Post by Earl Z on Jul 4, 2015 17:27:19 GMT -4
⌂Humans⌂
Humans of the numerous kinsfolk plotting a new adventure, strange as blood stands mixed and sided by one another as uncommon the sight be.
(Ownership to D&D 3.5 Player's Handbook/Wizards of the Coast)
(Ownership to D&D 3.5 Player's Handbook/Wizards of the Coast)
-Anatomy, Appearance, & Life-
Lifespan & Senescence: Humans do not live very lengthy lives when compared to the other Mortal-folk of Zellune such as Dwarves or Elves, but with the proper training in the mystic arts or mastering their bodies with spiritual training they can extend their own livelihoods by twice as long at times. Humans of less than a year are known as infants or babes, from two to nineteen an adolescent, twenty to fifty an adult, and from onward a human is fully deemed elderly for the rest of their years. Normal humans pass on around the age of 60-80 Years, some have been known to survive up to 150-200 Years in cases where they have been trained to comprehend the vast flow of cosmic existential energy present within The Greater Creation, primarily magic practitioners and Monks have unintentionally reached these extended lives. Mythos detailing lifelong adventures to obtain eternal youth or immortality have spurred on campaigns for such means to extend life beyond the natural even in the current Age.Height and Weight: Humans come in varied shapes and sizes, from the small stature of a Dwarf, to the lumbering pillars of Orcs, and everything that lay betwixt. Some can be bulging sacks of blubber that feast upon decadent sweets and wine, while others being left as nothing more than a thin layer of skin stretched across a feeble skeleton. Most human men often stand at a height between 5'6-6 feet solid. Their weight is difficult to record, but 13 stone is the most common weight recorded. Naturally women will be smaller than their male counterparts, many of full-grown adult women range stand at 5'1-5'8, for some strange reason no female human weights have ever been recorded through history.
Tones: The range of color that comprises humans is massive among the Mortal-folk of Zellune and rather impressive at that, the palette of tones and shades that vary from person to person can reach bright colors of gold to bleak colors of black. Hair color goes from stark white with age, shimmering blondes that are akin to strands of golden thread, tones of vibrant scarlet, soil colors that come encompass shades of brown, and finally the silky shadows of the darkest ebony hair. Eye colors are even more complex, hues of blue, brown, green, grey, and sometimes a rare mixture of both can be seen. A quality that nearly all the other Mortal-kin lack is the different colors of skin that humans have which are just as numerous as the other colors, these skin colors come along with different facial structures that can also be used to identify the region of birth which can be used to determine their own ethnic cultural identity.
Garb: The attire of the humans, as one could assume, highly varied depending on the region they inhabit. Robes, pelts, armor, cloaks, stockings, boots, and countless other pieces of clothing can be found through their widespread cultures.
Variants: The cultures and skin tone are that which form the number of variants within their kin, all humans are entirely uniform in a multitude of ways, yet regardless of their similarities each culture acts as if though they are entirely different creatures altogether.
- Karth (Car-th), plural; Karthite (Car-th-I-t) - The Karthite people and their Northern Kingdoms of Nordahl were at one time the most plentiful race of Humans, and remain the most religiously devout in many ways. The leadership of the Karthite people have changed over the ages; the Foregone Era tells that they had once been divided into sundry tribes led by Chiefs until they were to be united under a High-Chief into the First Era, during The War of Oaths the High-Chief passed on into the High-King who ruled as utmost ruler of the people and the clergy alike. The overwhelming favor of dogma and unity of the Church and Reign sets Religious leaders at the higher seats of society, crafting a realm where clergymen of Roanth are seen as near Nobility in their own right. The Karth men and women alike wear tunics as a staple of their cultural attire. However women born of wealth rather adorn their figures with dresses of finer yak cotton and make use of exquisite dyes liberally. Karthite people wear furs as a status symbol as well with hunting being seen as a regal hobby for all to enjoy rather than a means to provide food or clothing, this stems from their bygone traditions of hunting. Their creamy complexion is a feature they pride themselves in, seeing darker skin as a symbol of labor and strife fit for peasants. Their hair comes is often shades of gold, scarlet, and cinnamon; as for their eyes they shall appear as sapphires, soils, or the dull tone of stone.
- Deljia (Dell-gee-ah), plural: Deljian (Dell-gee-an) - The Deljian people of the Eastern Seas are masters of the ocean, their ancestral homeland of Deljia being once glorious island city-state unmatched even in the current age. Many Deljian have taken the classical occupations for seafaring folk by becoming sailors, pirates, and fishermen, and others tend to follow the cultural arts as poets or bards hoping to leave a mark in the realm of arts. The War of Oaths in the First Era between the Karthite and the Deljian people within the First Era led to downfall of Deljia and the dissolve of their once vibrant city-state, since then the Deljian people have been cast out from their home and have remained scattered over Zellune from then on. Deljian people wear vestments of thick linen, enjoying the light quality of the fabric along with the textile strength for their long voyages across the fierce seas, wearing animal furs or pelts aside from leather is seen as symbol of savagery in Deljian culture. This seafaring breed of men are embraced by the Sun's rays, leaving them as folks of an olive-skinned complexion. One of the most endeared features of the Deljian is the vibrant greens their eyes hold, it is said that Deljian people only have emerald eyes or the shade of copper. Their hair coloring almost always either darkened ruddy, inky black, or a murky brown.
- Kaspari (Kah-spah-re), plural: Kasparic (Kah-spah-ric) - The Men of the scorching plains of the Al Baseid desert of South of Yandora, the Kaspari were not always the survivors of the harshest terrains as they are today. Yore does speak of a time long ago in the Foregone Era of a time when the Kasparic peoples held every corner of their native continent, yet this would not stand into the First Era as the principal differences between tribes bred disputes that forged a wasteful Age of conflict among the Kaspari which resulted in the Al Baseid desert tribes growing in power while others waned into obscurity. The swarthy men and women of the sandy dunes of Al Baseid are well touted for the herbs and spices they peddle among the lands they traverse, aside from this they are lesser known for their wisdom of the land and its complex ways. The Kaspari live in villages which are built around the slivers of water and foliage, unlike many other cultures in the Mortal Realm the Kasparic are not headed by a single ruler traditionally; they instead are still compliant with their Tribal mannerisms. Despite this all, the Sage of Solroa and his lesser Guru are considered the sole leader of the Kasparic people by the devout; the Holy City located in the center of Al Baseid's three great lakes is his traditional seat of power. Commonly the men and women alike wear cotton robe-like garments that end at their ankles that are always bright yet bland colors such as white, cream, or tan, these serve to guard them from the beaming sunlight of the day and the bitter frigid air of the night; in company with this garment they will also wear either a wide brimmed hat or a hood. The hair and eye color of these people of the sands is often as dark as their complexion, bleak shades of ebony and brown with eyes of brown and copper.
- Lunn (Lou-nn), plural: Lunn'an (Lou-nn-an) - Isolationists at heart, bound to their homes, work, land, and family; the Lunnan people are a strange breed of humans in some aspects. The Lunnan people do not take kindly to outside influence and would much rather be left to their own devices, it is generally assumed they think little of most outsiders. However, they are a culture focused highly upon economic pursuits and understand the complexities of political issue quite well and because of this they full well understand that communing with other mortal-folk is entirely necessary. Romantic intermingling between different ethnic or classes domains is exceedingly frowned upon and subject to discrimination both legal and cultural that may pass down into mixed raced children. Unlike any other race known in current times the Lunnan people have always followed those with the most wealth; a plutocratic oligarchy of guilds and businesses where wealth supersedes religious dogma or cultural bias. So great is their narrowed sights on the wiles of monetary gain that the Lunnan created the first known banking system, migrant documentation, and first instance of paper currency. The lower-class workers of humble lineage wear woolen tops and gender neutral cotton trousers, always in darker tones of cheap dyes or dingy off-white; well off landowners will don humble attire of light toned robes made from finer and softer cotton that is most often tailor-made, the upper-class families will own many exorbitant quality silk outfits dyed brightly with rare imported dyes, purple dye being the most coveted of the colors. Their eyes come in bleak shades of brown, and equally dark hair.
[Genesis of Mankind]
The creation of Human race has long been a subject of furious debate among both the Humans themselves and the numerous other beings which inhabit the mortal realm. The clergy of the Paragons all demand others recognize their own sole deities as the true artisan of humanity, to each stands their own belief while others reject the notion of any one single being having crafted all of many breeds of men from the corners of Zellune. The ongoing pursuit of this answer has led many scholars to research prehistoric humans from all of the Continent. While many artifacts of ancient humanity have been found, a very scarce amount of it would imply anything further than divine creation as being the source of humanity; however this is largely commonplace in just about every cultural human sect. Sole Paragonic believers all attest to being born from the will of their Paragon, yet the variety of cultural backgrounds lends to these faithful folk either accepting the concept that each Paragon shaped their followers or they will look onto the other races with contempt for casting off their rightful lord. In contrast, the Pantheonic believers accept that all beings of Zellune were birthed from the soil, clay, sea, and sand; children of nature’s will and given detail by the Paragons of their societal norm such as Roanth giving the Karthites their own identity as sturdy folk of the North and Varnoc resting his breed of humans upon an island to enthrall them with the sea. The isolationist Druids of the Pantheonic faith stand adamant with their notion that the sole creator of humanity and all mortal-folk is the All-Mother, Zellune, the very Goddess of Nature abound with sovereign might over all other deities of all realms.
Nevertheless, those who refuse to be pacified in their effort to discover what the true harbinger of Humanity’s genesis is and to that end they seek this knowledge by looking upon the ruins left behind by ancient antecedent people long since absent from the realm entirely. The most prominent of these structural relics is the Obelisk of Carmine, a monolith of massive proportions found buried deep under the sands of the Al Baseid desert by Karthite explorer Julian Carmire and a few of his associates while trying to uncover a temple. The Obelisk remains entrenched mostly within the sands, efforts to exhume it have proved fruitless, but even so many have risked their lives to the site of the Obelisk intent on deciphering the meaning of the markings etched into the sides of the pillar. Even so, attempts to further understand these ruins of this deceased culture is of the utmost importance to the scholars of the realm as they hope to someday uncover the truth behind why they are extinct and beyond that believe that these artifacts may hold the key to ancient human history that would predate all legends of yore.
[Foregone Era: The Lost Seasons]
The time when time was unknown; mayhaps that would be the most apt manner of approaching this period of history. Long before the union of mankind there was a time when all life was divided by stretches of land that appeared to last an eternity to the Foregone ancestors of the common man; it was in these days that cultures would rise from the shambles of division and chaos to shape spectacular sites that still live on far into the current age. The Foregone era of the realm is better known as the unrecorded years before historical texts moved on from the archaic and preposterous to duplicate tablet records, these tablets and other methods of chronicling would be easily overtaken by the advent of paper in many forms among the Deljian, Kasparic, and Lunn'an people in the First Era of Man. The Foregone era is undoubtedly the longest Era in some terms, but it is widely rejected as an Era in human progress; it is rather seen more so as a time when all men were beginning to shape their lands to survive and progress onward. What truly urged the end of the Foregone era should be noted as the start of the War of Oaths and the widespread use of paper to relay messages and charts across the battlefield caused paperworks to become commonplace commodity in most of the known world.The Era before records is a blur for most, the more recent history is still strong and lively, but beyond that there is little foundation to the past of the world. Most of history before the First Era had been passed on to the next generation by way of speech and idols represent critical moments of the past, fine tapestries and clay tablets preceded the true historian scholar's beloved tomes. The connection with the Foregone era has faded with time as the remnants of history began to dwindle and crumble with age while the records of the First Era were copied thrice over to ensure their continued use for further generations. Even so, the legends and tales of the past will always persist as long as men seek to understand their forefathers of the foregone age that built the world they inhabit.
The Foregone Era holds many secrets within the murky depths of it all, some have withstood the test of time and the queries of man to remain as shadowed in the all consuming ignorance of mortals. The past will forever remain as such, but as legends may fade knowledge shall merely shift through the sands of time uneroded and unabated.
Things were never as they were today until the new morn was the herald of change.
Deljia was in many ways one of a kind in its ways, the numerous clans with their values all living in a fragile harmony for the greater good of each other. The Island was originally home to tribes as many lands had known, but unlike others these tribes would unite under powerful clans and their traditions rather than a King or Religion. In the past there was much in the way of conflict among the people of Deljia, differences in spiritual beliefs, struggles for unclaimed tracts of land, violent tussles over fishing rights to part of the sea that would come alive with fish, and even chaos brought forth from clans fighting off their brother clans for dominion over the land. Despite all their strife with one another the people of Deljia held an oath to one another, the unspoken and unwritten pact of blood that marked every Deljian man and woman alike as one Greater Family that stood together in the harshest times. It wasn't until the small feats of arrogance and ignorance grew too common that the Clans had been tested beyond their breaking point, order was needed in the land for the good of the Great Family and only the Clansmen who had maintained their power through generations of everlasting courage, outstanding wisdom, and a clandestine use of power when called upon would be able to mitigate the squabbles they deemed as petty in nature.
What began as furtive deliberation between a few sovereign highborn clan heads would be the foundation of a conglomeration the leading clans and their vassal clans, the Court of Lieges came to be on that day. The Court set themselves to bring a degree of balance to the land by forming a unified governing body that would officiate over border charting and shape the first national laws that would hold over the entirety of Deljia. Originally some opposition to the rule of the sixteen clans which formed the Court sprouted up from lesserborn clans and folk alike, these cries of disputation would either fall upon death ears or be stifled with haste. With the Nation united under one sovereign body an age of progress rapidly came forth, Deljia was divvied up into sixteen semi-autonomous regions under the care of the sixteen members of the Court; these lands would grow under the steadfast rule of the Court. The sixteen Clans swore to rule for the good of the people and passed legislation to defend the rights of property, instituted a nationwide currency, and even began setting the stepping stones for advanced national infrastructure.
And yet, such power did thoroughly corrupt with ease.
The Early Days of Yandora and their Native Folk of the Kaspari were not always fond seasons, a feeble peace did hold regency over the land for ages, but even so there stood the curious air of unease between the Free tribal people, the religious Sect of the Sands, and the Vandals of the Wastes. These three groups were not heavily unified despite their twin parentage, even on a grander scale the only people of Yandora that could claim to be united were the predominant orthodox sect of Solroa's faith that occupied the Al Baseid desert with religious fidelity under the masters of the faith known as Gurus. The Free tribal people stuck to the Northern and Eastern Lands which were far more fertile than Al Baseid as the desert was a harsh and unforgiving plane to dwell upon, and the Vandals of the Ruby Ridge were warlike brigands that were small in size, but what they lacked in size they doubled in brutality. The Vandals plagued the Choking Greenwood to the East by slipping through the Ruby Ridge then by means of unsparing fire and horseback they ran upon the unwary Eastern Free Tribes with mirth, those that survived their raids would be forced into a life as slaves for the Vandals or sold to the Sect of the Sands as servants. Life for the Northern tribes was no better; while they did have fields of green and enough water to live off the land for generations to come, they were besieged relentlessly by an illness that slew the young and old while crippling the strong with pains and fever until they passed on. There was no harmony, there was no peace, Yandora was littered with discord and dismay abound from coast to coast; the only people that be considered to have thrived in any sense of the word would have been the Sect of the Sand who had access to great lake of Al Baseid and made good on their loose trade partnership with the Vandals for years.
Times would change soon after, a new age for the Kasparic peoples was approaching with the guise of unity backed with fire and metal to be tempered by dogma. The Eastern Tribes began to reinforce defenses within the deepest reaches of the Choking Greenwood and sending envoys to the Northern Tribes requesting aid to combat the Vandals and a union between Tribes to form a free union. A few rouges managed to capture an envoy carrying the offer to the Northern Hills and carried the message back to the Ruby Ridge with haste, the offer was met with a mixture of anger, fear, and uncertainty among the Vandals. The offer brought issue to the Vandals, should the Tribes unite in any sense this may bring forth a militia strong enough to cease any further thuggery in the Choking Woods, with sparse to nil resources in the Ruby Ridge this would lead to the Vandals having to turn upon the Sect of Sand which would end up with the Vandals having no source of food. One of the Vandals took the message to heart and conjured a plot to fully subjugate the Eastern Tribes and unify the Al Baseid desert, the Ruby Ridge, and the Choking Greenwood in a pact that would server to render the people of the Choking Greendwood as slaves and the Vandals as a military force for the Sect's faith; the pious members Vandals supported the idea and rode to the Sect's Holy City of Trisoli. The Gurus were pleased by the offer and thus both sides began to work against the Free Tribes; little did the Vandals know that they had sealed their own fate as well.
In the Western Seas there lies a chain of Islands that glow in the darkest nights, Lunn, the tropical island fair teeming with life. Her children are known as the Lunn'an, a race of humans subservient to the mainland's Dictator, Xiu-Qui at this point in history. The Dictator took control over the mainland with ease after he took command over the country's military under orders of the former Emperor; at the time the Emperor Fong had proved to be a lofty and gluttonous waste of wealth that bled the nation dry both metaphorically and literally in some ways. Xiu-Qui promised sweeping reforms that would affect the islands under his new reign as a "King of the People"; he swore to improve the agrarian methods to provide more food to the peasants, abolishing all slavery through the islands, setting up a National Bank that would lend funds out to possible future ventures, and just about any claim that would lead the commoners to be enamored with him. Xiu-Qui did make good on his promises but in ways that would leave the country scarred and divided from ages to come, the methods of "correcting" the country merely usurped the Noble class and replace it with the Military faction under the command of Xiu-Qui, the hierarchy that held strong over the land did not die, it was simply stirred to perplex the peasants and slaves who believed their standing had improved.
The Bank did lead to a new age of commerce and in conjunction with that came new services to be rendered, the slaves had been freed from their shackles, but the common folk still had to work to support their own families. Land Owners began to contracts under the backing of the Bankers, these contracts ensured lopsided payment and horrid conditions to the workers who had no choice other than to accept them or be left jobless and homeless; a new form of slavery took hold from the dangerous realm of economics. Still, the uneducated and desperate free folk had very little to nigh any understand at all of their new predicament, many would go on to sign unfavorable binding contracts that left them in service to wealthy Houses and well-off individuals from spans between years and decades to entrap them as indentured servants. The Bank's money lending and wealth hoarding was not one that favored the rich however, while at the start the Bank was put in place to place gold behind each legally binding document that superseded the actual law, this was merely a front for Xiu-Qui's plot to place levies on every single document of power that involved the slightest bit of wealth being transferred. Xiu-Qui's purse grew fat by slipping away coinage from the wealth and the poor alike, the National Bank merely being used to implement his new system of underhanded thievery to line the pockets of his friends and family. Yet, despite Xiu-Qui's initial success it would all come crashing down upon him with such force the Lunn would be changed forever more.
Things were never as they were today until the new morn was the herald of change.
Nordahl has always held the Karthite men even before they were known by Karth's name, before they swore themselves to Roanth, and even before their Crown would be revered among the people of the realm. In the beginning the Karthite had no name and their land was all that would be known to their kin for countless generations, it was in these days that the men of Nordahl were little more than savages and barbarians carving out domains called Chiefdoms from their frozen fields. The people of Nordahl understood very little at this time for they stood divided into their tribes that had been cast upon the vast span of the wastes and beaten senselessly by the winter's bitter winds that stole life from the denizens Nordahl. This would change after the Order of Roanth began to take shape in the land; many a religious folk still speak of the Still Night, a night when the Moon was absent, the clouds were nonexistent, and the wind did not howl as the norm. The Still Night was the start of Roanth's Order as it brought forth the first Clerics by way of a prophetic vision that each man shared, nowadays you will find the scene these men beheld depicted so fiercely to the window to the wall of every temple that praises Roanth's name; a monolithic Owl with eyes of fire that stood above the pines these men were accustomed to, he spoke in the tongue of mortals to foretell them of a harsh season that would bring horrid beasts from the Greater North and a Chief that would stand to unite the people of the snowlands. So it was foretold it would be done; a sheet of ice and snow raped the northern most tribes and beasts known as Harks ravaged them, a Chief by the name of Marmond Karth rose to great regard having slew several Chiefs in battle to unite their tribes under his name.
With their prophecies having been proven twice over many flocked to the Clerics who would in turn flock to Marmond's side with claims that Marmond would herald in a new age of prosperity for all those who stood with him. Religious fanaticism and Marmond's tact for battle and charisma did bring forth a new age, the name Karth was adopted by countless denizens under his banner and the faith of Roanth spread alongside his rule. Marmond swore in his allies as his new tribe and welcomed all who would forsake the past and move forward on his path to a new age of glory that would be devoid of hardship. The clan of Karth was massive and mighty, they ruled over a vast stretch of land that thrived from the hunt; Marmond was content, but he pondered the future of his people by the day. Marmond conversed with the Priests of Roanth; he spoke of a new dawn where the hunt was plenty and the frost would no longer nip at the flesh of newborn babes while they weep in their crude cradles crafted from same ancient spruce wood that was used to make every fire and spear, the cradles lined with the same reindeer pelts that all Karth wore for warmth, the same reindeer they rode and ate for many seasons just to survive; the Priests were divided on his words. Marmond as Chief declared his intentional to abandon their home for new lands that held a bounty they had not yet felt, many opposed this and vehemently refused to forsake their ancestral homeland that had provided for their fathers before them and their father's fathers as well, Marmond acted for what he deemed the good of the people by sending hunters to scour the South for a new frontier.
What began as furtive deliberation between a few sovereign highborn clan heads would be the foundation of a conglomeration the leading clans and their vassal clans, the Court of Lieges came to be on that day. The Court set themselves to bring a degree of balance to the land by forming a unified governing body that would officiate over border charting and shape the first national laws that would hold over the entirety of Deljia. Originally some opposition to the rule of the sixteen clans which formed the Court sprouted up from lesserborn clans and folk alike, these cries of disputation would either fall upon death ears or be stifled with haste. With the Nation united under one sovereign body an age of progress rapidly came forth, Deljia was divvied up into sixteen semi-autonomous regions under the care of the sixteen members of the Court; these lands would grow under the steadfast rule of the Court. The sixteen Clans swore to rule for the good of the people and passed legislation to defend the rights of property, instituted a nationwide currency, and even began setting the stepping stones for advanced national infrastructure.
And yet, such power did thoroughly corrupt with ease.
The Early Days of Yandora and their Native Folk of the Kaspari were not always fond seasons, a feeble peace did hold regency over the land for ages, but even so there stood the curious air of unease between the Free tribal people, the religious Sect of the Sands, and the Vandals of the Wastes. These three groups were not heavily unified despite their twin parentage, even on a grander scale the only people of Yandora that could claim to be united were the predominant orthodox sect of Solroa's faith that occupied the Al Baseid desert with religious fidelity under the masters of the faith known as Gurus. The Free tribal people stuck to the Northern and Eastern Lands which were far more fertile than Al Baseid as the desert was a harsh and unforgiving plane to dwell upon, and the Vandals of the Ruby Ridge were warlike brigands that were small in size, but what they lacked in size they doubled in brutality. The Vandals plagued the Choking Greenwood to the East by slipping through the Ruby Ridge then by means of unsparing fire and horseback they ran upon the unwary Eastern Free Tribes with mirth, those that survived their raids would be forced into a life as slaves for the Vandals or sold to the Sect of the Sands as servants. Life for the Northern tribes was no better; while they did have fields of green and enough water to live off the land for generations to come, they were besieged relentlessly by an illness that slew the young and old while crippling the strong with pains and fever until they passed on. There was no harmony, there was no peace, Yandora was littered with discord and dismay abound from coast to coast; the only people that be considered to have thrived in any sense of the word would have been the Sect of the Sand who had access to great lake of Al Baseid and made good on their loose trade partnership with the Vandals for years.
Times would change soon after, a new age for the Kasparic peoples was approaching with the guise of unity backed with fire and metal to be tempered by dogma. The Eastern Tribes began to reinforce defenses within the deepest reaches of the Choking Greenwood and sending envoys to the Northern Tribes requesting aid to combat the Vandals and a union between Tribes to form a free union. A few rouges managed to capture an envoy carrying the offer to the Northern Hills and carried the message back to the Ruby Ridge with haste, the offer was met with a mixture of anger, fear, and uncertainty among the Vandals. The offer brought issue to the Vandals, should the Tribes unite in any sense this may bring forth a militia strong enough to cease any further thuggery in the Choking Woods, with sparse to nil resources in the Ruby Ridge this would lead to the Vandals having to turn upon the Sect of Sand which would end up with the Vandals having no source of food. One of the Vandals took the message to heart and conjured a plot to fully subjugate the Eastern Tribes and unify the Al Baseid desert, the Ruby Ridge, and the Choking Greenwood in a pact that would server to render the people of the Choking Greendwood as slaves and the Vandals as a military force for the Sect's faith; the pious members Vandals supported the idea and rode to the Sect's Holy City of Trisoli. The Gurus were pleased by the offer and thus both sides began to work against the Free Tribes; little did the Vandals know that they had sealed their own fate as well.
In the Western Seas there lies a chain of Islands that glow in the darkest nights, Lunn, the tropical island fair teeming with life. Her children are known as the Lunn'an, a race of humans subservient to the mainland's Dictator, Xiu-Qui at this point in history. The Dictator took control over the mainland with ease after he took command over the country's military under orders of the former Emperor; at the time the Emperor Fong had proved to be a lofty and gluttonous waste of wealth that bled the nation dry both metaphorically and literally in some ways. Xiu-Qui promised sweeping reforms that would affect the islands under his new reign as a "King of the People"; he swore to improve the agrarian methods to provide more food to the peasants, abolishing all slavery through the islands, setting up a National Bank that would lend funds out to possible future ventures, and just about any claim that would lead the commoners to be enamored with him. Xiu-Qui did make good on his promises but in ways that would leave the country scarred and divided from ages to come, the methods of "correcting" the country merely usurped the Noble class and replace it with the Military faction under the command of Xiu-Qui, the hierarchy that held strong over the land did not die, it was simply stirred to perplex the peasants and slaves who believed their standing had improved.
The Bank did lead to a new age of commerce and in conjunction with that came new services to be rendered, the slaves had been freed from their shackles, but the common folk still had to work to support their own families. Land Owners began to contracts under the backing of the Bankers, these contracts ensured lopsided payment and horrid conditions to the workers who had no choice other than to accept them or be left jobless and homeless; a new form of slavery took hold from the dangerous realm of economics. Still, the uneducated and desperate free folk had very little to nigh any understand at all of their new predicament, many would go on to sign unfavorable binding contracts that left them in service to wealthy Houses and well-off individuals from spans between years and decades to entrap them as indentured servants. The Bank's money lending and wealth hoarding was not one that favored the rich however, while at the start the Bank was put in place to place gold behind each legally binding document that superseded the actual law, this was merely a front for Xiu-Qui's plot to place levies on every single document of power that involved the slightest bit of wealth being transferred. Xiu-Qui's purse grew fat by slipping away coinage from the wealth and the poor alike, the National Bank merely being used to implement his new system of underhanded thievery to line the pockets of his friends and family. Yet, despite Xiu-Qui's initial success it would all come crashing down upon him with such force the Lunn would be changed forever more.
[First Era: The War of Oaths]
Coming soon...
Coming soon...
[Second Era: The Convergence Calamity]
Coming soon...
Coming soon...
[Third Era: The Great Peace]
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Coming soon...