The Azwrakki can mainly be separated into two distinct cultural groups: The Ekosta in the north and the Uundu in the south.
The Uundu value two main traits: Strength (khugara - ‘unbreakable’) and Beauty (khartai - ‘love’). Although intelligence is not looked down upon among the Uundu, they glorify courage and intuition (zan - ‘instinct’) over all else (as in you should feel what is right more than think it) and don’t take kindly to skepticism and challenging the established order.
Khugara is the exhibition of dominance and infamy that runs through Uundu society. The strong rise to the top and control and lead the others into victory and a prosperous, well-earned afterlife. Female chiefs are rare but not unheard of in Gorgor as those with enough strength can dominate the competition and become a leader. Khugara not only includes individual strength, but also the strength as a follower. Those who can listen and take orders from others and complete them with competence and initiative are seen as strong, and help the khugara of the community, earning themselves a place in the afterlife.
Khartai is the beauty one holds. This is mostly the outward beauty shown to the world, and is valued in both men and women. The Azwrakki have a place in society for the most beautiful of them, promoting healthy offspring and in turn a strong community. Individuals with a strong khartai can rise to the top of Azwrakki society away from the fighting and violence and act as celebrities and a voice for others, without being seen as weak. The khartai is typically the only way for slaves to become successful as well, earning either fame and fortune and respected by other Azwrakki, or their freedom and the ability to leave the continent.
Upon death person is cremated and added to an urn with family ashes? In the ceremony of becoming an adult, they cut off their pinky (left for men, right for women) and cremate it and add it to the ashes. Adults have a sacred band they wear on their hands that cover the stump.
Azwrakki slaves are not uncommon, however it is mostly viewed as a lower tier of society that people can work themselves out of. Azwrakki engage in slave trade around Crecia, selling their own slaves for profit and buying more fitting slaves for cheap. Azwrakki slaves tend to be stronger and larger than other species, thus can be sold for a lot to slave traders.
13 main cities/city states connected by the Great Tunnels under the mountains
A powerful city in the heart of Iskjoldur, Varang was constructed in a hot spring, and quickly became one of the most populous Bjorsine cities of the south. When Iskjoldur was formed after the Bjorsine fell from global power, Varang became the logical choice of a capital in the new world for its size and protection, acting as the center that all roads lead to. It is where the great tunnels originate from, sprouting outwards.
The religious center of the Bjorsine, Jarnhall is known across the world for its iconic twin peaked mountain. In the caves of the mountain is said to be the last known sapling of the great Undertree from which the Bjorsine and all life were bloomed from. The sapling in question is actually an enormous tree that blossoms on the Bjorsine New Year, but remains only a fraction the Undertree’s size.
The northern port city of Iskjoldur and what is traditionally thought to be the entrance to the great Bjorsine Halls, huge cave systems that act as cities in their own right that lie beneath the mountains of Iskjoldur, connecting the 13 cities.
A pirate capital the Oster Sea, and thriving fishing center. Its prime location between the open waters and the port city of Kjosten results in frequent transactions between the city state and the empire of Iskjoldur. It is what allows the Bjorsine to dominate the sea for its resources, allowing the caves of Iskjoldur to thrive.
In the beginnings of the 11th Age, the Bjorsine were much more spread out far to the north. In the south the Hjaalmohr Empire was created, and ruled for 500 years, ruled by a Jarnic warrior aristocracy. It is considered the first golden age for the Bjorsine. It was infamous for the ruthless Jarnic fighters with their steel claws and masks. The empire consisted of divisions of power among smaller territories ruled by nobility (usually of Jarnic descent). Over time the Hjaalmohric ruled over most Bjorsine territory. There was an eventual decline, due to environmental factors, the Volduric invasion, and sea raids from Escorrasi invaders. Around this time was a time of decline and collapse for many global powers, and other kingdoms were overthrown as well (especially Ura and Escorrasi controlled ones), and as a result increased the economic and political instability of the entire region.
With changing times, many Volduric Bjorsine expanded out of their homes in search of new lands and came across the Hjaalmohric lands. Not being a military threat, the Volduric were welcomed. But with new people brought new elements of culture and language; many Volduric trives moved northward gradually. The Volduric originated around the present day Iskjoldur. The Volduric assimilated themselves into the culture, establishing a place in Hjaalmohric centers.
Palace centers and outlying settlements of the Hjaalmohric Empire began to be abandoned or destroed, and a mere 150 years after the fall, the recognizable features of Hjaalmohric culture had disappeared. As Bjorsine city centers collapsed, the old Hjaalmohric language eventually ceased, vital trade links lost and towns and villages were abandoned. The population of Hjaalmohric lands reduced and the system of state armies, kings and officials disappeared. In this time the Jarn secrets of steel smelting had become widespread, giving that power to other Bjorsine populations and Escorrasi and Ura kingdoms to the north.
Leaving the Dark Ages, many powers rose within the remains of the Hjaalmohric empire, dividing the land into independent regions organized by kinship groups. A sense of structural and intellectual revolution occurred in the Bjorsine lands, and there was a sharp increase in population and with it brought the settlement of new towns and the expansion of the older population centers. There was a sense of colonization among the reinvigorated Bjorsine. For the first time they spread out, far from the Hjaalmohric remains and practiced seafaring. This was caused by a number of reasons, such as rivalry between political groups, a desire for adventure, expatriation and the search for trade opportunities, especially in the Escorrasi and Ura.
The Sjoric were quick to leave the ancient lands. Eventually the power of kings was reduced and gave way to aristocratic gatherings and councils, and the sharing of power among powerful families. Unlike the Hjaalmohric Empire, the new Bjorsine city states were independent from each other, and autonomous, each ruled by a republican form of government. The colonies set up were independent cities entirely, although drew heritage back from the state it came from.
Relations between the Bjorsine and foreign populations were mixed; some cultures met in harmony while others were conquered and enslaved. This is where the valley of Borodel was discovered and promptly conquered; the westernmost settlement of the Khalikar, a species originating far from the east. While the Escorrasi were quick to use the Bjorsine as a trade opportunity, the Bjorsine and Ura tended to stay out of each other’s wat, not wanting to provoke war with the larger powers that supported them.
Volgruff was born in a Volduric city state far the the south which held onto many traditional Volduric ways of life regardless of the city states. During his wedding, news came that his father, Valdrmarr, the king of the state had died. Volgruff became heir to the throne and battle broke out during the wedding among many of the brothers over power and Volgruff killed many brothers and cousins to cement his rule. He rose to power and united the southern Volduric city states to form his own kingdom, the first true Empire seen since the fall of the Hjaalmohric. Through his charisma and battle prowess he conquered all Bjorsine territory, founding the Volduric Empire. It was especially notable as Volgruff had no powers from the Starfall or any dealings with magic.
A plague spread across the continent, suspected to have originated from Tlacaxa, a fabled and dark land to the north. Volgruff and thousands of others across the land fell ill and died. Volgruff died and without an heir.
Viktor Stromhang united the human settlements against a Bjorsine invasion near the end of the war, arming freed Khalikar slaves
The Caralai are a fragmented species, clinging on to past traditions and glory in their harsh new world. They once thrived in sprawling empires throughout grasslands, coasts and mountainsides of Crecia, however after a long a bloody war with the invading Azwrakki, the Caralai have become divided and spread throughout the known world in small city states, finding their own niche in the world.
Hakkiro remains the last bastion of the former Caralai glory, one of the safest cities in the world where conflict is prohibited, and all species welcome. It is a home to trade among all people. The city is floating on many isles and platforms in a small inlet surrounded by mountains, with only one entrance by sea, and catacombs and strongholds throughout the cliff sides.
Hibernaculum is the Caralai stronghold. Far to the north and high in the mountaintops, it is only accessible by air. It is the beacon of Caralai hope after their downfall to the Azwrakki, where millions of Caralai migrate to annually in the dead of winter. On the winter solstice a huge celebration is held throughout the city in which they celebrate life. On the mountains below the city is surrounded by Ch-chari hives, which have formed a symbiotic relationship with Hibernaculum.
The Ch-chari are a hive-based species, who live underground throughout Crecia. Although not necessarily malicious, they are extremely protective of their hives and have frequent skirmishes with other races.
There is not much diversity among the Ch-chari based on geographical lines, for the most part two Ch-chari hives on opposite sides of Crecia will be very similar. This lack of diversity means that they are extremely susceptible to disease, plague and biological attacks. However, the Ch-chari are able to somewhat alter their genes between generations, ensuring the survival of the species, and once large, effective changes are made in a population, a psychic link projects this change over time throughout the entire species into the next generations.
The Ch-chari serve their monarch, and as such they need to work together to keep the hive running. Many subspecies have been “dumbed down” by midwives to ensure that they do what they are programmed to and don’t abandon the hive. However some subspecies require more traits, such as high individuality, skills in communication, and flight, to name a few. Although the more individual they are created, the more likely it is that they will abandon the hive to try and assimilate into society in the outside world. Unfortunately due to the nature of Ch-chari society, they aren’t welcome in many places outside the hive.
While larva, Ch-chari can have their genes altered to determine desired traits, such as size and the presence of wings. At a young age Ch-chari are also branded with bioluminescent tattoos to help identify themselves by caste and hive. Some of the subspecies include Monarchs, Drones, Scouts (heightened senses and presence of wings), Midwives (who are fed mana as larva, giving them incredible sapience and powers, allowing them to tap into the genetic makeup of potential larva to change their roles in society), Breeders (stallions/celebrities of the hive, if not kept for a current or future queen, they are generally traded or sold to another hive), Guardians (largest, strongest, most individual of subspecies), Workers, and Diggers (hardened exoskeleton, acidic excretion, stronger and larger vestigial arms).
The guilds are an oligarchy composed of different independent guilds which essentially rule over Royal Escorrasi territory, namely the Four Orders. While there are many guilds which have say over the politics and decisions of Escorra, the 12 highest ranking companies are the ones with power to vote over issues. The rankings can change, however especially in the higher ranks, the status quo remains relatively static. The Great Twelve Escorra Guilds are:
Each of the twelve have representatives for the guilds, and elect speakers for the oligarchy as a whole. Should a tie occur and can not be broken with subsequent votes and input from lower guilds, the decision will go to the ruling aristocracy, remnants of the old Escorra Empire.
What makes the Four Orders so powerful at the art of seafaring and mercantilism is their settlements. Four major regions around the world are dominated by Escorrasi, allowing their trade to exceed the competition. However it was not always like this, the current countries are remnants of old Escorran rule before the previous Starfall, stretching across the northern coast of Daedoras, down the northern side of Dannen reaching present day Marazegu. They were one of the powerhouses of Crecia, sharing frontiers with the Ura and Bjorsine. A combination of the Starfall and the arrival of the Humans from the northwest led to their total collapse across continents.
What exists of Escorrasi land is known as the Escorra Confederacy, formed in the first millennium of the 11th Age to create a symbiotic relationship between surviving Escorrasi powerhouses in the face of Human and Ura domination. The Confederacy is composed of the Four Orders: Azoama & Kinoshi (most often referred to simply as Azoama), Karasan, Kinawara, and Marazegu. Each Order is what remains of old imperial land, each having independently stabilized and survived before the Confederacy was formed.
In addition to the Four Orders, the Escorrasi have a number of military bases and trade cities around the world, in addition to their large presence in many international cities. Trade cities can be anywhere from a few buildings and trade post to small cities with hundreds if not thousands of people populating them, independent from local governments, but usually established in cooperation with them to cement Escorrasi trade presence and eyes for Escorra. Military Bases are far fewer, but can be immensely powerful; they are small cities or forts in foreign areas with a strong military power to enforce their laws and standards but more importantly to protect their trade cities and royal merchants around the world. While uncommon, they are strategically placed in regions furthest away from one of the Four Orders, but easily defendable without drawing attention to themselves.
Escorrasi presence is especially strong in the southern tip of Mirasia, in Khalikar territory. Khalikar rule is notably weaker on the outskirts of the Tempest Wasteland, except for some port cities, and the Escorra Confederacy is attempting to take advantage of this weakness by establishing a fifth Order there, cementing a permanent footing in southeastern Crecia allowing easier defense of nearby merchants and outposts, as well as offering additional safer routes from Escorra to Marazegu.
Aside from the Four Orders, Azoama, Karasan, Kinawara and Marazegu, the Escorrasi have major influence in other port towns that cement their dominance as a mercantile power. In addition, there have been rumors of Escorrasi merchants planning deals and bribes with Bjorsine, Khalikar and even Azwrakki leaders to sell them land in the southeast regions of Crecia in hopes of creating a fifth Escorrasi region.
Morningstar is the beacon of Human civilization, second only to Dagon. This conquered Bjorsine settlement quickly grew into the center of the Arnoli empire, founded by Starovenian aristocrats in an attempt to unite against both the retreating Bjorsine and the advancing Karmirians. Since then, the Arnoli influence has only spread across the continent, absorbing cities into the empire of Arnolwatch, the largest Human empire to have ever existed.
The city is named for the sword of the same name, the Morning’s Star. It was created in the Old World and imbued with a demon’s soul, allowing it to collect light and use it as a weapon. When the city was discovered it was under the control of a dark demon and its army, and was defeated by the human saviors and the Morning’s Star.
While in the early years of Human occupation many cities were conquered and claimed in the name of Humanity, Horizon was the first recorded city to be founded completely by Starovenians on Crecian soil. Ever since its founding, Horizon has been seen as the cradle of Humanity, although it is often overshadowed by its gargantuan sister city, Morningstar, across the Albalto Sea.
The Khalikar are widespread across the wastelands of Mirasia in the east and Forenya Forest in the west. Long political turmoil and rough homelands have created a rift the Khalikar into two cultures, strongly divided from one another.
In the east lies the Tempest Wasteland, badlands tainted by an ancient Kokkori computer in the mountains. Warlords and emperors rise and fall and vie for control over the land, and the Kokkori relics which they worship.
While to the west is Forenya Forest. According to Bjorsine legend, the forest was created from a sprout of the sacred Bjorsine Undertree, and wars with the gods and the invading Ura to the North made living in the forest difficult. Over time, and fleeing from the Azwrakki threat to the far east, many Khalikar migrated westward, gradually occupying Forenya and surrounding glades and fertile land. They were discovered by the Bjorsine and many taken as slaves, starting a long lasting Khalikar slave trade for the Bjorsine that wouldn’t end until an alliance with humans formed centuries later.
Their sporadic history and lands have lead to a very disparate people, lacking many universal beliefs, traditions, and histories. Instead there exist smaller cults and societies separated by either the rough terrain of Forenya Forest or the roving bands in the wastelands.
However when the Khalikar excel in a field, they are some of the finest in the known world. They are well known for their arts, weapons, archery, tracking, diplomacy and trading among many others. And large Khalikar city states are noted for having the highest quality of living, in cities like Ethirfell, where the arts flourish, and Gwarthos, one of the trading capitals of the world.
The oldest still running trade organization in Crecia. The Vyara Company is built from the remnants of an old corporation in the old Kokkori age, and during the Kokkori Resurgence it picked up from where it left off. The headquarters, Mosolith, are on the islands of Valarus, and since then it has spread to include powers from the Escorrasi and Caralai with minor involvement from other races.
The Caralai provide goods, scouts and knowledge, and exchange the free travel of Caralai monks around the world for discounted good to trade in The Ahama.
In recent years the Escorrasi have become the major powerhouse of the Vyara, providing the most men, boats, ports and diplomatic ties across Crecia. The Vyara is sometimes used by the Escorrasi to broker deals and make trades without the 4 nations being directly involved, as it is still seen as a Kokkori organization.
While the Vyara Company alone does not match other trading companies, such as the Four Orders, it does have ties in places that no others do. For example, the Vyara are one of only two groups that can freely enter Kapura waters at Hua Tutura, the other being diplomatic emissaries from Morningstar. As such, the Vyara exchanges its lack of goods in quantity for goods that are in low supply but high demand, effectively holding a monopoly over several markets.
Followers and preachers of the Lamaerabada
Rhovacturas
Cervians