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Old 01-15-2010, 01:50 PM
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The World of Aheka

The World of AhekaCountries of the North:
  • Kaira - The Land of the Frozen Wastes.
  • Xolar.
  • Nihl - The Followers of Neutrality.
  • Tyyryk - The Land of the Great Cricle.
  • Tsuun - The Land of the Great Forest.
Countries of the East:
  • Rinn - The Land of Beast and Beastmaster.
  • Quall - The Land of Unending Storms.
  • Elern - The Land of the Hidden Art.
  • Kast - The Land of Ebb and Flow.
Countries of the South:
  • Sharak - The Country of Destiny.
  • Shali - The First Sons of Sharlan.
  • Aria.
  • Caldawn - The Land of Mage, Kin and Farmer.
  • Ikra - The Land of New Beginnings.
  • Halva - The Land of the One King.
Countries of the West:
  • Pharé - The Land of the Feyfolk.

The Languages of Aheka
Since both I and, I suspect, everyone else, is tired of trying to find this information, in the spoiler below you can find a list of each commonly known of languages as well as a brief description of them.

 


~MTWC
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Old 01-15-2010, 01:52 PM
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The Geography of Aheka
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Old 01-15-2010, 01:53 PM
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Kaira - The Land of the Frozen Wastes
Language and People
The people of Kaira are reffered to as Kairans, as is their language.

Geography
In the minds of most people (Kairans included) Kaira is synonymous with cold, ice and snow. Its mountains are freezing all year round, while the lower areas (including the plains and the forests) only get precious little time of anything but freezing cold temperatures, allowing for a little bit of green to break out through the white during their summer.

More than any other country, it is Kaira's weather that has shapped both its people and its history, as it is the major reason they have never been successfully invaded by a foreign power and has also resulted in Kairans becoming reknown as the greatest survivors in Aheka, not to mention the most accomplished miners, since their mountains are rich in various minerals (including the incredibly rare Blue Ice, found in no other place on Aheka).

History
Kaira's history is, especially compared to many Ahekan countries, quite uneventful, although most Kairans would argue that each and every day that they have survived there has been an event worthy of note.

Over the centuries, many countries have tried to invade it (Halva being the most remembered example, during both the First and Second Halvan Empires) but all have invariably failed or given up because of how inhospitable Kaira is. Their only real source of wealth is the forests (which are difficult to harvest due except during the brief summer, and thus rarely used) and mining. Fortunately for Kaira they found out in the last century or so that their mountains are unusually rich in all kinds of minerals and substances, from common metals to the incredibly rare Blue Ice found high in the mountains and unique to Kaira. While it is possible they are unusually blessed in this regard, most scholars believe they have more minerals than others because of the simple fact that it was only recently they bothered to look. So while most other countries have been harvesting their metals and other natural resources for almost a millenia the Kairans have only started doing it on a mass scale in the last century or two.

This discovery resulted in a shift (though some would claim a divide) in Kaira's culture as many changed from being hunter-gatherers to mining. This has resulted in Kaira becoming, while in increasingly rich country due to this valuable trade, also an increasingly divided country, as those who value their simple existance living in harmony with Kaira (even if it was a difficult life) have become increasingly alienated and dis-enchanted with Kaira's move towards indulstrialism (even though their climate means they'll never be able to be truly industrial).

Culture
As stated above, Kaira has recently and increasingly (over the last century or two) become culturally divided as a result of their increased mining and becoming somewhat industrialised. For the most part modern day Kairans fall into one of two "faction"; the traditionalists, who are those that keep to the hunter-gathering way of life, typically living in villages or (sometimes) small towns; and the industrialists, who are those that have moved into the newly built cities (all of which are built at the base of or in the Kairan mountains) and become miners, merchants or dedicated craftsmen who either gather materials, sell them, or make them into something to be sold.

Each faction is effectively "headed" by one of the two most powerful voices in Kaira - the Tark Kinship for the traditionalists and the Kairan Royal Family for the industrialists, although there are of course individuals in both that belong to the other factions (its just the heads of each group that are the most vocal).

Despite this division Kaira is currently in no danger of any real conflict or civil war and, for the most part, the two different factions use the other to fill in for their shortcomings. The most common example of this are the traditionalists trading food, animal hides, etc. for weapons or items that make their lives easier. This relationship keeps both parties reasonably happy, as it means Kaira does not become overly reliant on importing food (which is expensive) as its population focusses on making things instead of getting food.

If there is one thing that defines the Kairans of either faction, both in their own minds and in the stereotypes of other countries, then it is their hardiness and stubbourness. In fact Tyyrykans, who themselves are reknown for being stubbourn, have a saying that, loosely translated, goes like this "you'd be better off changing a Kairan's mind", although in their case it can be both a positive and negative comment on Kaira's general attitude towards "stciking with what we know/are good at" (most other countries tend to portray it in a negative life, especially the more powerful/developed ones).

Towns and Cities
The Kairan capital, Draass, is located half on and half next to the northern mountain range, known as the Ice Peaks. The Tark Kinship's headquarters are located to the south of the capital, half on the central mountain range, known as the Snow Spine, and half in the forest on its northern edge.

Politics
Kaira's current ruler is King Kirintra Raiteran, a worshipper of Kirin (as his name suggests), is a harsh but fair ruler, though he finds it difficult to control the bandits that prowl the more inhospitable places within Kaira's borders, often hiring mercanries to hunt them down instead.

~MTWC
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Old 01-15-2010, 01:54 PM
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Xolar
Description: Cold and wet. Famous for the large amount of frozen lakes and rivers that stem from the mountains on the Kaira/Xolar border.

Capital/Places of Note: Larton, the capital of Xolar, is in the north, in one of the drier areas of he country. Also of note is the Kuri Kinship's headquarters, which is located far to the south, in a more central position, where they often act as scouts for the Xolaran military.

Current Ruler: King Gernan. Gernan is both a slightly paranoid ruler and an effective one. Under his rulership Xolar's borders have opened up in more trade than before, though he fears the more open borders bring more insidious threats.

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Nihl - The Followers of Neutrality
Language and People
The people of Nihl are reffered to as Nihleese, as is their language.

Geography
Nihl is the smallest country in the northern continent and the second smallest country in Aheka (the newly formed Ikra being the smallest), however they have a sirprisingly varied geography. It's north-western border with Xolar is rather flat, however the rest of the country is very hilly and was originally covered in forests (most of which were cut down for raw materials and to make space), however now there are only two sizable forests, one to the north and one to the south-east. Nihl also has a small but high mountain range to the south-east, called the Elder Mountains.

Most of Nihl's coast is sheer cliff or otherwise hazardous, with only the northern coast having any sizable beaches while the only route to or from the sea along the southern coast is via the mouth of the Cehren river which leads into the Nihleese capital, Jracht.

History
Historically, Nihl has always been a country that generally keeps to itself, however it has otherwise undergone a great deal of change during its history, not least of which is from their modest beginning as a nation of herders to quite possibly one of the three most militarily powerful nations in Aheka (along with Pharé and Halva). Originally, Nihl has founded on the ideal of neutrality, a haven from the rest of the world tucked away up in the somewhat barren and bare hills and mountains that were good for little more than grazing and herding, however after it was invaded by Halva it was stripped of most of its forests and leaving the ground less fertile and even more bare.

It was after the fall of the first Halvan Empire that Nihl started to become the nation it is today. Spurred on by their successful revolt against the collapsing empire Nihl began to invest heavily in training its general population by making service within the army mandatory for all Nihleese citizens from the age of fifteen to the age of twenty and thereby ensuring that they would always have, not only a standing army, but a population that was able to take up arms more effectively than most any other nation.

Due to this (until recently, what with Elern having adopted a somewhat similar system) unique cultural development Nihl's education system eventually merged with its military, meaning that anyone who wished to become a mage, scholar or other learned individual would have to gain their education through the military and, because the military sponsored mages and scholars receieved much more funding and support, a majority of them remained with the military.

Were it not for Nihl's introverted nature and dedication to keeping out of most international affairs then it is widely believed they would have been able to fashion their own empire at this time, however scholars often debate if it would have compared to either of the Halvan Empires.

Culture
Nihleese culture is rather introverted and inward focussing. While it trades and talks with other nations it is more self reliant than any other nation, which is an impressive feat considering how densely populated it is and how little natural resources it has compared to the likes of Halva or Tsuun. This cultural attitude towards not involving themselves in international affairs has long been a part of the Nihleese mindset and likely one of the major reasons that they have never tried to invade other nations despite their military might (the sparsely populated Xolar, for example, would likely lose in an all out war with Nihl, despite being the fourth largest country in Aheka, after Halva, Sharak and Tsuun) however it is Nihl's relationship with Alistair Teel, known to most people as Shade, that is thought to be the biggest reason they have mainted it for so long.

Shade, the only living mortal survivor of the Demongate Wars and a former apprentice of Ruaci's, has functioned as an unofficial advisor to the Nihleese government, royalty and military elite since shortly after the collapse of the first Halvan Empire. Shade was involved in many of Nihl's most historic moments, from helping them form the compulsary service that still exists to this day to negotiating with the second Halvan Empire on their behalf so as to mainting their own law and land in return for resources and manpower. It is because of this that the Teel Kinship took his name as their own (although some claim they are actually related to him) and that Nihl named the most elite brand of its military the Shades.

Towns and Cities
Nihl has only a handful of cities, most of them small, with the capital Jracht being by far the largest. Jracht has been the Nihleese capital since the first Halvan Empire, as it was founded by Halva to more effectively move resources and people from Nihl down the Cehren river and into the equatorial channel. Hlarl, the home of the Teel Kinship, is the second largest city, though probably only half its size.

Otherwise, Nihl is a country mostly made of villages and towns, however every settlement, no matter how small, as a small contingent of soldiers to keep the peace, while the larger settlements tend to function as miniature hubs for training and education for the local area.

Politics
Nihl's current King is King Craln, who has been in power for almost sixty years now. During his reign he has opened up the mercenary trade in Nihl, leading to a growing number of mercenary bands that operate both within its borders and who hire themselves out internationally, however he is most well known for having decided to copy Pharé in creating Warforged (having managed to steal the knowledge to do so through the Shades) and later in being the first monarch to declare Warforged to be equals in the eyes of the law when the Ahekan countries all agreed that no Warforged could be created any more 33 years ago.

~MTWC
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Tyyryk - The Land of the Great Cricle
Language and People
The people of Tyyryk are generally called Tyyrykans, although it has taken them centuries to accept and live with this fact as they call themselves "the Tyyryk". This is because they are named after the legendary hero Tyyr, who united his people against the the first Halvan Empire and forced them out despite their inferior numbers, equipment and magic. In fact, "Tyyryk" itself means "Son of Tyyr" (-(r)yk being the equivelent of -son) and was originally only a name for the people of the land rather than the land itself, but now even the Tyyrykans themselves refer to the land as Tyyryk, its old name having faded from their oral culture long ago.

The Tyyrykan language is notoriously difficult to learn well as each area can have both minor and major differences. This originally made people believe it had no single language, however, it is now common knowledge that Tyyryk's tribal nature (which it has retained even now) is the reason for it, as each tribe alters the universal basics to suite their own ends and embelish their own culture, giving rise to a much starker regional difference than most countries possess. Fortunately for travellers now-a-days all Tyyrykans speak Common too and for the most part the differences lie in abstract concepts (such as love or honour) rather than the more basic language of trade, so the language barrier is rarely an issue.

Tyyrykan names are also a long-standing source of confusion for outsiders as they have a unique naming convention which, at it's most basic, has four parts:

Most commonly known and used is the family name, which is no different to any other country's traditions except that Tyyrykans use their family name rather that their common name (their equivelent of a first/forename) in most circumstances. To differentiate between family Tyyrykans usaully use their family named combined with their occupation (in Tyyrykan, they never translate it since most of them have a connotation that is lost if translated into another tongue) in circumstances when others would use their full name. For example: Alyyryk of the Kashyyn (loosely translates as a guardian or warden, but of a supernatural nature). This only works because Tyyrykan siblings are never given the same occupation (see culture for more details on this) and close relatives tend to likewise be given slightly different occupations, since it is based as much on need as what they are proficient at (see culture for more details).

The third aspect of Tyyrykan's name is their common name, which is effectively like a first name and given to them by their parents (or other guardian) at birth. Tyyrykans usually only use their common names amongst friends or comrades and consider it rude to be addressed by a stranger by their common name. The fourth and final aspect of a Tyyrykan's name is their given/gifted name, which is given to them by the Shaman of their tribe once they have completed their rite of passage (which varies depending on tribe and occupation [again, see culture for details]) and become (in the eyes of other Tyyrykans) adults. A Tyyrykan's given name is always highly personalised, being chosen to reflect their personality, occupation and social standing. At the very least a Tyyrykan's given name will be given in honour of a relative with a similar personality and occupation, in which case they are sometimes considered to be partial (or rarer still, complete) reincarnations of that relative.

Tyyrykan given names are also a highly personal thing, typically only known by family, lovers, spouses and good friends. It is a sign of great affection and respect if a Tyyrykan reveals their given name to you, however to reveal this to anyone else would be a grave insult. Fortunately most who get that close to a Tyyrykan are, by that point, well aware of the tabboos.

Another odd aspect of Tyyrykan naming conventions is that they also have "Tabboo" names, usually called Circle Names, which are reserved for the reincarnations of those who's actions resulted in the name becoming a legend. The most famous example is Tyyr, which no Tyyrykan has as even a part of a surname, let alone as a common or given name. Only when the Circle Council (which is who decides which names are worthy of becoming Circle Names) decrees that an individual is the reincarnation of the person who's actions led to the name becoming a Circle Name will anyone be given that name (and always as a given name, never as a common name or part of a surname). Should that person's life meet the (high) expectations having a Circle Name confers then their name remains a Circle Name after their death, but should they fall short then it is no longer considered tabboo and may be used by anyone again.

Geography
Tyyryk is a tropical country that is hot all year round (with the exception of the southern mountains, which are much colder). The only real change in seasons for them is whether its their wet or dry season, with the dry lasting for slightly longer at about 8 months of the year. Unlike its neighbour, Tsuun, Tyyryk only has small forests rather than one larger one, however they are spread about all over the country.

For most of the year life in Tyyryk is difficult due to this dryness, with the forests serving as a life-line for the Tyyrykans since they retain or can somehow obtain the vast amount of water dropped during the much shorter wet season, allowing life to flurourish within their borders all year around. Oddly enough, despite this Tyyrykans live on the open plains of Tyyryk rather than in the much lusher forests, however they explain this as being because to live within their lifeline would mean their spoiling it, eventually eliminating these pockets of life and making the dry seasons unbearable.

History
Tyyryk is most well known for having been a part of both Halvan Empires yet having been the first to gain independance from them too. The first Tyyrykan War of Independance took place over seven centuries ago, after a little under two centuries of Halvan rule. At this stage in Aheka's history, Halva controlled the entire southern continent, the entire northern continent except for Kaira (due to the cold more than anything) and the entire eastern continent except for Quall (due almost entirely to the Rudaa) and had done so for about 150 years. At this point Tyyryk was merely a state within the Halvan Empire who's people were effectively slave labour, however that all changed with the arrival of Tyyr, the greatest of all heroes in Tyyryk's history (and a man greatly respected as a hero in most countries in Aheka except for Halva for that matter), so great in fact that his people named themselves after him rather than using the name Halvans had used for them.

Tyyr was a very capable fighter, tactition and leader but most important of all, he was a natural mage too and an expert at blending in his magic with almost everything he did. He united large swathes of his people and begun a guerrilla war against the Halvan Empire that lasted well over two decades before the Tyyrykans finally drove out the Halvans who, despite having been far from loosing, found themselves fighting an unwinnable war with no reason to stay since Tyyr's tactics revolved around stealing the resources Halva wanted for Tyyryk and freeing the slaves they tried to take from Tyyryk. Eventually Halva simply gave up on the war and retreated, but it paved the way for others to revolt using tactics inspired by the Sons of Tyyr and eventually the First Halvan Empire crumbled.

Tyyr himself died of old age, after having united his people, driven away his people's conqueror's and surrounded by his large family, a death that all Tyyrykans aspire to, and contrary to what most believe (that they want to die a warrior's death in battle).

It was not until near the end of the Second Halvan Empire, about 64 years ago that Tyyr was revealed to have been reincarnated again (so the Tyyrykans claim), so that he could lead his people against the Halvans once again, however his victory was won in a much different way this time. Even though Tyyr was his Given name, which is normally reserved for family and close friends/lovers, by the time he was in his mid-twenties Halva had already heard the rumours of the "new" Tyyr and, afraid of the sway such a figure would hold over the Tyyrykans, they mercilessly hunted him down.

Tyyr managed to evade the Halvan empire for 5 years, spreading the word and rebellion as he went, until he was finally captured. The Halvans, being familiar with the Tyyrykan concept of the Great Circle, tried to set an example in Tyyr's execution by dismembering his body and spreading it across Aheka (exactly where only Halva knows, if they still have the records), thinking this would break the Tyyrykans' spirit. Unfortunately for the Halvan Empire this constituted a gross insult to the Tyyrykans and instead united them in hatred and resulted in a short and brutal guerrilla war that saw the Tyyrykans slaughter entire noble houses, leaders and other important persons rather than engage the Halvan army itself on any meaningful scale.

It is this campaign more than anything that has resulted in Tyyryk's false reputation as violent savages in most of Aheka's eyes, partially because of Halva's still massive influence.

Because of the manner of his death, it is almost certain that Tyyr will forever remain a Circle Name, however it has also given rise to the belief that a little bit of Tyyr has instead passed on into every Tyyrykan, so that he will live on in all his people instead of being reincarnated again.

Culture
Tyyrykan culture is without a doubt the most misunderstood culture on Aheka as, even now, they are regarded as a savage, stupid and violent people by the vast majority of races in Aheka. Compounding this is the fact that most of the Tyyrykans that you are likely to meet outside of Tyyryk are the less desirable ones who have been either disowned from their tribe or sent away to work because they are viewed as an embarassment by their tribe.

In truth, the Tyyrykans are a very traditional and honour-bound people who believe strongly in doing right by yourself, your family and your tribe and although it is still true that they are combative and made up of a disproportionate amount of fighters compared to every other nation, this is because they have historically had a lot of internal conflicts as well as external conflicts (primarily with Halva and their neighbour, Tsuun).

The Great Circle
The key concept to all Tyyrykans is the quasi-religious "Great Circle" that dictates almost everything in a Tyyrykan's life. At its most basic, the Great Circle refers to the circle of life, however the Tyyrykan concept is far more complex than that. To start with, Tyyrykans believe that everything in life, from individual people to entire species' or races, has their alloted place within the Great Circle that determines what they should do. This is usually not quite as strict as those who adhere to concepts of destiny, as an individual's place could be as general as "killing things" or "helping people", but it does bind Tyyrykans into rigidly defined roles from an early age that they rarely differentiate from.

Another key difference between the Great Circle and "desinty" is that a person's place is not pre-determined in the sense that they are given a positon and occupation at birth, but instead a matter of finding out an individual's talents, interests and personality and finding an occupation to match it. Like most everything to do with the Great Circle, it is the Tyyrykan Shamans who decide this, giving an individual a specific rite of passage tied to their assigned place within the Great Circle. Examples of this would be those chosen to fight having to better a superior opponent (usually someone who has only just finished their education/training in a similar role). Another example would be those chosen to help others having to find medicinal herbs/plants/etc. and correctly apply them.

In all such rites of passage the Tyyrykan is not expected to succeed straight away, but to persevere and learn, as it is supposed to be a test to see if they were allocated the right place within the Great Circle. Those who take too long to complete their rite of passage are assessed again and usually given another rite of passage to complete, however it is seen not as their failing but the Shaman's, as in a Tyyrykan's eye giving them a vocation that was not their calling was doomed to fail from the start.

Once completed, the Tyyrykan begins a much more focussed from of education with others in the same role for several years (it varies from vocation to vocation and tribe to tribe, but usually lasts until their mid-teens) and is then given a specific occupation depending on their performances, after which they complete their training within that specific vocation, usually by apprenticing themselves to someone already in the position. For example, someone who's role within the Great Circle was to fight could become; a Kashyyn, who effectively work as elite bodyguards to important individuals and all use supernatural abilities of some description; a Lykast, the soldiers of the Tyyrkans and most common occupation; or any number of other roles.

It is most important to remember that the Tyyrykans, for all the apparent strictness of this system, consider it very fluidly, as even those in the same general occupation can vary wildly, from a Kashyn who uses sorcerery or one who uses psionics or a Rykast with no magical abilities whatsoever and one entirely dedicated to magic rather than ranged or melee combat. It is the mentality and role of the person that is dictated by their assigned role, not how they go about fulfilling it.

Another key aspect of the Great Circle is the Tyyrykans' views concerning death and the afterlife. In short, Tyyrykan's believe in both reincarnation and a form of afterlife, in that they believe that when someone dies their soul returns to the land that birthed them for a time before being reborn in another (usually the same family, but not always). Because of this, it is Tyyrykan custom to cremate the dead and plant a tree or plant of some kind over their remains (usually one with symbolic significance), as they believe it will speed the dead along to their reincarnation. As a result, the worst punishment given by Tyyrykan law is to be killed, dismembered, spread across the land (usually at least several miles apart) and left to rot in the open. This is because Tyyrykan's believe doing so shatters the person's soul into pieces, preventing them from ever being fully reincarnated or returning to the Great Circle properly, which they view as a just punishment for their crimes in life.

It is a common practice among most tribes to wear necklaces, rings or other items of jewelry containing the ashes of a relative (either distant or close), the belief being that said relative/ancester will impart some of their experience and wisdom onto the wearer.

The treatment of women in Tyyryk is, if anything, the most misunderstood aspect of their culture. "Common knowledge" would have you believe that Tyyrykan's are extremely patriarchal and consider women only on their ability to reproduce. In truth, women (and never men) are permitted (even expected) to change their vocation during their life-times. No self-respecting Shaman (most of whom are women themselves) would assign a woman the "occupation" of "mother", "breeder" or anything similar, as they are given a vocation just as men are. However, should a Tyyrykan woman ever become pregnant, they effectively have their occupation changed to mother (Rykack in the Tyyrykan tongue, which literally translates as "son-daughter" but is generally translated as "honoured mother", as that is how it is used). They retain this duty (to raise the child, with help from the community as a whole) until the child completes their rite of passage (becoming an adult in the eyes of Tyyrykans), after which their wellbeing, education and care is considered the responsibility of the tribe's, rather than primarily the mother's. It is very common for women to return to their original vocation after having chuildren, though because it will usually mean a little over 10 years at most of care, women either have few children or many over a short period of time (and most women who intend to have children do so at a young age), to maximise the chances of being able to successfully re-enter their original vocation.

The only other way to change your vocation (and the only way for men) is for those who have become too old (or injured), and therefore unable to perform their vocation. Such individuals become "Elders" (Arltans in the Tyyrykan tongue), with duties ranging from helping the Shaman to educating the younger children or even (usually for those injured rather than the old) teaching those who have passed their rite of passage but not yet gained a specific vocation.

Tyyrykan marriages are commonly arranged, typically with input from their tribe's Shaman(s) but always with the final choice being between the parents. Such arranged marriages are more common the higher one gets in Tyyryk's society and are just as often made with members outside of a tribe than within it (since there are typially only a limited number of families in a tribe) and are usually announce after the youngest child's completion of their rite of passage - though marriage itself never happens earlier than learning their specific role in the Great Circle and usually after they have finished their training.

Tribes and Cities
As mentioned previously Tyyryk has retained its tribe system even though they now mostly live in what other countries would identify as towns and cities. In the smaller towns, as well as villages and smaller settlements, there is usually only a single tribe, albeit one that keeps close contact with other nearby tribes/settlements for the purpose of trades and arranged marriages. Once you get into the larger towns and cities though it becomes much trickier as multiple tribes live in the same place.

In general a tribe is best described as a group of three or more families joined together under a common leadership: made up of a Chief (usually male) who is elected through trial by combat and oversees the protection and physical well-being of the tribe, and a Shaman (usually female) who is chosen by the previous Shaman to succeed them when they die/step down (who is usually their apprentice) and oversees the emotional well-being of the tribe as well as maintaining their history and traditions. In cases where a Shaman did not name a successor the tribe typically invites the Shaman (or Shamans) of a friendly tribe(s) to determine who would be best suited to take on their role. In the most extreme cases a tribe will take on a Shaman from another tribe.

In a case of multiple tribes existing within the same settlement, each tribe tends to live in one area and focus on one general "role" within the settlement. For example, a large town might have as many as three tribes, with one functioning as the peacekeepers/primary defensive force, another as the farmers/merchants and the third as the hunters. These rolls tend to be very vague however, only working as a generalisation due to each tribe's tendancy to prefer one aspect of the Great Circle (something that is true even of those tribes that live in their own settlement).

Politics
Tyyryk has no one ruler and is instead ruled by a council made up of the Shamans and Chiefs of the most powerful tribes (called the Circle Council). Because of this, it is rather disjointed compared to most other countries and travellers must be careful as each area of Tyyryk has slightly different laws and customs to the others due to this fractured nature.

Tyyryk has a long-standing emnimity with Halva, due to having been invaded by them during both Halvan Empires and because Halvans still consider the Tyyrykans to be savages, however it is actually quite rare for a Halvan visiting Tyyryk to be assaulted or otherwise hurt (unless it was them who started the fight) because Tyyryk is the only country to have successfully won independance from Halva during both Halvan Empires, and both times without any outsider interference (they gained independance from the Second Halvan Empire three years before the assassinations that made the Halvan Empire crumble), which the Tyyrykans take great pride in, especially given their lesser numbers and inferior technology and knowledge. The only real sore subject for Tyyrykans in regards to Halva are the circumstances of the second Tyyr's death (see History, above), however in their mind justice has, for the most part, been served by the deaths they inflicted in retalliation (again, see History, above).

Tyyryk also has a rivalry of sorts with Tsuun or, more accurately, the two counties have recently developed a rivalry of sorts after centuries of on and off warfare on both a micro and macro scale. Most emnimity between the two countries now tends to emerge as non-violent and they even hold annual competetions with each other which have replaced the wars they once had. The main competition involves individuals from each country perform various solo and/or joint athletic feats, from simply running to ritual combat.

~MTWC
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Tsuun - The Land of the Great Forest
Language and People
The people of Tsuun are referred to as Tsuuneese, as is their language.

Geography
Tsuun generally alternates between the cold coming down from Kaira in the north, and heat coming up from the Equatorial Channel in the south, all as part of a yearly cycle that the Tsuuneese people have adapted to over the years.

Without a doubt the most striking and well known aspect of Tsuun's geography is the Great Tsuun Forest, which is the largest unspoiled forest in all of Aheka, as well as the best source of Darkwood. The entire forest, though made up of various different plants and trees, is made of Darkwood which is why its original name was Darkwood Forest, however that changed once Tsuun started to 'farm' the Forest and they decided it needed a more prestigious name. The edges of it have also been the site of some of the most major battles in Tsuun, almost all of which involved the Quen and other denizens of the forest charging out and brutally overwhelming the enemy.

Culture
Tsuuneese culture is, while generally nature loving, very much about harvesting nature in a way that Quall and, to a lesser extent, Rinn, would be uncomfortable doing. Most Tsuuneese commoners are farmers, as Tsuun's lands are fertile and varied, with colder temperatures to the north and hotter temperatures to the south, and there are also a special group of Druids, called Treesingers, who's job it is to magically accelerate the growth of the Great Tsuun Forest, allowing Tsuun to use the Darkwood there for trade without damaging the forest itself.

It is this self-sustaining use and love of nature that best defines the Tsuuneese people as, while they harvest the natural resources of their country on a massive scale, they also replace what they take from the land and, thanks to the Treesingers (powerful Druidic members of the Quen Kinship who use song to accelerate the growth of plants, amongst other things) even freak accidents and bad weather can not stop them, as the Treesingers have been known to descend upon the fields of Tsuun to help the farmers.

This symbiotic relationship between those who seek the harvest the natural resources of the world and those who seek to protect it is unique to Tsuun, at least on a country-wide and official scale, and the main reason that they are as powerful traders as they are - without the Treesingers Tsuun would be subject to bad fortune just as everyone else.

The Quen
See here for details on the Quen Kinship.

Towns and Cities
The Capital of Tsuun is Jharaverd, which is an archaoic form of the Tsuuneese word for "Darkwood". Jharaverd is by far the largest city in Tsuun and functions as a crossroad for trade from the east to the west and, more importantly, from the north - the Great Tsuun Forest itself.

Jharaverd, however, is one of the few true cities in Tsuun, which is mostly populated by farms and villages and a very spread out population. This has (and still does) cause problems, as policing such a widespread population is very difficult. For the most part Tsuun's policy for those in out of the reach areas is that the law will support them if they defend themselves from would-be-theives or attackers, however most bandits now function in large groups making individuals farms easy prey. This has resulted in a rise of "Bloodhounds", particularly Quen Bloodhounds, who are hired (either by the farmers or the local lord) to track down the bandits and, if possible, kill them, and if not, to report their location to the nearest garrison of guards so that they can deal with them.

Politics
Tsuun has been a Kingdom since the end of the 1st Halvan Empire, although unlike Halva their king of that time is not related to their current king, due to various civil wars in Tsuun's past, as well as wars with other nations. Its current ruler is King Ferrin Suunal, widely regarded as a decent ruler by his people, but a very difficult man to deal with - especially when it comes to trade negotiations.

Tsuun is somewhat similar to Quall, Kaira, Tyyryk and Rinn, in that compared to the likes of Nihl, Halva and Pharé they are not especially powerful, nor particularly advanced, however of all the "primitive" countries Tsuun is the most advanced and also by far the most influential, due to the value of their trade items (various foodstuffs from their masses of farms and Darkwood). In fact, Tsuun has treaties with all the major powers of Aheka (namely Halva and Pharé, but others too) that are part of their trade agreements and mean anyone stupid enough to invade them is likely to find almost every other country in Aheka declare war on them and fight on Tsuun's behalf. This is not because Tsuun can not defend itself, as the Quen in particular have shown in the past, but is a way to simply avoid war altogether, as even the winning side often ends up the loser to some degree (whether in terms of lives lost or damage to their country/morale).

The result of this is that Tsuun is one of the biggest traders in Aheka, which affords them a considerable amount of influence compared to their comparatively small military might (as they have long been defensive rather than offensive), albeit they are still not as influential as Pharé, Halva or Aria.

Tsuun also has a rivalry of sorts with Tyyryk or, more accurately, the two counties have recently developed a rivalry of sorts after centuries of on and off warfare on both a micro and macro scale. Most emnimity between the two countries now tends to emerge as non-violent and they even hold annual competetions with each other which have replaced the wars they once had. The main competition involves individuals from each country perform various solo and/or joint athletic feats, from simply running to ritual combat.

~MTWC
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Rinn - The Land of Beast and Beastmaster
Language and People
The people of Rinn are referred to as Rinnish, as is their language.

Geography
Rinn is a very temperate country that tends to flood a lot during the summer, creating large areas of hot marshland. Along with Tyyryk, Kaira and Quall it is one of the most unspoiled countries in Aheka, as the Rinnish people have only begun to move towards industrialisation during the last century, though even now they take great pains to preserve large areas of land, particularily those areas heavily populated by animals.

Due to being mostly made of plains that flood annually most of Rinn's animal population migrate throughout the year, with the Rinnish of old (and some even still) following them to hunt or herd them.

History
Rinn's history has generally been uneventful, especially compared to the likes of Tyytyk, Kaira or even the young country Ikra. In a similar vein to Kaira and Quall, Rinn has generally been happing keeping to itself, with most of its important mopments in history being a result of others attacking them or otherwise being the active participants. The most well known is, of course, their part in the First Halvan Empire. Rinn was in fact the last of the Eastern countries to be conquered, but in conquering Rinn Halva was able to tap into their far greater insight into both animal behaviour and how to train them.

Though it is often forgotten by most today, it was this invasion that truly propelled Halva to its greatest heights, as they had until then been slowed down by poor quality horses and other animals of burden, but in learning from the Rinnish they quickly built up a cavalry that simply couldnt be matched at the time. Even after they were overthrown by the people of Rinn during the collapse of the First Halvan Empire Halva retained much of this knowledge however Rinn too learned enough from Halva to eventually be able to fend off all those who later tried to invade them (including the Halvans again during the Second Halvan Empire).

Culture
First and foremost, Rinn is famed for its animals and animal trainers, boasting the best horsemen, messenger hawks or any other form of trained animal for that matter. The Rinnish warhorses, for example, are considered the best disciplined in the whole of Aheka and widely sought after by important individuals from other countries.

While it would be false to say all people of Rinn share a deep affinity with animals it is country defined by its relationship with them like no other - when most other nations relied on magic and/or technology to solve a problem, the Rinnish found an animal instead. Even now these traditions run strong and are the source of opposition to Rinn's increasing industrialisation with the Eabal Kinship being the most vocal supporters of the old way.

As a result of being used to dealing with animals of all shapes and sizes, even those with no particular affection for animals tend to be well versed in how to handle them, especially compared to a lay person in any other country, which is how they gained their reputation as beast masters.

The most famous individuals of Rinn are without a doubt the legendary Beast Wardens, (most often) Druids who eschew more advanced magic in return for forging an even deeper bond with the animals of the wild, gaining a small enterage of animal companions, from the common wolf to the rarest of creatures.

Towns and Cities
Rinn has few (but a growing number of) cities, most of which are found on the coast or at crossroads. These cities function as trade routes for Rinn's natural resources (including the animals they train and trade), while the numerous smaller villages and roaming families (including the Eabal Kinship) farm, hunt and generally keep to the old ways.

Other than having a far less harsh climate, this makes Rinn very similar to Kaira.

Politics
Rinn is a kingdom currently ruled by King Perendin Baelrinn (an Elven surname that literally translates as "guardians of Rinn"), the latest in a long line of Royals descended from the Elf-touched who led the fight against the First Halvan Empire, eventually driving them out of Rinn. The Baelrinn's are, in fact, the longest-running Royals in all of Aheka except for Halva itself, having been around for over six centuries in one form or another and now having created such a large extended family that to truly wipe them out would be incredibly difficult.

~MTWC
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Old 01-15-2010, 02:00 PM
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Quall - The Land of Unending Storms
Language and People
The people of Quall are referred to as Quallish, as is their language.

Geography
A very wet and stormy country, with a large amount of rivers and marshlands. The primary reason for this, and the reason why the country is considered to be one of the most powerful (at least defensively), is the Rudaa Kinship that resides in the mountains that stretch almost entirely across Quall’s Western coastline. Many countries have tried attacking Quall, but due to the Rudaa an attack from the Western Coast is nothing short of suicide as the mountain is steep and the mountains experience very frequent storms that make traversing it even more difficult, as well as taking full advantage of Aud’s (the Rudaa’s signature Blood Heritage) ability to absorb lighting. It’s Eastern coastline runs into the World’s End Ocean, which makes attacking from there dangerous too.

Culture
The easiest way to describe the Quallish way of life is "simple". Of all the races in Aheka they are probably the least inclined towards getting involved in the affairs of other countries and are more than happy to work away on their farms, in their mines or in whatever way they serve their country. This has given rise to the belief that they are a backward or primitive people, but in truth they simply like keeping to themselves and going about their lives with as little impact to their land as possible.

The main reason for this is, without a doubt, the presence and protection of the Rudaa Kinship who are the reason Quall has been able to keep to their simple way of life yet defeat every invading army that has attempted to take over their lands. It is also because of their influence, specifically the influence of their powerful Druidic Circle, that Quall in general has remained a very self-sufficient and nature-friendly country as the Rudaa use their considerable influence to block or otherwise hinder any attempts to harvest Quall's resources on a mass or otherwise damaging scale.

Towns and Cities
Quall technically only has one city, its capital Aurilla, although most consider Audinta (literally "place of storms"), the main home of the Rudaa Kinship, to be a city too, even if it is officially just a large town. That is not to say it is dominated only be small towns and villages as Quall has several large towns, many of which would be designated as cities in another country, however most of Quall is dotted by farms and mines with villages and towns spread between them - the more farms and mines in a location, the larger the nearest town will be. Quall's lack of cities mostly stems from their definition of cities, of which only Aurilla qualifies - namely, because it is the only place in Quall with large centres of education, the monolithic Quallish Academies which are more akin to small towns within the city, and religious worship (the most prominent of which is the main Temple of Tahllys).

Politics
Interestingly, while the Rudaa hold a considerable amount of influence in Quall they are limited, by law, in exactly how they can influence it. Specifically, the Rudaa's only source of influence comes from having guaranteed seats on the various Quallish councils, during which they represent the interests of the Rudaa, and are actually not allowed to hold any other positions of power within Quall itself, and this includes becoming royalty. Despite this there have been a number of royal Rudaa over the years however they are not even counted amongst the Quallish royalty and (in the case of a Rudaa father and Quallish Royal mother) the Royal in question is typically exiled and taken in by the Rudaa, as they can better taken care of them during the pregnancy, as well as help them look after the child. One of the most famous royal Rudaa, a Storm Sentinel named Llelria, eventually became the leader of the Circle of Stroms however, as royal blood neither hinders nor helps a Rudaa to gain prestige within the Kinship (in theory at least).

For the most part, Quall is governed on a local scale, with Aurilla preferring to leave the other areas to their own devices so long as the main laws are obeyed and taxes are paid. In the rare cases where an area is seen has having gone "rogue", whether by failing to pay taxes or by enacting laws they do not have the authority to, then the Rudaa are called in. Usually the mere threat of getting the Rudaa involved motivated them into bending to Aurilla, however the few times this has not been successful are remebered well for the devastation that was left after the storms hit, serving as good reminders on why you do not cross Aurilla or the Rudaa. The Rudaa are, afterall, the reason that Quall has single-handedly defeated every single invading force to enter their borders, even both mighty Halvan Empires.

The Rudaa technically have full autonomy from the rest of Quall and could enforce whatever laws their own ruling body (the Circle of Storms) wants to, at least within the boundaries of the Storm Spires, however they rarely deviate much from the rest of Quall - or rather, it would probably be more accurate to say that the rest of Quall does not deviate much from them due to the tremendous influence the Rudaa hold over Quallish politics.

~MTWC
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Elern - The Land of the Hidden Art
Language and People
The people of Elern are reffered to as Elernans, as is their language.

Geography
Elern is a temperate country with a wide variety of terrain and topology. Much of its flat land is farm land with villages dotted in between them and the occasional town or city at larger crossroads.

History
Before the Second Halvan Empire Elern was, much like Caldawn, one of those "everyman" countries - a temperate climate, varied people and trades and generally rather unremarkable and 'ordinary', but that changed when Elern was invaded and conquered by Halva a little over nine decades ago. Though it was a short campaign, it was brutal, as Halva completely shattered the much weaker Elernan army, hunting down every last soldier and imprisoning them or executing them to prevent a rebellion. Halva also executed every immediate member of the Elernan Royal family, leaving only a scattering of cousins and other distant relatives to the Elernan Royals.

It was one such relative (the second-cousin once removed of the King specifically), Netra Thane, that ended up leading the Elernan rebles to victory against Halva a little over thirty five years later. He achieved this great success with some help from the collapse of the Halvan Empire elsewhere (such as in Tyyryk) but also through both mastering and encouraging Psionics - which even to this day is a widely misunderstood 'art'. A natural Psionicist himself he begun to encourage the teaching of the Hidden Art amongst his rebels and actively sought out Elernans that possessed a talent for it and recruited them.

While Psionics was known to Halva, they were not prepared for the challenge of facing so many of them and struggled to adapt to the new form of attacks while the Elernans were very well versed with the tricks of arcane and divine magic, as well as Halva's tactics. His campaign quickly drew increasing support however this only enraged their Halvan occupies and resulting in the mistreatment of Elernans in general, as well as many deaths and imprisonments.

Netra finally drove Halva out of Elern shortly after the mass assassination of all the males in the Halvan Royal family by Pharé and quickly set about ruthlessly dealing with any stragglers, who were usually killed, as well as freeing the many Elernan political prisoners. Netra then took up the mantle of leader to the whole Elernan nation and, through his blood relation to the king (however distant) claimed the long-vacant Elernan throne.

Culture
Elern is the most militaristic country in the whole of Aheka and quickly becoming a rival to the big three military nations (Pharé, Nihl and Halva) as a result of what effectively amounts to a military dictatorship headed by a King (see Politics).

There are two key reasons for this meteoric rise in terms of power; firstly it is compulsary for all Elernan citizens (both male and female) to spend at least 3 years (or 5 years for non-Elernans seeking to become Elernan citizens) in the Elernan military (excluding training which usually takes a year), starting from the age of about 15; and secndly, even now Netra Thane's recruitment of Psionicists is going strong, except now it is government backed and a compulsary element for all children to undergo a test that determines if they possess a talent for the Hidden Art (latent or otherwise). Those who test positive are then required to attend special academies where they learn to better harness this ability and invariable go on to further refine their manifesting during their compulsary military service.

Because of this Elern is also the only nation where there are more Psionicists than arcane or divine spellcasters and is leading the way, by far, in terms of the education and training available for Psionicists. As a result of this they also have quite a lot of families from other nations petitioning to join the famous Hidden Art Academies of Elern, which the Elernans are all to happy to accept provided that said students become honourary Elernan citizens (requiring them to serve at least 5 years in the Elernan military but otherwise having a negligible cost to the family or student as the acadmies are fully backed by the Queen).

Otherwise Elern is a surprisingly tolerant and cosmopolitan country that tends to be defined by their rabid hatred for Halva and Halvans (Halvans being the only people barred from becoming Elernan citizens without permission from the Queen herself), something which has quickly come to being the main aspect of their people that others remember, despite the fact that their militaristic society and incrredible Psionic prowess is, if anything, far more noteworthy than a deep-seated hatred of another nation.

Elern is (unsurprisingly) the origin of the popular aphorism "As likely as Halvan diplomacy", which is a derrogatory way of saying something is not going to happen.

Towns and Cities
All Elernan settlements have a local garrison that police the area or oversee the area in general, while larger towns and all cities typically have at least two, and often more, each of which has a general function (such as policing the settlement itself or policing the area nearby).

Elern's capital, Arsinoh, is also its newest city, founded on the site of the main Rebel camp in the wake of their original capital's destrution during Halva's withdrawal.

Politics
As mentioned previously, Elern is, technically speaking, a military dictatorship headed by (at the moment) Queen Satria Thane, the youngest daughter of Netra Thane. All important decisions are made by either her or the Hidden Council (named in part after the Hidden Art and a similar group that advised the late King Netra during the rebellion) which is made up of the military leaders that oversee the key areas of Elernan life.

These leaders (most of whom are high-ranking, although it is not actually required) effectively function as the Lords, Ladies, Barons, etc. of other countries, except that it is a position inhereted by promotion within the military, not inhereted through family (although certain families are associated with certain positions).

Elern has a long-standing policy of never talking to Halvan diplomats or trading with Halva but is otherwise an increasingly active player in both international politics and trade.

~MTWC
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Kast - The Lands of Ebb and Flow
Language and People
The people of Kast are reffered to as Kastish, as is their language.

Geography
Kast's land is almost uniformly flat save for a few hilly areas and two great rivers that started all the way in the Quallish Storm Spires, passing through Elern and then all the way through Kast until they reach the southern ocean, though not before fanning out in the southern third of Kast in the form of two massive deltas. These rivers, as well as the powerful coastal tides, mean that Kast is a country that floods constantly. Southern Kast in particular is almost entirely waterlogged all year around and throughout the day.

History
Kast has been a part of both Halvan Empires however due to being very out of the way compared to Halva itself, it receieved comparatively little attention, especially because of its constant flooding and few resources. This did not mean that Kast was merely a number to Halva though, as throughout history Kast has been associated with the best ship-makers and sailors, with most other nations having borrwed heavily from their knowledge of boatcraft and seasmanship, if not simply copied them. Even to this day Kast is considered to have the best quality ships in all of Aheka and their crew are likewise considered to be the best.

Culture
.

Towns and Cities
Due to the constant flooding and marshy/waterlogged terrain the Kastish towns are almost universally built on stilts over the marshes or, occasionally, bodies of water (particularily lakes). Because of this, Kastish settlements tend to be small, as larger settlements become increasingly difficult to build and maintain, however the few large towns and two cities of Kast are wonders to behold.

First and greatest of these cities is the Capital, Aurian, which was built during the First Halvan Empire. Aurian is a massive port city lying atop an artificially created lake in the heart of the two river deltas that criss-cross in southern Kast. It is suspended there by powerful magic, commonly referred to as True Magic, but has the distinction of being a combination of both arcane creativity and shamanistic manipulation of the environment, as it and the surrounding lake and land was created out of an agreement the Halvan Empire struck with the local Druidic Circle. In exchange for helping them create a city that sat atop the water the Halvan Empire agreed that it would leave the greater part of Kast alone, using Aurian as a massive fishing port and source of trading, as well as travel through Kast and even up into both Elern and even Quall (although the Halvan Empire quickly learn to stay away from Quall).

The second of these cities is the not quite as large, but no less magnificent, port city of Llerin, home of the aquatic Quari Kinship. Unlike Aurian, Llerin owes its existed soley to powerful arcane magic that ensures it is protected from the sometimes harsh seas. Llerin is commonly reffered to as the Sailor's Haven, as it is widely regarded as the safest port in Aheka, as well as the port where the best crews, sailors and captains can be found, in particular those among the Quari Kinship.

Politics
.

~MTWC
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Sharak - The Country of Destiny
Language and People
The people of Sharak are reffered to as Sharakans, as is their language.

Geography
Sharak is a large tropical country that, save for the mountain range and forest in its north-east is mostly made up of plains, having cut down most of its forests over the centuries, leaving them with relatively few large ones, but many small ones spread across the nation.

The large forest in the north-east, known as the Sharlan Divide, is the historical marker of the border between Sharak and Shali, with half of the forest being considered Sharak's territory and the other half Shali's.

History
Sharak's history is very much intertwined with that of Sharakli. Sharak and Shali were once one and the same: Sharlan. Sharlan was considered one of the greatest nations on Aheka and one of the few to ever come close to rivalling the Halvan Empire. Sharlan holds the unique honour of being the only nation to have been specifically created by a Deity (Fisali/The Eighth to be specific), who forged the nation in the wake of the Demongate Wars almost a millenia ago. In exchange for giving them superior knowledge, both magical and technological, it was to be their duty to guard Eight Peaks, the northern mountain range that is infamous as the site for the final battle of the Demongate Wars, when Fisali tore open the barrier between the worlds and forced all the Demons back to their own realm. It is a little known fact that this came at a great price, as it has forever shaped not only Aheka as a whole but the Eight Peaks mountain range. Of all the places in Aheka it is the one with the weakest natural barrier between the planes and is, as a result, one of the most dangerous places in Aheka as monsters from all across the Great Wheel come to be there.

A great part of Sharlan's martial forces were therefore dedicated to slaying any Fiends or other unwelcome guests to Aheka that they could find, with the most elite of the warriors becoming the, still legendary, Eighth Knights. The Eighth Knights, as the name suggests, began as Sharlan's eight greatest warrior-mages, chosen to relentless hunt down Fiends both in Sharlan and in Aheka as a whole and either slay them or send them back to their home plane. Over time the Eighth Knights grew, but they retained their name in honour of both Fisali, the mountain range they called home and the original Eighth Knights.

Sharlan's glory days were not to last though, as roughly two centuries after being founded by Fisali herself they were conquered by the First Halvan Empire, who plundered their knowledge, subjugated their people and destroyed much of what made Sharlan so powerful. They would not remain conquered for long, as only a few decades later the Tyyryk revolt allowed Sharlan the opportunity to strike back and drive Halva out of its borders.

Alas, Sharlan would never truly recover from Halva's brief reign, and forever lost a great deal of their knowledge and magical artifacts, plundered by their invaders. In less than a century it would find itself embroiled in a Civil War as the twin Princes Kaeyin and Fisan battled with words over who would succeed their father. What started as a fight for the throne between brothers eventually turned one of the greatest civilisations in Aheka's short history against itself, forever shattering it in two.

Eventually, the two Princes settled on splitting Sharlan up, rather than continuing the war. Kaeyin would found Sharak, who's capital he would name Trusharlan (True Sharlan), while Fisan would found Shali, who would share the same capital as Sharlan. This worked well enough for both sides, as Kaeyin believed that Sharlan had been too long defined by its role within Eight Peaks and wished to focus on forging their own empire and spreading out into Aheka. Fisan, meanwhile, believed that Sharlan existed only to serve as the buffer between the weakened barrier in Eight Peaks and the rest of Aheka.

While the neighbours would never be on friendly terms, and border skirmishes, minor spats and various other conflicts arose, it would not be until during the Betrayer Wars, around six decades ago, that the two would truly come to blows again during what was called the Second Sharlan Civil War. Again the fight was a stalemate, halted by the realisation that both sides had been played for fools by Zera as a part of his ploy to take over Halva.

Unfortunately, in recent years tensions have risen higher and higher, with a Third Sharlan Civil War appearing to be on the horizon...

Culture
If Shali defines itself by its past then Sharak defines itself by its future, as Sharakans have a deeply ingrained belief that their country is detined for greatness. While such patriotism is present in all, or at least most, other countries, Sharak is notable in that it is this desire to see Sharak as a world power that drives their society forward.

At their heart though, Sharakans promote opportunism, cunning and foresight - that is not to say that they are a people of patient planners who spend years waiting for their plans to unfold, merely that they have a very forward thinking mentality and seek to change and define themselves by how they want to be or what they want, not by how they are/were or what they had/have. This tends to make them seem very greedy to most other people.

Above all though, Sharak is famed for its "lawful lawlessness" which is best shown by the fact that their Kinship are the Chathema, which started their life as a thieves guild and have since branched out (and are still branching out) into almost any kind of business they can possibly see a profit in - legitimate or otherwise. Cheating is a fact of live in Sharak, or rather, it is expected that everyone will try to cheat you and that you need to be careful and avoid this. As far as a typical Sharakan is concerned, if you fell for a con or made a bad deal then you deserved to loose out, and they (compared to most other people) rarely hold grudges against others as they expect and accept this sort of behavious as normal, understandable and even, to an extent, commendable.

As part and parcel of this mentality Sharak is one of the few places that allows public temples to Evil Deities, most notably Deimos (who holds a lot of influence in Sharak), though Ashtarte, Ciin and even some of the more powerful (but not Deific) Fiends have temples of their own somewhere in Sharak.

It was the Fiendish Cults rather than the true religions that are accepted in Sharak that spawned the now infamous Pact Summoners who make binding contracts with Outsiders (mostly Fiends it must be said) to exchange some kind of payment, favour or other service in exchange for the Outsiders help. Unlike with a typical mage that might do this, Pact Summoners made much looser and longer contracts that allowed them to briefly call upon the aid of powerful beings, if only for a short time, and far quicker than the ponderous summoning available to other summoners (after the initial deal at least).

Towns and Cities
Sharak's capital is Trusharlan ("True Sharlan"), located in the north, which is also the home of most of the larger churches to Evil Deities, most notably the powerful Church of Deimos which holds a lot of influence in the capital. It is also home to the only temple of Inanna, Deimos' half sister, who also lives there, like Deimos, but who rarely uses the influence she has gained in her short time there.

Politics
Sharak is currently ruled by King Kaeyin VIII, a friend of the Deimosian church (though his actual patron is widely debated and has never been confirmed) and the most ambitious and powerful King Sharak has had in many centuries, as shown by his increasing hostility towards Shali which has eventually lead him to declaring war on his country's age-old rival.

~MTWC
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Shali - The First Sons of Sharlan
Language and People
The people of Shali are reffered to as Shalians, as is their language.

Geography
Shali is a tropical and hilly country, with a mountain range to the north and south, as well as a large forest in its border with Sharak.

The northern mountain range, known as Eight Peaks in honour of Fisali, "the Eighth", is widely regarded as the most dangerous place in Aheka, not because of an inhospitable landscape (Eight Peaks is in fact rather lush as far as mountains go and is nothing compared to the frozen wastes and mountains of Kaira in that regard) but because of the monsters, Fiends and other Outisders that have come to call it home (see History).

History
Shali's history is very much intertwined with that of Sharak. Sharak and Shali were once one and the same: Sharlan. Sharlan was considered one of the greatest nations on Aheka and one of the few to ever come close to rivalling the Halvan Empire. Sharlan holds the unique honour of being the only nation to have been specifically created by a Deity (Fisali/The Eighth to be specific), who forged the nation in the wake of the Demongate Wars almost a millenia ago. In exchange for giving them superior knowledge, both magical and technological, it was to be their duty to guard Eight Peaks, the northern mountain range that is infamous as the site for the final battle of the Demongate Wars, when Fisali tore open the barrier between the worlds and forced all the Demons back to their own realm. It is a little known fact that this came at a great price, as it has forever shaped not only Aheka as a whole but the Eight Peaks mountain range. Of all the places in Aheka it is the one with the weakest natural barrier between the planes and is, as a result, one of the most dangerous places in Aheka as monsters from all across the Great Wheel come to be there.

A great part of Sharlan's martial forces were therefore dedicated to slaying any Fiends or other unwelcome guests to Aheka that they could find, with the most elite of the warriors becoming the, still legendary, Eighth Knights. The Eighth Knights, as the name suggests, began as Sharlan's eight greatest warrior-mages, chosen to relentless hunt down Fiends both in Sharlan and in Aheka as a whole and either slay them or send them back to their home plane. Over time the Eighth Knights grew, but they retained their name in honour of both Fisali, the mountain range they called home and the original Eighth Knights.

Sharlan's glory days were not to last though, as roughly two centuries after being founded by Fisali herself they were conquered by the First Halvan Empire, who plundered their knowledge, subjugated their people and destroyed much of what made Sharlan so powerful. They would not remain conquered for long, as only a few decades later the Tyyryk revolt allowed Sharlan the opportunity to strike back and drive Halva out of its borders.

Alas, Sharlan would never truly recover from Halva's brief reign, and forever lost a great deal of their knowledge and magical artifacts, plundered by their invaders. In less than a century it would find itself embroiled in a Civil War as the twin Princes Kaeyin and Fisan battled with words over who would succeed their father. What started as a fight for the throne between brothers eventually turned one of the greatest civilisations in Aheka's short history against itself, forever shattering it in two.

Eventually, the two Princes settled on splitting Sharlan up, rather than continuing the war. Kaeyin would found Sharak, who's capital he would name Trusharlan (True Sharlan), while Fisan would found Shali, who would share the same capital as Sharlan. This worked well enough for both sides, as Kaeyin believed that Sharlan had been too long defined by its role within Eight Peaks and wished to focus on forging their own empire and spreading out into Aheka. Fisan, meanwhile, believed that Sharlan existed only to serve as the buffer between the weakened barrier in Eight Peaks and the rest of Aheka.

While the neighbours would never be on friendly terms, and border skirmishes, minor spats and various other conflicts arose, it would not be until during the Betrayer Wars, around six decades ago, that the two would truly come to blows again during what was called the Second Sharlan Civil War. Again the fight was a stalemate, halted by the realisation that both sides had been played for fools by Zera as a part of his ploy to take over Halva.

Unfortunately, in recent years tensions have risen higher and higher, with a Third Sharlan Civil War appearing to be on the horizon...

Culture
Shali considers itself to be the true inheritor of Sharlan's responsibilities, as they still oversee the protection and patrolling of Eight Peaks, however this duty has generally gone to the heads of the nobility at least, as Shali has gained a (generally well deserved) repuation for being arrogant xenophobes who cling to the past. They are staunchly traditional and one of the few countries in Aheka that has a monarchy stretching back to the founding of their country (even if it has been split in two). This is shown in their attitude towards other nations, races (especially those with an Outsider heritage) and women (who are generally considered and treated as inferior to men, albeit only within the same class [i.e. a female noble would not be inferior to a male commoner]).

Towns and Cities
Shali's capital is Lanhera, which was also the historical capital of Sharlan. Lanhera is also hope to Fisali's main temple and generaly the first stop for those on a pilgramage to Eight Peaks (since Lanhera itself is located on the base of one of them, and the traditional starting point). Lanhera is one of the most ancient cities in Aheka and is arguably also one of the most well defended and fortified, sitting in a mountain range with paths that can easily be cut off by man-mde rockfalls in times of need, as well as various walls and towers surrounding the city itself.

Most Shalian cities are like this infact, particularily those in the north, although the smaller towns/villages and the few cities to the south and extreme east are less heavily fortified.

Politics
As mentioned previously, Shalian politics is a rather cut-throat affair, as its nobility have become increasingly distrustful, xenophobic and staunch in their opposition to almost all change. Even for Shalians it is a difficult matter, while any non-Shalian that tries to interfere is liabel to be forced out at best or disposed of at worst.

Because of its stance of treating non-Shalians, half/part-Humans (except for Elf-touched) and, to a lesser extent, women as second class citizens, it has increasingly been alienating itself from many other countries which, combined with their general attitude, has resulted in Shali having no real allies or friends internationally, as well as one major enemy (Sharak) and one loud dissenter (Pharé, regarding their treatment of women).

~MTWC
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Old 01-15-2010, 02:01 PM
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Aria - The Land of the Eight Wastes
Language and People
The People of Aria are referred to as Arians, as is their language.

Geography
Aria is a very arid and dry country, even outside of the wastelands that make up most of the north. Because of this it has a fairly small but hardy population that, not unlike Kairans, take pride in their ability to survive in the hostile environment. Although mostly flat, the wastes have a few small mountains, mostly along the coast, while the south shares a larger mountain range with Shali, Ikra and Halva.

[DM's Note - The above map is out of date in that the Arian desert should be further down, stretching across almost the whole top half of the country. Unfortunately I think I've lost my original master copy of the map, so can't alter it as it stands.]

History
.

Culture
.

Towns and Cities
.

Politics
.

~MTWC
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Caldawn - The Land of Mage, Kin and Farmer
Language and People
The People of Caldawn are referred to as Dawnish, as is their language.

Geography
All but the south-east of Caldawn is unusually fertile land, perfect for farming crops and it benefits from a temperate but generally warm climate. With the exception of a few forests (the largest two of which cross into Sharak and Halva respectively) it also has rather unremarkable geography, being mostly made up of plains with a few hilly areas here and there, mostly to the south-east, which is better suited to animal farming to crop farming.

History
Caldawn has changed very little over the centuries, having always been a land of trade, farming and wandering performers, with the only real difference being in who is nominally in charge of the country and how exactly the country has been run as a result.

Unlike many other former territories of Halva during the Second Halvan Empire, Caldawn did not have a sizable rebellion as, in truth, their time as a part of Halva was not much different than their time as an independant nation, as they had always traded heavily with Halva, allowing the more industrius nation to focus on magic, blacksmithing and other professions while simply trading adn purchasing the large amount of surplas food from Caldawn.

As a result, the Halvan "invasion" was little more than Halva taking a more active role in protecting and encouraging Dawnish farming, which meant very little change for the average Dawnish person. The few rebellions were started by the small social elite that had been ousted by Halva's own, but because life was not much different for everyone else they achieved very little and Caldawn was the last nation to gain independance from Halva in name, although in truth most of their social elite are effectively Halvans, albeit Halvans that have mixed with the Dawnish people.

Culture
The Dawnish are almost universally regarded as a friendly and laid back people who have a 'live life day-by-day' policy which, while not necessarily true of all Dawnish people, is a somewhat accurate summary of their general attitude and cultural belief.

There are four primary social groups in Caldawn; the farmers, who work the land and its creatures both to sustain themselves and to trade and sell for little luxuries or what they otherwise can not grow themselves; the merchants and artisans who primarily live in the cities (much like the middle class of any other nation really); the nobility, most of them originating in Halva but now being predominantly mixed race as Dawnish people have married into the nobility and/or been given noble status; and the Wandering Kin (usually simply referred to as the Kin), who are nomadic extended families that travel all over Caldawn and other countries in their caravans, making money through performing, fortune-telling and peddling their magic (since they have a disproportionate number of Sorcerers and Bards amongst them).

Caldawn's farmers, merchants and artisans are generally just like any other nation's, except that Caldawn has long been a cultural melting pot in the south, where people from the other countries meet to come and trade, exchange stories or otherwise mingle and, as a result, the Dawnish people have a reputation for being very cosmopolitan and accepting of other races, as they generally hold no particular ill will towards any one particular nation of its inhabitants.

Their nobility is generally similar to Halva's, since most Dawnish Noble families started out in Halva, moving to Caldawn during the Second Halvan Empire and thereafter mixing with the locals somewhat, except that all Dawnish nobles have at least some magical ability, even if only the ability to use a few cantrips. Most of the other changes to Dawnish nobility are cosmetic - while Halva has Lords and Ladies who own areas of land and oversee it, Caldawn has Magisters who do much the same but are also required to be arcanists of some power too - although despite being rather large, Caldawn has relatively few Magisters compared to the Lords and Ladies of Halva (even taking into account the difference in size) with most Magisters acting as a beacon to the various noble families in the area (most of whom will either be directly related or closely allied [usually through marriage]). Finally, Magisters technically function as absolute rulers of their own regions, with a few general exceptions. Only the Council of Dawn (see below) has the authority to demand a Magister do something (for example, raise/lower its tithe, start a guard, etc.), although in practice Magisters tend to keep each other in line through their various trade agreements, marriages and other forms of barganing.

The Kin, however, are a distinctly Dawnish social group, and a group generally misunderstood by other nations. Outside of Caldawn the Kin are often regarded universally as vagabonds, thieves and cheats, whereas in truth such people make up a minority of the Kin numbers as the other families have been known to attack those that give the Kin a bad name elsewhere. While the Kin tend to have the stereotypical Dawnish affability and relaxed attitude, they are also a restless and curious people, as evidenced by their constant wanderings. Because of their nomadic lifestyle the Kin tend to have an incredibly strong sense of familiar bond, to the extent that the entire caravan will often act on a single individual's behalf. One particularly famous example of this happened almost two centuries ago, when a Shalian Prince raped a young Kin woman that was travelling with her caravan through the Shalian capital. In response to this almost the entire caravan ended up staying in the city for several weeks, biding their time before the Prince was out in public again, whereupon they set upon he and his guards, complacent in their own city, killing most of his guards and also the Prince himself. This is also the reason that the Kin are still hated by Shalians, resulting in few caravans passing through Shali any more. Stories such as this have made even the most ignorant of people aware that to harm one Kin is to harm them all, and they care very little for local law when they feel one of their own has been insulted, hurt or violated in any way.

The Diosn Kinship began their life as Wandering Kin, and most of them retain a semi-nomadic lifestyle at least, although they do have a small city of their own, Valdiosn, where the more influencial members of the Kinship gather to decide on matters that effect the Diosn or Caldawn as a whole. Valdiosn has also become a popular destination for other Kin curious as to what a semi-settled life is like, and the Diosn Kinship generally encourage these visitors, not only for trade and information, but also to bolster their ranks as the Diosn prefer to marry Kin (as in, Wandering Kin, not family) if at all possible. Valdiosn is in one of the largest regions in Caldawn, the region that the first (and so far only) Kin Archmagister, Edana Diosn, recently gained through approval from the Circle of Dawn after they deemed the original heir to be unworthy of the title of Archmagister (namely, that his magic was too weak).

Towns and Cities
Caldawn is mostly made up of farms with villages and towns for trade, with their cities being few, far between and generally rather small. The capital of Caldawn, Valdawn, is by far the largest city in Caldawn.

If there is such a thing, then the "capital" of the Wandering Kin of Caldawn is Valdiosn, the only city inhabited almost entirely by Kin, although it is a city unlike any other, as should the need arrise Valdiosn can move as every home and building is actually a caravan. The fact that such a collection of caravans is called a city gives most the (correct) impression that it must be a rather extraordinary sight. Despite its odd appearance and inhabitants, Valdiosn is a surprisingly welcoming place and has a great variety of craftsmen, artisans and other skilled workers (as well as its fair share of inns and more than its fair share of taverns), although non-Kin often get the feeling that they're outsiders in this strange city.

Politics
Caldawn is Feudal Magistocracy ruled over by a council of five Archmagisters (most often referred to as the Circle of Dawn) all of whom can trace their ancestry back to Halva but who would identify themselves primarily as Dawnish (even if they maintain close ties with Halva). The current members of the Circle of Dawn are; Archmagister Armon Lupei; Archmagister Durin Ardelean; Archmagister Kiefer Vasille; Archmagister Jaeger Constantine; and Archmagister Edana Diosn (the only current female Archmagister, though not Caldawn's first, however she is the first Diosn Archmagister). The position of Archmagister is passed down in a family, typically to the eldest son, but an Archmagister can name any blood relative as their heir if they so wish. In the rare case where there is no apparent heir then the other Archmagisters grant the position to another family in good standing (which typically involves the various contenders trying to court the existing Magisters or otherwise strengthen their claim to such power and influence) which must then nominate a member of its family to take on the mantle of Archmagister (typically the family's patriarch, but not always). In rare cases, the Circle of Dawn will deem a designated heir to be unworthy of the title, in which case (if a close relative does not fulfil the criteria) they must choose a new heir, usually from a completely different family. This is typically done when the heir is too weak a mage (or not even a mage) to comfortably fulfil the role of Archmagister.

~MTWC
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