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The World of Amarra

An ancient world, steeped in magic and mystery. There are three continents, though one is long forgotten. The main and most populous continent is Dhelyn. Settled around four thousand years ago, having come from the west. To most, this means a belief that they came from the Sacred Isles of Buran Bhana. The other known continent is Kanna, a long stretch of wild lands about 2500 miles south of Dhelyn. It is a lands of ancient energies and beings/monsters. Very few live here, and those that do have created amazing places to call home, carved from the wilderness. The forgotten continent was wiped from the memory of most peoples by the gods, long ago. Why? That is a secret that the gods and only a few others know.

The Continent of Dhelyn has many nations and interesting places:
Thurn

Thurn is mostly wild lands and badlands. Those who choose to live here are most likely outcasts from other places – or were initially. It is not a unified nation, but made up of many peoples, living in small city-states or nomadic tribes. Generally they get along well, but not always. It is home to humans and elves, tabaxi and tieflings, dragonborn, goblinoids, kenku, arakocra and many more. They have become accustomed to this harsh place, this harsh life, and come to see the beauty in this mostly desolate landscape.

Aaraka (eh-ah-ra-ka)

Much of this northern land is actually quite fertile, during the few months of the year when it is workable. Long winters with harsh winds and storm are more what Aaraka is known for. Many different tribes and peoples have tried to take these fertile lands over the years. The latest attempts have been from the Kyona Empire. The natives simply wait for winter to kill off the invaders (who are never prepared for how harsh it will be), then move in again the next spring. There are many tribes of small, hardy humans here ( Aarakan peoples), who have their own language and way of life, quite different and apart from more other humans on the continent. A few Dwarven clans live in the mountains to the east as do some Arakocra. Those who do not know this land often believe it takes its name from the Arakocra, as some derivation of their name. This is far from the truth. Aaraka, in the tongue of the humans who mostly populate these lands is an ancient version of their word for home.

The Kyona Empire (k-eye-own-a)

Long ago, when a sea-faring race came across the Qi Zhan Ocean from the east, it landed in the lands now known as Xiu. yet a schism in these peoples early on led to a split. Those who believed in the use and benefits of magic stayed. Those who believed magic was the reason they had been forced from their homes in the west, left and went north to found Kyona. The Kyonese people secluded themselves from the rest of the world for a long time, and when the mage-wars came, they were mostly unaffected as they had few mages. Having survived that turbulent time, they went into an even deeper seclusion. Their society became insular and harsh, a strict code of living and and conduct toward in all things.

About a hundred years ago, they sent scouts out into the world to see how it had changed. One of their scouts encountered the expanding Mornish Empire and returned with this idea of war and expansion. The Kyonese shifted their culture to include the idea that they were a superior peoples ( because of their strict living) and that this would benefit the rest of the world. This is when they began calling themselves an Empire. Alas, their efforts in expansion have not been as fruitful as the Morns. They have taken a bit of land in northern Xiu and a bit of southern Aaraka, but their attempts to grow in either directions have been thwarted by nature (in the north) and magic (in the south). They have no desire to cross the mountains into Thurn. Like most people, they see no value in those lands.

Xiu (jh-eye-yu)

A magic rich kingdom risen from a once sea-faring people. Those who stayed in these lands after the schism with the early Kyonese people became the kingdom of Xiu. They remained strong in magic and mysticism, communing with spirits to gain wisdom and learn the ways of this new land before building their nation. Perhaps because of their close connection to nature and the spirits of this land, their wizards were little interested in the build-up of magical power preceding the mage-wars. Some of them were caught up in that frenzy, but they were few and quickly quelled by others of the nation. As such Xiu was little affected by the destruction and magic-energy-reduction after the mage-wars, and remained a peaceful and magic rich place.

Xiu has four major cities, positioned roughly on each of the cardinal directions. These cities have built up around the teleportation circles, which the Xiu use to transport people and products easily throughout the kingdom. The center of the kingdom remains only mildly touched by the hands of men, a place rich in magic and spirits of the land.

  • Tiansu – in the north – Largest city in Xiu.
  • Xinan – in the east – on the coast, the capital of Xiu.
  • Lanyi – in the south – a mostly agrarian province around it.
  • Faojou – in the west – the center for military training and defense against the wilds of the west.
Jae’dak (j-ay-dak)

Little is known about the peaceful, agrarian Jaeda people. They do no interact much with the outside world and very few are let in to their protected realm. A force, perhaps some ancient being or god, which calls its Ternion, protects these people. The Jaeda people in turn worship the Ternion as their god and protector. Yet, there have been stirrings in Jae’dak of late (in the last two hundred years – slowly growing) of unrest and hopes for religious freedom to worship other gods. Yet those who do believe this are often brutally put down by others who see it as heresy. If people keep talking like that the Ternion might stop protecting them. Then who knows what might happen?

The Culture of the Ternion is an odd one. For the most part the Jaeda people are farmers and herders, agrarian, with no real leadership other than a few priests who claim to speak to the Ternion. Yet for a peace culture they also have festivals with shows of strength, and fighting. Perhaps this is to let out any pent up aggression? Much more common are the Festivals of Hunger, celebrating food and sex (and desires of all sorts) with strange banquets and orgies (sometimes both together).

Kali’hi (k-ah-li-hi)

The southern most kingdom on Dhelyn, Kali’hi is an odd contrast of modern and magical. One of the last kingdoms to be settled on the continent, the began as a mix of peoples from other lands, who came together in peace, using magic to create their first settlements and cities. They were less affected by the mage-wars, though not because they didn’t wish to participate. Instead the Kaliin people were dealing with their own internal problems: an invasion of giant beetles that had migrated from the south. The beetles destroyed cities and farms, ravaging the lands for some time before they were quelled. The Kali’hi eventually came to control the beetles (those that remained here – others moved onward/northward). They developed new technology, quick to adapt and integrate these beetles with their culture.

They have no desire to invade other places. Their population is still low (far too many died in the beetle invasion), but they are very powerful now, having come into their own, mastering these beetles, and integrating them with their magic and explosives.

Kaliin explosives are a new and (thought to be / hopefully) rare commodity. Once the Kaliin got their hands on black powder (from trade with Bhat’Erdine), they began to experiment and recreate it. They had not desire to use firearms or cannons, but they mixed the powder with other chemicals to form a paste, which lights on fire when exposed to air. The creation and mixture of these chemicals is a closely guarded secret (how do they create it without it blowing up right away). They have used this paste, in clay pots of varying sizes, which they drop from their beetles.

Bhat’Erdene (b-at Eh-r-d-een)

This coastline is rich in fertile lands and seas. The mountains to the east are full of minerals and resources. After the mage-wars, the Erdene people rebuilt quickly with their bountiful lands. The mage-wars left their scars, however, and magic is now banned in this nation, its practice is forbidden and strictly punished. Wizards are allowed to enter, but must wear a mark identifying them as magic users and cannot cast. As such, they were looking for a way to equal magic and were happy to come by black powder.

It is unknown how the Erdenes obtained black powder, whether stolen from Mornae or developed on their own (or perhaps Mornae stole from them?). They have cannon technology, though oddly they have not developed firearms much at all. Their best firearms are matchlock rifles, positioned on the tops of poles to steady them. The poles flip, bend back when being carried. They only have a limited number of these. Yet their cannons are highly advanced, with some of the largest cannons in the world.

Emrotan (em-ro-tan)

An exotic place and people. The Rotani believe themselves to be the “true” peoples of Delhyn. Even though it is well known that the kingdom of Dhel is where the first kingdom was settled upon this continent, the Rotani believe that they were here much earlier, just less organized.  They do not hold this over other peoples, just maintain a certainty of their own lineage and presence. They are generally an open and welcoming people, for any who can get used to their… odd appearance (Yuan-ti). They have a solid relationship with the Holy Island of Buran Bhana (the sacred home), which further supports their ties to be the first peoples.

The capital of Rorotari is build around a bay, then in tiers up into the steep hills around the area. Though it is not one of the great centers for learning, it is a place where many come to gain wisdom. There are many sages and wise women here who spend much of their time in debate on the origins and meanings of things. It has no great library, but instead have a great wealth of accumulated oral knowledge and philosophy. (think ancient Athens – it didn’t have the library of Alexandria, but all the great thinkers came there to discuss things). Rorotari is also the closest major city to Buran Bhana and most of the ships that go to the sacred island depart from here, so it’s a stop for those on a pilgrimage to the Sacred Home.

There are two other large/main cities in Emrotan. Nur on the eastern coast of the peninsula, and Inakutan on the western side south of Rorotari. Nur is a city built up around the trade of ship-building, since it has a nice calm harbor. They have special “floating” dry docks built out on the waters (not actually floating, but anchored to the ground) the boats are built in these cradles, then lowered into the water when ready. There used to be lush forests around Nur, but much of that is gone now because of the ship-building and wood needs to come from other sources mostly these days. Inakutan is a city of markets and trade, it gets a lot of the traffic from the far south-west coast who only come this far north. Also many northern traders come here to pick up those southern goods.

Ythom (ee-th-om)

The Ythomi are a people who have learned to thrive in harsh environments. Most of Ythom is desert. These are hardy people, who by nature are truly welcoming, because they would want to be welcomed in out of the hot sun were they wandering as well. There are a few cities here, but mostly people live in small nomadic groups, moving around from oasis to oasis. When band meet, colorful tents go up, a small market is created, and they share and trade what they have.

About 100 years ago a colony of beetles from Kali’hi moved north into the deserts of south-east Ythom. Locals have been fighting them there ever since, unable to complete dig them out of the sands. The beetles persist in small groups, burrowing and moving around constantly.

Dhel (d-el)

Dhel runs mostly east west from the Bay of Dhelva, to the northern tip of the Auman Mountains. It presents itself as an ideal kingdom of intellectuals and mystics, welcoming to all. This is not far from the truth. The Council of Elders and the reigning Queen have done a good job at keeping things stable and prosperous for… most of the people. There are still poorer quarters and some corruption, but for the most part, this is a good place to live.

The most notable bias in Dhel, is a certain lack of care for those who possess no level of magical ability. Yes, there are many crafters and merchants and such, who do quite well, but if you have no magic and no skill which the kingdom considers useful, you may find a rough time here, ending up in the slums or streets.

The war with Mornae has been rough – they’ve lost the northern part of their kingdom (north of the Dhelva River) and many thousands of men. They do not have the numbers Mornae has (especially with conscripts) so they’ve had to be smart – they have magic and use it to good effect. With their magic, the Dhelhyr have been devastating to the Mornish army and navy. As much as the Mornish have cannons and more men, they are having extreme trouble getting them across the Dhelvarra River.  The Dhelhyr are better at combat on the river with their smaller, faster boats. Some even say they have spies working north of the river to incite desertions from the Mornish men.

Dhelvarra – The Gem of the South / The Rainbow City / City of Colors – is the capital of Dhel, a city of many colors, lights, and peoples, a city of magic and lore, of learning and general acceptance of all. It is also a place of magical power. Despite the mage-wars having significantly ravaged these lands, some bit of the mystical energy, which once was rampant here, remains still.

Mornae & The Mornish Empire (m-or-n-ay)

For more information see: The Mornish Empire page