undead here.

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It is notable that the undead which appear here aren't aggressive, some are even friendly. Carnificius' cult says this reflects the good nature of old Ashbel.
      The necropolis and its surroundings are managed by the Carnificius' cult. Besides mundane problems such as transporting and housing bones in ways that please the dead souls, the region suffers with hauntings at a chronic level:

  1. Many ghosts from when the city was sacked still manifest themselves.
  2. Fel's pockets must be purified before they burst.
  3. Two arachiinferi appear for every one that is banished to hell.
  4. Corpse diggers try to smuggle bones and steal sacrifices to the dead.
     Many of the public slaves brought here to reform the ruins into mortuary shelters were freed only to become part of the death god's cult. Some still resent what they see as "escaping the living to be enslaved by the dead", in the words of Vokk, hanged by trying to reanimate skeletons in the Guilty Avenue, ossuary number seventy. Flesh golem's crews are being used as workers and sources of perpetual motion. They create mausoleums, towers and artistic mosaics, all made out of piled bones and recycled rubble. The former city and its surroundings are almost a necrocracy inside the Northern Empire, managed with considerable autonomy by the cult of the god of the dead.

      The aqueducts were restored to provide a moat around the necropolis, accessible only a properly blessed drawbridge. What remains of the walls are inscribed with explanations and requests in Ispariz, the extinct language which the cult of Carnificius uses to send messages to the dead. The underground tunnel network connecting cellars, sewers and cisterns is labyrinthine. All these measures are to confuse and imprison the local spirits, including the naturally occurring will-o'-the-wisps.

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Dukai, the Vile. Due to unpronounceable crimes, he was condemned to death, death, death and prison. This means he was killed, revived, killed, revived, killed and his soul was imprisoned so that it may never reincarnate. The chest which hosts it is kept in a tower here.

sexta-feira, 7 de setembro de 2018

Mutual Debt System

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Village inhabitants don't depend on money to exchange things among themselves, since there is not enough coins available. Not even bartering, for one can't depend on the great coincidence that two people have exactly what the other needs in matching quantities. Everything works on the basis of trust, mutual debt and favor exchange. The fisherman gives off fishes to the others, who in turn will give him things such as  a hat and rope in the future. Who doesn't participate or doesn't honour his debts becomes a pariah which can't count with a neighbor's bread when his preserves spoil. The village chief is specially important because he manages tensions such as when someone needs something and whoever has it doesn't want to let go of some of it. Few peasants will actually deal with money. In a hundred-strong village, it's likely only the chief has coins. He uses them to negotiate with travellers, adventurers and any strangers which need something but can't ensure a future favor. This way, he acquires things the village needs, although his personal needs and wants are probably mixed in this. This system works in numbers small enough that everyone knows everyone. It might even work among chiefs of different villages and merchants with regular routes. In towns and cities, money becomes necessary in the daily routine and it's more likely someone receives coins instead of promises. However, neighborhoods and districts inside the cities might still use the mutual debt system.

quinta-feira, 6 de setembro de 2018

Runics

     An empire with a hundred million inhabitants has many races, cultures and ethniticies. Some are more relevant, like the feidralin. Others are despised. That is the case of the runics. "No-clan" Runaros was a common dwarf until he was infected with nefilim leprosy in 1092 Post-Idura. The disease made his skin become grey and flaky, beard and hair turning into dry ash. But the disease was also lethal. Fearing a plague, his clan exiled him as it was custom everywhere after the Nefilim Invasion. No-Clan lost the security of the community, his family's love and everything he couldn't carry in the wagon. It's unknown what he did afterwards. No one has records, although the runics have a thousand stories, sometimes contradictory, about their founder. No one even knows how he died. What is known is that, somehow, he developed runic tattoos which slow, or, if applied fast enough, stop the progress of the pranic corruption caused by the disease. The tattoo is different for every individual, but the lines, curves and angles always seem to reflect the carrier's personality somehow. Runaros treated many and taught some of them.

       Municipal archives in the empire and beyond started registering the presence of caravans self-named "runics" in 1165 PI. Itinerant bands of merchants, artists, charlatans, smiths, smugglers and thiefs, they were infamous and their merchandise was wanted in equal measure. Commoners disdained the runic customs and professions. The expression "runic way" soon appeared, when someone seeks advantages or jumps into an opportunity even if there's no clear reason or it's even dangerous to do so. In the other hand, this way of living was the only one in which the runics weren't prevented or forbidden from doing. The people always objected when a runic tried to be their neighbor. At most, there were slums nicknamed "leprosariums" where they lived apart and always outside the walls. Stealing was often the only way to survive, and not all runics were good people. But either good or bad, runics were more remarkable than the common man.

       When they realized that they were many and with a common trait no one else had, they organized themselves. They founded the Lazarus Order and made deals with Dhalila's cult. Half the caravans would settle in isolated or empty places; each one would provide a volunteer, fully equipped, to integrate the order and protect runics everywhere from dangers that sometimes included crows of furious northerners and lords seeking scapegoats. The other half would remain going here and there, buying and selling as they always did. But now they would sell something in Dhalikastra's name, a product which ensures the opening of gates and even a measure of half-baked politeness: the adamant retrieved from falling nefilim nests eliminated by Dhalila's cult. Being pariahs. nomadism. adamant. selling of goods, services and information; all this makes the runics well-liked by adventurers and vice versa. After all, it's a simple step to go from runic to adventurer.

sexta-feira, 31 de agosto de 2018

Emperor Basileus Palatini

Portrait during the Reataliations War, fourteen years ago.
If you want it easy...                                               ...We chose the wrong side!
-The emperor's warcry to his followers, and the answer they always give.

The current emperor*, Basileus Quatre Palatini, was elected by the senate in 1405 Post-Idura, ten years ago, due to his role in ending the Retaliations War and other remarkable feats benefitting the Northern Empire. At the time, he had, and still has, great popular support. A war veteran seventy years old, fifty five of which he spent in the imperial army as a soldier and centurion, also makes him popular among the military. During his time as emperor, he showed a certain pragmatism**. Maybe due to his experiences as a soldier, he doesn't spend much in luxuries like past emperors, maintaining a reasonable humility. Physically, the emperor can compete with men half his age. Every day, he runs the entire extension of the Palatinate Walls, also verifying their condition and the militia's morale. Even so, he isn't as fast as he once was, and his enchanted panoply compensates this fact. As emperor, he has acess to a great deal of equipment and mounts, his favorite being the giant dog*** called Folkas II. His personal motto is Dum Spiro Spero, which means "As long as I draw breath, I will have hope". An unique power, supposedly acquired during the events which lead to the destruction of Ashbel, is that the emperor can invoke the souls of old companions in arms to help him during combat****.

His panoply consists of a magnecurium called "For Diana*****", with a adamantine blade; an engraved suit of armour, "Diveus Cuirass", laminated in the neomaranthine style; a personal extravagance is using simple boots instead of greaves, but it makes sense considering his past as a infantryman; a kosinbian repetition pistol and a hand mortar, besides ammunition. This equipment has powerful magics, befitting his status as the emperor of the Union of Imperial Duchies.
 
 
 
 
 
*Other titles: Granite Bear, Watcher of the Feltran Throat, Eximius Mgister Militum of the Imperial Legions, Salvator Imperium, count of Elpis, Dragonslayer, supreme commander of the Palatini Bears.
 
**A man who loves his land so much that he's willing to use what he hates to save it. They love him for helping the truce with the goblinoid tribes, for attempting to bring an end to the hate. He never stopped hating them, he just prioritized the bigger threat: Lucian. -Beatrice Palatini, the emperor's daughter in law.
 
***Of the breed called "Hamask-Shepherd", found in Yaros.
 
****In his words: "all veterans have ghosts in their pasts, but only I lead mine against dragons."
 
*****His missing daughter. It is said that she is dead, that she ran away, that she was kidnapped etc. The emperor refuses to comment on this.

segunda-feira, 27 de agosto de 2018

1405 Imperial Census

Official information of the census performed at the time 
of the crowning of emperor Basileus Quatre Palatini. 

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Civilian might

Approximately 300.000 villages, 2.500 cities* e 80 metropolises**. 


Approximately 100.080.000 inhabitants distributed in 10,180,000 square kilometers

Further subdivisions:
  • Citizens 64,5%; slaves 25,5%; foreigners 3%; barbarians 5%; others 2%.
  • Humans 44,6%; elves 14,3%; dwarfs 14,6%; hobgoblins 12%; goblins 8%; halflings 4,5%; others 3%.
  • Males 48,2%; Females 51,8%.
  • Children 24,6%; teenagers 21,1%; adults 32,9%; aged peoples 21,2%; elders 3,4%.
  • Aristocracy: 202 dukes; 202 senators; 1107 marquises; 4988 counts; 26003 viscounts

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Average population of a duchy: 450.000 inhabitants.
Average yearly revenues of a duke: 380.000 gold coins.

Roads: 602.004 kilometers, 121.000 being paved with stone or a material of similar quality. The rest uses wood, rammed earth, gravel or acceptable local substitutes.

Rate of imperial literacy: 13%, going as high as 30% in communities with a thousand or more inhabitants. That means about 16,5 millions are likely candidates for jobs in the imperial administration.



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Military might

1.239 barons

Professional army (including specialized troops): 370.600 soldiers. Highlighted:
  1. Falknerian Halberdier Riders (cavalry and mounted infantry)
  2. Hill Garrisons (skilled in underground warfare)
  3. Grouro Pikemen (immigrants receiving citizenship in exchange of military service)
  4. Palatini Bears (mixed troop regiments which protect the capital)

Seasonal Militias: about  one million; two hundred and fifty thousand of these are patrolling and garrisoning at any given time. Highly divergent in training, quality and equipment. Highlighted:

  1. Sycamorian archer-spearers (skilled against komatai mounted archers)
  2. Gentlemen of Viellvier (marines equipped with chakrams)
  3. Yellow Eye Roughnecks (patrolling the arid regions in northern Falkner)
217 ducal knight orders, that is, having at least two thousand horsemen and therefore recrutable into the legions.

10 active imperial legions.

Current campaigns:

  • Punitive expedition against the Al-Shahi Sultanate.
  • Rebellion of the Terra Preta duchy.
  • Helping Lega Groura against incursions of the Unquiet Lands.
  • Yearly purge of orcoid migrations. 



1.361 assorted knight orders; 982 have less than 50 members, like the Rooster Order, whose knights use red-crested helmets and pickaxes styled as legs with spurs.

285 sanctioned companies.

Imperial Navy: 82 ships with oceanic capabilities (mainly caravels and galleons), 167 coastal ships (galeasses, drakois and galleys), 52.000 sailors (including 20.000 enslaved rowers), 1.800 cannons of multiple bores. Flagship: Carrancão.

Ducal navies: 611 coastal ships (galleys and galeasses), 132.000 sailors (of which 40.000 are enslaved rowers), 2.000 cannons of multiple bores, plus old ballistas and catapults.

Extraordinary might

33.000 seers employed in the imperial administration, whose total average accuracy is 63,229%.

51.407 arcane magic users.


907.002 priests.

72.009 divine magic users.

22 prophecies potentially capable of harming the empire. Twelve clearly reference Lucian, dragons and Drakhazin.


Ghara is a diverse world, in cultures, horrors, reasons to kill or die, and certainly to live. Gharian history is shaped around events awesome in scale and comprehension; and at each one of these disasters, there was a reaction. Heroes, be they individuals, groups or entire nations, fought back against that which harmed them. In Ghara, there is no hero if there is no one left to tell the tale. 
-Imperial Geohistorical Codex, 1405 Post-Idura edition, year 505 since the foundation of the 
Union of Imperial Duchies, celebrating the election of the emperor Basileus Quatre Palatini.

 

*At least ten thousand inhabitants.
**A hundred thousand inhabitants or more.

Regions of the Northern Empire


     
     Ametis is made up of populated plains: in a day's travel, one can pass a dozen villages, fields stretching to the horizon, channels for irrigation and the passage of barges pulled by donkeys. The forests have plenty of useful woods and fruits, and at the thick groves a peasant can hunt boars and jaguars, although hurting harpy eagles is a crime and heresy for the worshippers of Diveus. The climate is temperate and pleasant.

     Cities keep walls just to have gates where they can control the traffic and demand a toll. Neighborhoods proliferate outside the walls, fearless of being attacked. Adventurers are shunned, a sign that something is wrong in what should be peaceful lands, that disorder is to come. But there are still dangers: being caught in aristocratic intrigue; arenas house thousands of people and a dozen fights daily; bandits and monsters can be found in the highlands like the Mandible Ridges, occupying pre-imperial castles; pirates hunt the rich sea trade at the Nyxcilla Gulf.

      It is the richest region, where even modest families can afford one or two slaves. Ametians also are proud of being the core of the empire, having so many important places.
  • Population: 41 millions.
  • Exports: grains (amaranth, wheat, and barley), ametysts, ships, beer, gunpowder, wine, cannons, silver, crafts, salt and hipogryphs. 
  • Imports: lumber, slaves, sapglass, iron, mercury, cattle and alchemical fertilizers. The nobility buys many products such as sugar and frankincense. Products from all over the world may be found in Noster and Viellvier.
  1. Divine Arsenal, sacred domain of Camulus
  2. Noster Amaranthi, capital of the empire
      • Asprotelmo Scriptorium 
      • Culver barony 
      • Imperial University 
      • Palatine Walls
      • Prison Fleet
      • Sacral Theater
      • Stone Slums
      • Theater of Strife
      • Undercity
  3. Omphalos Pinnacle, sacred domain of Ourgos 
  4. Reévy duchy
  5. Tallarx, sacred domain of Diveus
  6. Tartar Cauldron, sacred domain of Carnifícius
  7. Tyrintha Petropolis, capital of the Tyr duchy 
  8. Viellvier, greatest imperial harbour
  9. Viridis Orcum,the forbidden woods
  10. Voycrater, the gladiator city


     


    Caledon is proud of having the "true" northern dialect, including archaic expressions so unknown that citizens of other regions suspect that caledonians make them up just to have a reason to gloat. The smaller population and lack of highlights in comparison with other regions makes them specially willing to adopt novelties coming from Scarnost, believing in the power of the technogestaltic technologies. This creates tension and even incidents with the radical druids of Ka'aari, making both sides more extreme. It's relatively unpopulated in comparison with Ametis and Feidr, but the immigration of dozens of thousands of grouros is changing this.

     An unique seasonal phenomenon are the pollen storms coming from Ka'aari. Although they may look like a golden sandstorm, they are made of a thick and quite nutritious powder. This supernatural pollen also is the raw material for alchemical fertilizers. The caledonian economy is based on cattle, lumber and carpentry: herds of capybaras graze near the rivers, pigs forage around the woods, auroch ranches fill the central plains, halflings with slings and clay bullets shepherd goats and sheep in the hills. The forests regrow more quickly than in other regions and include many hardwoods suitable for musical instruments, pike shafts, ships etc.

    This region has more hunters than the others. Most doesn't dare to enter Ka'aari. They take advantage of the many beasts which come out of it. Exotic furs, monsters for the arenas, stuffed trophies for nobles, delicious meats. For example, creatures like unicorns are worth their weight in silver.
  • Population: 18 millions.
  • Exports: cattle (cows, sheeps, capybaras etc), hardwood, pearls, fierce animals, alchemical fertilizers, salted fish, pollen-bread and honey.
  • Imports: grains, mercury, iron and steel.

  1. Ka'aari, sacred domain of Corallin
      • Sargassos Gulf
  2. Lecta Barony
  3. Tavira Shore
  4. Terra Preta duchy


     


    When someone thinks of Feidr, one thinks of elves, either feidralin or feidarash. This is due to Sycamore: the greater, richer and more populous duchy of the empire, the only where elves are most of the population. Sycamore is thirteen times bigger than the minimum necessary for a duchy: four hundred thousand square kilometers that go from the Icaunna river until the Jandijari. It is hard to distinguish "urban" and "rural" in Sycamore. Everything was cultivated by centuries or even millennia of elven culture. The biggest cities are in the treetops of gigantic figs; sapglass is the ultimate refinement of vegetable products; beautiful groves hide a meticulous agroforestry, dedicated to provide excellent bows and hafts; floricultures compete between themselves with hybrids not found in nature; farms consist of masonry walls covered with fruitful plants, mixes of labyrinth and greenhouse; plantations where bushes are sculpted into chairs. the result is am almost artificial nature, without savagery or randomness.


      Towards the west we find relatively arid prairies, filled with cattle and horses. Here lies the Falkner barony, a huge territory dedicated to supplying the empire with mounts and labor beasts. Those animals go to the rest of the empire through the iron road which passes at D'amaranta, the falknerian urban center, a city built inside of a gigantic and semi-intact amaranthine reservoir.

     Feidr is still recovering of the devastation brought by the Retaliations War and the brief incursion of Trumuskerra, which left a trail marked by the deity's aggressive biome. The komatai hordes, light and swift, were largely incapable of taking big cities, but the devastation the fields suffered brought famine in the following years. The whole region still depends on food coming from Sycamore and Ametis.

     A hundred thousand grouro immigrants received land allotments around the great stone bridge which crosses the Fiery River, a region that the senate intends to reorganize as a duchy. The title was offered to the former empress Laira Lua Norte, the only northern citizen considered trustworthy and experienced at handling the grouro culture. The most affected area, between the Fiery River and the Icaunna river, is full of land allotments free of taxes for those willing to spend their time training and ready for when the empire calls.
  • Population: 33 millions.
  • Exports: horses, mercury, fruits, dyes, donkeys, wine, sapglass, brandy, jabuthinian armour, adamant and textiles.
  • Imports: iron, steel, grouro rice, bronze and beer. Many slaves are bought or captured from the Goblinoid Lands and then resold to the rest of the empire.
  1. Antaios' Eye, sacred domain of Devinci
  2. Ardenellíe, capital of the Sycamore duchy  
  3. Ashbel Necropolis 
  4. Blood Ridge
  5. D'amaranta, urban center of the Falkner barony
      • Adamanda, city around the mining of an asteroid.
  6. Falknerian Prairies
  7. Jabuthorax, capital-citadel of the Jabuthorax barony
  8. Scavélle barony

     
     Yaros has boreal forests dominated by conifers, pines, lichens and firs. Most of the population lives in the valleys, surrounded by so many mountains that many communities become isolated during the winter. Almost all the glaciers and volcanoes in imperial territory are here. Combined with the mountains and forests, it results in the worshipping of Corallin exceeding the rest of the pantheon.

     Horses aren't popular here: one uses reindeer, dogs, mountain goats and donkeys. The hamask-shepherd is the favorite animal: a dog big and hairy as a bear, smart, with a keen nose and naturally aggressive towards trolls. Although it prefers meat, the hamask-shepherd can be fed with potatoes and onions.

     Yaro's frontiers are but lines in a map, the true borders are still to be shaped. The imperial presence is a number of settled valleys, mines, rivers and mountain passes linked by relatively safe roads. Barbarian tribes, monsters worse than trolls, the pure unknown: all the fears that made the senate colonize Kavaja before these highlands were right. These dangers make it so adventurers are welcome here. A sign of how the region is unknown is the custom of who tells an unlikelt story to add: "it happened in Yaros". That way, one can talk about the fat giant snake which attacks caravans looking for alcohol, or the one about the nice and bearded werecrocodile, and most will believe it.
  • Population: 8 millions.
  • Exports: furs, tools, various metals, hamask-shepherds, lumber, gunpowder, ice and eternal-ice.
  • Imports: donkeys, mercury, slaves and grains.
  1. Blood-of-the-Earth
  2. Ember Mountain
  3. Feltros barony
  4. Hamask Barbagia, the great mountain range which forms the entire region and beyond.
  5. Infinite Mountain
  6. Orgothorax Massif, the thorakitai plateau.
  7. Sclaveni, the greatest shardokan cryopolis
  8. Trogot, barbarian dwarf tribe
     Places outside the four regions, but still considered part of the empire:
  • Dhalikastra, the fortress in the Unquiet Lands which the goddess Dhalila established as her divine domain.
  • Pacific Island, Melucia's divine domain.
     Places without a precise location:
  • Foolspot, divine domain of That One.
  • Imperial Roads

sexta-feira, 24 de agosto de 2018

Nyxcilla, goddess of oceans and night

Salida Luna - Villa Gesell by BrunoKopte

Names and epithets: Queen of Darkness, Nyxcta,
Mana Mother, Dame of the Hidden Land, Thallassathea.
Alignment: CN Domains: Arcana e Tempest


544px-Pearl-variety hg by BrunoKopte
Symbol: Pearl.


    Nyxcilla rules the deep dark, from the abyssal waters to the night and moon. Through the tides from her lunar domains the world is bathed on magic. As suitable for the goddess of oceans, she is never still. Anyone at the sea may be judged as suits her wholesome and overwhelming temper. Diveus courts and calls for her through mortal messengers, but her answers are unknown, perhaps absent.


Maelstrom-Clarke by BrunoKopte
Mother-of-pearl, Nyxcilla's high priestesses, vouch for some
couriers being drawn into her whirlpool navel...

Descries dos prdios dentro de 2 by BrunoKopteDescries dos prdios dentro de 1 by BrunoKopte422px-Haeckel Phaeodaria 61 by BrunoKopte
...and brought to Finfolkaheem, the crystal palace.

    Her shape is of a gigantic mermaid, half graceful maiden, half sea serpent of lengthy tail, with tiny, rough and bluish denticles. Her long and flowing hair is a grove of kelp, guarded by honourable seahorses clad in cowry maille and handling spears with their tails. Long and translucent eyelashes, gilded with nematocysts. All her fan-like fins are endless, gradually clearing and bluing until they become sea currents.


449px-Curious mantis shrimp from Gilli Banta reef by BrunoKopte444px-Mantis shrimp from front by BrunoKopte
She always wears a scarf of webbed byssus, decorated with her greater mantis shrimp servants.

   
    From her shoal retinues, one can mention: Nereids, the goddess' daughters, riding the swift and colorful squids which protect their virtues; Selkies, eternally bound mermaids; Dobhar-chú, gulping tributes thrown into the sea by sailors, storing it inside transparent throat sacs; the whale choir which upon Nyxcilla's command, arouses the seas into storms or lull them into placidity, lead by sperm whales armoured with barnacles and spouting lightning.


Actiniaria by BrunoKopte
The retinue migrates along several sazonal palaces, towering sea anemones which use their tentacled battlements to collect sunken treasures, seeking gifts to Nyxcilla's delight, storing the rest in giant oysters. They are garrisoned by the Oceanids, descendants of amazons and lionfish, distinguished by the thorny and poisonous fins inherited from their fathers.

Wenceslaus Hollar - Shells (Turritella terebra and by BrunoKopteLoki's Lined Chiton (Tonicella lokii) (8185666946) by BrunoKopte
Oceanids wield kattars fashioned from conic seashells, and armor themselves with chiton cuirasses.


Bioluminescent dinoflagellates 2 by BrunoKopte
Full moons are full with magic, and beings of an arcane nature may become inebriated if they drink the shiny foam crowing the waves at such nights. The goddess herself feasts on magic until reaching oceanic proportions, covering herself in a dark manta which some say is Mobula, starry and shadowy, the embodiment of the deep midnight.


    Just as sailors have a thousand tales about the sea, Nyxcilla's faithful have two thousand tales about the goddess:

... The sea becomes unruly if the goddess smells spilled blood on the water, like a shark.

... She can perceive everything where the salty water reaches, even in the low tide.

... The moon is a pearl that Nyxcilla kept to herself in her night.

... Eclipses happen when she swirls around the moon's reflection upon the ocean, sinking it beneath a maelstrom of salty froths.

... Womenless ships are more likely to be wrecked by the goddess.

... Crews lost their route, unable to distinguish the horizon between a starry sea and a dark ocean, teeming with sparkling specks like a shoal of sapphires and emeralds.

... Her eyes are actually the biggest pearls in the whole world.

... That she creates waves and storms which make people and ships vanish, finding themselves in far away places, unconscious and now capable of conjuring magic.

Crown of Thorns-jonhanson by BrunoKopte
... Her terrestrial mount is a titanic starfish, and a migrating mat of crimson crabs the vanguard.


Various pearls by BrunoKopte

... Nyxcilla lays great pearls, each containing a single and random spell.

Karava Thukana, chapter one

“...how do orcoids keep their population? The migrations appear to be surplus herds, but no expedition ever found evidence of the farming or transhumance necessary for the Orc Belt to sustain such numbers. And even through volcanic soil usually is quite fertile, no orcoid was ever seen planting or even gathering vegetables. This, plus the fact that they metabolize iron into outgrowths of cold iron, makes me think that they somehow leech the fairies, and that the otherworldly river between the Belt and Numéria was created to prevent them from invading the fey realms. They could even be the reason for which the fairies contracted their lands until the present territory north of our principalities.” —Excerpt from A Plague of Bone and Iron, a kosinbian compilation of orcish studies.

— I’m a hundred years older than you, but I only learned to kill and enjoy it, my little lord. If you truly wish my aged wisdom, know two things: age does not equals wisdom, and ten years of leadership taught you more than my hundred and twenty having fun — The weight in Khumba’s voice was stressed by the fact of being a qapukulu, practically a biped and intelligent elephant.

— And the second? — Asked Shevet, furrowing his lips while diverting his gaze towards the ancient scarring in the ample gut in front of him.

— Do not trust a veteran which never lost or you will end up losing along with him. That imperial commander, he smells as one who always won. Such a fragrance hides a stench of imminent disaster — Khumba raises his trunk, waving it up and down — Stench of disaster, yes. The lack of fear in his sweat emphasizes that. You lost your family, my mahout lord, and grew up knowing how to lose. That’s why I obey you. Any idiot knows how to win, but thinking and losing, to admit defeat and react from this fear… That’s why I obey you. But enough wisdom, I’ll now drink those casks.

Shevet smiled and — Ghost pains and stinging scars, Khumba? No ache in the heart for so many kills yet? Or in the liver, with so much booze?

The pachyderm snorted his proboscis, scaring two soldiers nearby — I’m old, but not soft, my desert lord. My heart loves so many fights and the dwarf inside my liver loves so many drinks. Only broken bones, burns and missing pieces complain about nuisances like flaming darts. Even more as that time in which they were stuffing my belly and giving me an heartburn. I remember of ripping one off with my snout and looking at the incredulous in front of me. My fat belly had taken most of it but I felt close to collapsing. So I licked the tip, said I was well-done. Half ran. At that point I recovered my broken tusks and…

— No, not again, go drink before I get sick. Again.

— As per my mahout wish – Khumba turned towards the night feast, snorted his trunk like a tuba, and went in the direction of the casks, which seemed to tremble with fear. Or maybe the qapukulu’s column-like legs were the reason.

(He always changes the subject when I remark the drinking)

He thought he could fool anyone as a mix of proud warrior and reminiscent old man, but Shevet knew him better than that. Khumba “Battalion” Purushottama saw himself as an “itself”, and his appearance matched that. Offered as tribute to the khejali sultanate caste still a child, fused to an elephant’s essence and raised as an elite guard, he became an old war beast. The ears were laden with condecorations made into earrings. When they slept in the open, it sufficed to settle around his huge frame and its howling snores, no predator dared to go near.

But he was right. That commander wasn’t suitable for this endeavor. This was the Allied Ironway, the seal over the military and commercial treaties which would unite the Lega Groura, Khejal, Kosinbia and the Imperial Duchies Union, better known as the Northern Empire, into a continental block. With strong involvement of Technogestalt, through the trains and tools imported by the empire. Something so important shouldn’t be so badly guarded. Perhaps that was the reason for “Karava Thukana”, the first adventuring company sanctioned by the emperor, was here. And like every adventurer troupe, a bunch of misfits. Besides Khumba, there was he, a nabâtu, elf from the oasis of the Centipede-Hydra tribe, and as such, of glazed mahogany skin around the slender body of one grown with little water and much struggle. The stubble of one more worried with survival seemingly highlighting the dark and wavy hair falling down to the shoulders. Nabâtu always covered their body when near strangers, but he had spent too long far from his oasis for that, and covered only the bare minimum. After learning magic in the duchy of Sycamore, he had been divided between the nabâtu which raised him and the feidralin elves which taught him so much, until realizing that the orcs were a threat to both. N’kaje and Nalalka agreed, and had joined him soon after Khumba.

...

— Khumba, tell them the reason of our name.

— You tell!

— You can tell best, you were there after all.

— Uggghh, alright. Listen little northerners, I’ll only tell it once. This is the story of the angriest man I have ever met. He was prone to disproportionate revenges. How disproportionate? During a skirmish, He was roaring to the enemy as usual. Choked when a bullet fired by someone broke a tooth and got stuck in his cheek. More than the pain, he was angry because of the interruption, and hurled himself towards the mounted pistoliers of the enemy company. Killed fifteen and scared the rest. Not that he felt victorious, still sulking for not finding out who had shot him. You could hear his teeth grating and the crack when he bit the lead — Khumba smiled in the tranquil and frightful way that only a three-ton creature manages to — You had to see his bloody grin when he decided to take revenge on the bullet. Picked a suitably drunk smith and convinced him to shape the projectile into a new tooth to replace the broken one. After some hammer blows so straining the smith sobered up, the barbarian went to chew plundered leather boots until becoming calm. After that, everybody called him Karava Thukana, “bitter spit”, because they were afraid of when he spit the lead tooth by laughing too much. My hero. Had to pay homage to him.

Shevet used the noisy and lively distraction of Khumba’s stories to examine the situation .


(Here we are, under a beautiful night gilded by the Gharian Ring, anxious and tense. A centuria of goblin slingers, skillful by need. Two centuria of spearmen, humans and hobgoblins. Not experienced enough to handle the first orc charge. Pity, wanted Khumba flanking, but he will be the giant target as usual. But and the workers Shevet? Better to leave them out. What would your tribe say about that?).

— For someone who doesn’t adore lit fires like me, you are much immersed on it — Then a leather-bound hand with silvered, pointed thimbles covered his vision. Its heat was equally tactile, and familiar to the point of being pleasant. Shevet went out of himself and answered – Nalalka, good to feel you. Did you finish the scouting?

— Yes. It was so boring that N’kaje was almost went hunting by himself, so I chose to return. I prefer an anxious and tired gnoll than looking for one the whole day tomorrow – Nalalka Ebura settled besides Shevet, and gazed into the camp fire. While she was distracted by heat and brightness, Shevet took a few glimpses to assure that she hadn’t left anything out. The same brown eyes, small nose, salient cheekbones. Jet skinned like all kosinbians, lustrous from sweat. Forehead covered by a braided fringe ending in cowries, in front of a nape hidden by a loose, frizzly bun, like a great black cotton tied by what she called a “stupid wizard’s” golden wand. Like the bun, there were many plentiful measures in Nalalka.

(Like the caravans say, she was one of those women who seemed to learn with camels how to bodily store water. And what does this has to do with her well-being Shevet?)

Opening her khalat-style robe, exposing a long pagne skirt of washed-out linen and those balls covering her whole chest. All that ammunition, plus seashells filled with gunpowder. She had left the piracy, but not the excitement of risking her life.

(As loaded as always. I wonder if...) CLANG!

From the dark, a javelin had buried itself in the gravel — Orcs, it’s the orcs, by Diveus I’m not armed! — A soldier shouted so near a second one that he recoiled before understanding what the words meant. Bulging eyes crossed, but — No, they aren’t. I was just testing if things still fell down. You know how it is, one can never be sure. They are, almost sure of it — N’kaje came from behind a tent, satisfied that his inspection javelin fell once again instead of…

(Whatever the alternative is, he only says it’s worse than rárérírórú, and he only screams that in dire circumstances)

A gnoll, mix of man and hyena, crazier than both. Not even Nalalka knew much about him before being on the same crew. A goatee which went from the chin until the neck like a mane, plus an eye patch. He looks nice, until one notices that his smile is more set than a brick in a wall, and slightly twisted in the toothless corner.

— N’KAJE, YOU BASTARD, you scared the workers. This one here just spilled, sniff, what’s this stuff? — The pachyderm approached his trunk to the stain on his arm — Dwarf, what’s this? — The said dwarf seemed very relieved that Khumba was more interested in the drink than the stain — Samogon, dom Khumba. “Devil booze”. It’s a spirit seasoned with pepper, strong stuff. Like the khejali araq.

— And why were you carrying an entire bucket of it?

— From where I come from, it’s sold in buckets.

— And this “where” is…

— The mountain range in the imperial West, Hamask Barbagia. Land of the shardokan, "folk of the keen shards".

Shard... Aren’t you the ones who mine eternal ice, which the sultans use to cool their drinks?

— That’s right! My father is an ice cutter.

Khumba noticed that besides him and the dwarf, one could only listen to the fire sparkling — Speaking of ice, this is cold as whale’s butt and too quiet. Sing! Rant! Drink! Warm yourselves, it’s the perfect cold to start friendships — After looking at the downcast expressions around, he turns to the dwarf — Are you afraid to die? — The shardokan gulps loudly and — Yes, dom Khumba.

— So you have the will to live. Live, live all that you can until tomorrow, and remember this life to keep on living afterward. Behaving as dead now will make you dead later. You, hobgoblin, I like your tusks, makes me remember my bygone ivory. But that spear is horrible. Do you call that sharp? I have more edge on my calluses. You all come here, I’ll show what it means to sharpen something. And the next who calls me “dom” will be my whetstone.

— Any finds today? — Shevet was doubtful if there were orcs nearby, after twelve quiet days. Nalalka and N’kaje showed bitter faces just as they heard him — What happened?

— We didn’t find any orcs, but — (Nalalka hesitating is never good) — We found carrion and trails several days old, and those weren’t the usual predators. We think it’s an herd as big as this garrison, hungry and nearby. They will attack as soon as they are desperate enough.

(Bad news, Shevet, best to replan all of it)

— That’s not good.

— You don’t say, I had no idea until now — Nalalka’s sarcasm was so ingrained it came out even when she didn’t want to mock — But seriously, how are we going to deal with those numbers? Were it only us it would be easier, but no, this is our “glorious” first mission as sanctioned adventurers, we can’t pick them off slowly. Oh no my Kahonua, we have to make a show for the imperials.

— And a show they shall have. We only need to make sure the workers are safe, but can see the battle. I’m considering using the railroad as bait, what do you think?

— Really? Can we do that?

(No, but a successful campaign depends on much planning and a double of improvisation)

Nalalka froze her expression and mumbled something to herself while wiggling a cowrie in the corner of her forehead — This makes things easier. Many heavily armed warriors near the railroad, the workers watching us from behind, hmmm, it should be enough meat and iron put together for the orcs to target us. But it will depend on the direction they come from. Probably there — She points her finger towards the northern tree line, and with the precision that only misfortunes can have, a painful roar was heard. — This can’t get any better. They are carving themselves. Shevet, think of something to say before the soldiers notice it, or tomorrow they will see Kahonua, or whatever gods they prefer.

The elf nodded.

(They have to care about the railroad, perhaps if...)

When all heard a grating of bone on metal, the soldiers were dazed, like if their spines became ice near breaking point — It’s only a little noise, ignore it. It’s like I do in here — N’kaje pokes his own head.

While the soldiers couldn’t decide between fearing the noises or N’kaje, Shevet grabs the distraction and finishes — Northerners, know this about the orcs: they look like big hairy apes, strong and without any instinct of self-preservation. Once reaching us, they will eat everything, even the rails and your weapons. Then, each wound they have will be scabbed over by bone and iron. We have seen hairless orcs, so encased with bones that they looked to be made of stone. Now, think on how many kilometers of railroad you have already laid out, on how many tons of iron go straight into your homeland, where are those people that you all know and wish to see again. And think on how the orcs work only to destroy the work of others.