Farnine
The Farnine are a minute (6 inches or so) race of bluish tinged winged men, they are vegetarian in nature and enjoy nothing more than the midsummer and mid winter feasts of nuts berries and sweet ales consumed along to the mesmerising Farnine pipes and lyre.
The Farnine tend to live in and around the afforested areas of Frenalia, Arthis and Parthia, they sometimes trade and work with other races when it is to their advantage, they seem especially to get along with Filu and Borth communities. The Farnine very rarely live in other races communities but they sometimes employ or “Adopt” members of other races to help with the heavy work in their communities.
Not being very strong or tough the Farnine have developed into excellent users of both subterfuge and more importantly magic to defend their territories. Manys the raiding party that has entered a Farnine glade to rob their food and gold to return with no knowledge of who they are or where they come from, some never return at all. The Farnine at their core are easygoing nature worshipers and a good proportion of Uvan (The Earthfathers) can be seen amongst their number.
Suggested Careers: Gatherer, Minstrel, Brewer, Guardsman, Diplomat / Trader, Earthfather of Uvan, Trickster/Thief
Suggested Boons: Flight (Can Fly at normal human pace, ½ if flying upwards 1½ if flying downwards). (Costs 2 Boons)
Stats Notes: Maximum Strength: -1 Minimum agility: +1
Dimurgians
The Dimugian race are born traders and travellers, quick of tongue and sharp of whit the Dimugian respects a snappy comeback almost as much as a sharp dagger or a full purse. Dimurgia is a temperate nation mostly composed of jungle wilds (in which the Mungar rule) with the civilized portions in the costal areas.
Dimurgians tend to have light to dark brown skin and be quite slight in stature, but make no mistake they are strong of whit and militarily second to only the Parthians. Many Dimurgians are followers of the ancient god Dimu who expects (and receives) human sacrifice to himself and the other Jungle Lords.
Suggested Careers: Bodyguard, Caravan Mercenary, Sailor, Marine, Freedom Coast Pirate, Trader, Priest of Dimur, Storyteller, Womaniser, Shopkeeper, Criminal
Suggested Boons: Gift of The Gab (+1d to trading rolls)
Borth
The Borth are a large (7ft and up) muscular humanoid race of friendly pacifists, they tend to have dark grey almost elephantine skin colouration and texture, light coloured eyes and flat faces upon which there are two slit like holes in position where most races have a nose. The Borth are a race that take simple pride in a days work for a days pay and seldom get upset about anything.
Many borth can be seen in human society making their way doing heavy labour jobs in farming, construction and as stevedores. Although physically imposing a Borth will seldom involve himself in any type of physical conflict, may historians believe that the more aggressive elements of borth culture have been bred out after centuries of enslavement by both Parthian and Dimugian cultures and also because of the Borth religion “Bune” which is very similar to the Liang concept of “Lai” but with more emphasis on service to ones lord than on self discipline.
It is said that certain factions of Borth Bune monks study the martial aspects of self-discipline and warrior hood with a focus on defeating the self-ego to better serve the objectives of the Bune religion. Magic is incredibly rare amongst borth but has been seen in some sects of the Bune religion. Also certain Borth have been taken into larger schools of non-aggressive magics for training.
Suggested Careers: Labourer, Borth of Burden, Nobleman’s Sedan Carrier, Farmer, Slave, Monk
Sugegsted Boons: Tough Skinned (+1 natural armour)
Suggested Flaws: Pacifist
Stats Notes: Maximum Strength = 6, Maximum Agility = 3
Axilians
The axilian nation and the axian nation where once the same but the axilian nation eventually managed to build year round settlements and “Civilize” themselves, developing a written tongue and basic engineering in the process. Most major Axilian engineering still involves trade with and use of Dimurgian resources. This further antagonises the Axian nations, who see Axilians as the “Weakling Lap Dogs” of Dimurgia.
While axil still has a proud warrior tradition (and some of the scarring of axian warriors can be seen amongst the elite army units of axilia) Axilia now makes a lot of its living from trade of goods and farming. For some reason Axilia seems to escape the worst of the red wastes unlike the hardened tribesmen of axia. Axil religion is a mishmash of old axian shamanism and Dimurgian cults.
Suggested Careers: Solider, Bodyguard, Caravan Mercenary, Trader, Shaman, Priest, Elder or Matriarch.
Suggested Boons:
Axians
The Axians are a tribal nation who rely on the toughness of their warriors and the spirits of their shamen for survival. An axian is judged by their fighting and hunting prowess, the axian nation treats its women well but not as equals to men, a woman who does not bear children is worthless to the nation of axil but will be tolerated if she works well in tending to the flocks. An axians status can be seen from their tribal scars, a highly ranked axians face is a ripped and pockmarked affair with many folds of skin pierced with gold and silver trinkets.
The axian nation has no cities, axia will not support such large groupings it is a harsh land and so axian settlements travel seasonally to wherever the food or war booty is best. Some tribes are primarily hunters; some work from time to time as mercenaries.
The axil nation is officially at “war” with the Axilian nation and has been for as long as either side can remember; this “war” currently consists of the occasional raid and general banditry. Axian culture is based around an oral history tradition axia has no written language, religion is a shamanic spirit and ancestor worship based religion with the figure of Aixane – The Great Hunter figuring greatly amongst these.
Suggested Careers: Barbarian Warrior, Hunter, Shepard, Shaman, Bandit, Mercenary, Tribal Elder or Tribal Matriarch
Suggested Boons:
Arthians
The Arthian race are a hardy common sense group of humans usually wide of shoulder and dark haired, they are less inclined towards artistic and cultural endeavours than the Parthians to the east but by the same token are much enamoured of the creative crafts (Woodworking, Blacksmithing, etc). Most Arthians are serfs working as farmers, traders or craftsmen, Arthis itself being ruled over by a small and powerful elite of landowners. No pretence of democracy is seen amongst those of Arthian stock unlike there nearby neighbours the Parthians. Those of noble Arthian stock have a proud and long history of military service either as Knights or Navy Officers.
Suggested Careers: Nobleman, Knight, Trader, Engineer, Naval Officer, Farmer, Craftsman
Suggested Boons:
Parthus – The World Singer
Parthus – The World Singer. Parthus it is said created the world by singing the great song for a year and a day. He is the father of all the Parthian gods. Other members of the pantheon include Relane daughter of the earth, Paxis – The Sea Lord, Malius the trickster and Darene the duplicitous.
Ovo – The Universal Egg
Ovo – The universal egg from which all life comes forth, worshipped primarily by the Nareel and some Air Elementalists.
Stub – Will be detailed at some point.
Noaraon – The Watchmaker
Noaraon – The watchmaker, spirit father of time and creator of all the cycles in heaven and earth. Especially worshipped by the Filu peoples of Orlin who believe in the clockwork nature of the universe.
Stub – Will be detailed at some point.
Murr – The great sea spirit
Murr – The great sea spirit, worshipped under different names by many different seagoing peoples.
Stub – Will be detailed at some point.
Lai / Bune
Lai / Bune – The Liang “Great Spirit” not so much an entity as a single “unified spirit of the nation”, the Liang worship of Lai is more an expression of individual self discipline and duty to ones nation and the emperor who is said to be the physical representation of Lai. Bune is the Borth religion of service and self-sacrifice and as such is a very similar concept. Some scholars have even gone so far as to say that they are in fact the same religion.
Khell (the Excelsior)
Khell (the Excelsior), Arthian god of all that is noble in the spirit of man. Khell represents Bravery, Justice, Compassion, Truthfulness, Faith, Humility, Generosity, and Sacrifice. Unfortunately many of the Arthian noblemen who claim to be followers of the “Way of Khell” are seldom up to the job.
Dimu – The Jungle Lord
Dimu – The Jungle Lord. Worshiped mostly in Dimurgia, Dimu is tribal god of the natural order. Dimus followers believe that the axiom “Nature is red in tooth and claw” is a universal truth and the religion is structured as such, many more civilized peoples find the Dimu religious practices rather unsavoury and brutal.
In less civilised areas the cult of Dimus religious celebrations and high holy days are suspected to include human (or mungar) sacrifice. By contrast the cult of Dimu is one of the few religions followed by both mumans and the mungar.
Darkson
Darkson, The Devourer, The Enemy, King of Riddles – it is unknown if Darkson is a god a demon or merely an entity from an unknown dimension. None who have confronted it have survived the encounter with their minds intact and very few have survived at all. It is believed by many that the concordat of the seven schools of magic maintain a sufficient vigil in Xiaur to keep Darkson in its maze at the heart of the mage wastes, some scholars believe that Darkson is not a single entity but rather the essence of chaos which takes form as one of many physical entities, more of which could enter the world through the rift known as the Void. One thing all the peoples of Isis do know is that what did come through the void must remain bound or all who live and breathe will suffer unknown terrors.
Core – God of the Heltron
Core – The originator of the earth and the Heltron people in the Heltron mythos, Cores real name is unpronounceable to non-Heltron.
Stub – Will be detailed at some point.
Aixane – The Great Hunter
Aixane – The Great Hunter, worshipped mostly by Axis and Axil nations.
Stub – Will be detailed at some point.
Isis Timeline
This calendar is the world of ISIS history as recorded by the priesthood of Parthus. All Dates by Parthian reckoning (PR), The Dimurgian calendar starts 650 years earlier (IE: 0 PR = 680 Dimurgain Calendar) and has some major differences in opinion.
| Date by PR | |
| - 4000 | Parthus sings the world into being, and engraves the 12 noble truths onto the heart stone of the world |
| – 2000 | The Fregallu choose to ignore several of the 12 truths and create their own set of laws |
| - 1500 | Fregallu driven from the main lands of ISIS for their heretical beliefs |
| – 1400 | The Bane wars ensue for 400 years |
| 0 | Malanxi the blue builds the walls of Parthus, and proclaims himself first emperor of Parthus. |
| 80 | The great temple of Parthus is completed in Moritax |
| 100 | First tales of the emergence of the Heltron from the pellane mountains. |
| 770 | The arrival of the Darkson, the 30 years war, almost complete devastation of the southern nations, scourging of Xiaur. |
| 800 | The imprisonment of darkson in the mage wastes. The Treaty of Sandhame signed. |
| 900 | Current Date |
Xiaur
Population: 2,000,000 (30% Dimugian, 30% Axilian, 10% Heltron, 10% Axian, 20% Other)
Exports: Magical Trinkets, Finely crafted items
Enemies: None but what is called variously “Darkson, The Devourer, The Enemy”
Technology: An odd mishmash of well made craft items and various magics.
Military: Small standing army and the colleges of magery
Major Cities: Xil, Sandhame
Major Religions: All manner of cults, demon worshipers and unbelievers.
Law: Xiaurs laws are fickle mutable and apply differently from person to person and day to day. Only one law remains true for all is “The taint of the Darkson is death and shall be treated so”
Notes: Xiaur was once a plush tropical paradise kingdom until 100 years ago. The opening of the void and the arrival of the Darkson caused the southern nations to be thrown into chaos, warfare and pestilence. Only the treaty of magi and the work of the priests of Dimur help suppress and restrain the enemy to the area of Xiaur now known as the mage wastes. Xiaur is a nation, which at its core understands that its place and responsibility to the whole of Isis is in the maintenance of the vigil that keeps the Darkson at bay within his buried maze city. Seven of the signatory Magus Circles keep vigil over the mage wastes from their various citadels, towers and encampments. The city of Xil is without doubt the most magically active city in the known world, a high proportion of the population either working for or apprenticed to one of the 13 major schools of magic, Xil is a wondrous place of extremes. Beautiful glass towers sit next to the slums and squalor of the lepers quarter overseen by the priests of Ilarin, throughout Xil odd creatures, magical constructions and cultural confusion are never far away. Sandhame while not the capital of Xiaur serves an equally important function as a neutral meeting point for the magus circles to relax, re supply and settle their differences. Sandhame is home to the “Collegium Arcanis” which is not only the most well stocked library and magical laboratory in the whole of Isis, it also contains the “arena veritas” a coliseum of sorts where individuals can state their beliefs and grievances with other mages, if problems cannot be resolved in such a manner the arena can be used to solve the problem through magical conflict. In fact the collegium is the home base and training camp for some of Isis most feared combat mages.
Westersea Nation
Population: Unknown but perhaps up to 100,000 (60% Murgallu, 40% Other) in varying sized fleets.
Exports: Whatever they can get their hands on, Manpower.
Enemies: Sea wolf Pirates, Some Dimugian trading families.
Technology: Good quality and fast ships.
Military: The Westersea nation has an inbuilt marine militia among its ranks.
Major Cities: Freport (More a base of operations, as it is an independent city state ruled by an elected council)
Major Religions: Murr “The great sea spirit”, various smaller cults.
Law: A quite harsh set of maritime laws, which set the safety of fleet, ship and crew above the rights of the individual.
Notes: The Westersea nation are an almost completely maritime nation. Their main interests and incomes come from trade, naval mercenary activities and general transportation duties. They have a quite honourable tradition of service and at times will find themselves in situations where either honour or contract forces them to fight their own brethren whose fleets happen to be working for an enemy. This over time has caused some inter fleet rivalry most of which is sorted out at the yearly mid-autumn moot in the bay of Freport.
Seawolf Pirates
Population: Unknown but perhaps up to 50,000 (40% Murgallu, 60% Other)
Exports: Booty, Terror and Manpower
Enemies: Most seagoing nations.
Technology: Ramshackle ships of varying quality, long-range grapples and anti ship weaponry.
Military: The seawolves are a military nation if a little undisciplined
Major Cities: None, travel up and down the inner coast taking harbour where the find it.
Major Religions: Murr “The great sea spirit”, various smaller cults.
Law: Might makes right is the law of the Seawolf Pirates; they have a strong tradition of judicial combat.
Notes: The Seawolves are a loose amalgamation of pirate fleets of varying honour, ferocity and size. From small groups of sloops who can do no more than attack single traders up to the feared fleet of “Kaduh” self styled king of the Seawolves whose fleet has attacked and successfully sacked both Kulldarn and Fel-Gar. The Seawolves have no home territory to speak of but make land fall when necessary and convenient sometimes under the guise of ships from the Westersea nation. This of course has caused a great deal of animosity between the two groups over the years leading to some of the biggest naval battles ever witnessed taking place during the Westersea bi-annual moots at Freport
Parthia
Population: 7,000,000 (80% Parthian, 10% Arthian, 10% Other)
Exports: Fine Wine, Technology, Art and Culture, Legions of Soldiers
Enemies: Currently no open opposition, but many nations are not enamoured of Parthian foreign policy.
Technology: Advanced engineering, Major Canal routes and Aqueducts, Metal armour & Siege engines
Military: Large extremely well trained and equipped army and a strong if not as advanced navy.
Major Cities: Parthus, Malfius, Kulldarn, Arthek
Major Religions: Parthus “The World Singer” and his surrounding pantheon, Plus various cults and foreign religions.
Law: Parthian law believes itself to be fair and impartial but actually has a strong in built bias against non-landed Parthian citizens and foreigners.
Notes: Parthia is the most militarily powerful nation on Isis, it sees itself as a beacon of fashion, technology, culture and freedom. Other notions are not as sure, parthians tend to be so self assured and ignorant of others beliefs as to be patronising to non parthians. This has lead to an uneasy trade and diplomatic situation with parthias neighbours and trade partners. Parthian foreign policy is currently of a definite expansionist bent, the Parthian high council believes in “Civilizing” northern Isis and eventually the rest of the continent. While previous efforts in this direction were more overt and military in nature the current council is trying to export parthian rule and beliefs in more subtle ways, through trade, negotiation and “buying” lawmakers and political clout in other nations. This has lead to a underground of resistance primarily in other nations but also within Parthia itself.
Orlin
Population: 700,000 (35% Filu, 35% Borth, 20% Heltron, 10% Other)
Exports: Intricate Clockwork and other devices, Metal ore and gems, Fine food and ales
Enemies: None but are occasionally raided by Seawolf pirates and Gunrag raiding parties form the forest of Bol
Technology: Highly advance in the crafting, engineering and mining
Military: Small army of Heltron Warriors and Axilian Mercenaries, Murgallu mercenary navy. Orlin tries to maintain its neutrality in all things.
Major Cities: Bur
Major Religions: Noaraon “The watchmaker”, Bune (Borth), Core (Heltron)
Law: Orlin law is fair just and usually tailored to the individual, its justice system is not retributive but is aimed at conflict resolution.
Notes: Orlin is a very peaceful nation that concerns itself with personal advancement, trade and technology far more than conquest or international politics. The interesting mixture of Orlins main cultures gives this land a unique flavour, which is sometimes hard to understand for outsiders. Orlin maintains its neutrality in all political matters as best it can and tries to be on the best possible terms with its neighbours. The city of Bur is a very advanced place with all manner of new fangled technological gizmos and social ideas. Up to and including running water to most homes, street lighting in many areas, a steam powered communications system of tubes and canisters and a very enlightened social welfare policy.
Liang
Population: 3 Million (99% Liang, 1% Other)
Exports: Oddly Designed Art, Some magical artefacts
Enemies: None presently but Liang has an uneasy relationship with most nations on Isis.
Technology: Advanced Engineering, Skyships, Black Powder Weaponry, and Canonry.
Military: Army numbers are unknown but assumed to be large and well trained, Navy consists of a huge fleet of sea and air going ships most of which are equipped with black powder weaponry.
Major Cities: Nirei, Dai Chen, Ichu, Ruku
Major Religions: The path of Lai – “The Great Spirit”
Law: Brutal, and based on a strict honour & caste code.
Notes: Liang is a land of honour, advanced technology and mystery. Very few beings of non-Liang origin have ever been allowed to enter the domain of Liang, and even then usually only when the Emperor or Dai-Lai as Liang call him decides it is important. The Liang race are believed to be a crossbreed between the Fregallu and Dimugian races and maintain the aptitudes of both their progenitor races, they are good conversationalists, researchers and diplomats but also have access to ancient summoning Magics and elsewhere lost fields of advanced engineering. Liang culture has five levels of society, listed in order of the respect accorded them they are, Lai (The Emperor), Likuni (Monk like seekers of truth), Kakuni (The Nobles), Airenni (Craftsmen and Tradesmen) and finally the Urkuni (The untouchables, The poorest of the poor and foreigners)
Kisth
Population: 600,000 (25% Axilian, 25% Heltron, 20% Borth, 10% Filu, 20% Other)
Exports: None
Enemies: None, but fiercely independent
Technology: Specially treated navy ships to withstand the burning seas ravages
Military: Small standing army, small but well equipped navy strongly enhanced by having good knowledge of the burning sea
Major Cities: Erine
Major Religions: A mishmash of cults from the Axilian, Heltron and Borth traditions.
Law: Strong no nonsense and quite harsh with no death penalty, except for treason and crimes committed by foreigners
Notes: Although not a powerful nation by any stretch of the imagination Kisth manages to be fiercely independent due in some part to the practicality of its people but perhaps more because of its protected and isolated borders, The lanis mountains and Dareens swamp stop approach to the city of Erine form two directions and the burning sea and a well equipped navy make a sea assault nigh on impossible. Even if an attacker where to approach Erine they would need extremely strong engines of war and sorcery to enter the city. Erine is not only incredibly heavily protected but it is also positioned atop a huge knoll of stone thrusting over 300 foot into the air. Kisth tends to verge on the xenophobic in their relations with other nations except with Faspe who the have built an uneasy trust with over several hundred years although the new political machinations of Parthia in Faspian affairs have not helped this.
Kishan
Population: 700,000 (50% Dimurgian, 20% Mungar, 15% Borth, 5% Liang, 10% Other)
Exports: Rare Herbs & Spices, Fine Wine.
Enemies: Kishan has no official enemies but Dimurgia does not like the fact that Kishan trades with the Westersea Nation
Technology: Well fortified Castles and Strong hulled Ships
Military: Small standing army and Navy, Major patrols of roads, and strongly defended cities.
Major Cities: Kise, Wesfort
Major Religions: Varies dependant on racial profile of area.
Law: The law in Kishan is based on Dimugian law but with a stronger belief in equality, many Dimugian merchants have learned that merely being wealthy will not save you from a prison sentence in Kishan.
Notes: Whilst heavily culturally influenced by Dimurgia and the Westersea Nation, Kishan has a flavour and feel of its own, heavily mercantile and seagoing in nature Kishan is both wealthy and wild enough for its citizens to have a strong interest in democracy and freedom. The Council of 5 is elected every 3 years thus leading to a situation where no one group ever has the ability to push through unreasonable laws or change the structure of large portions of Kishan law. This seems to make Kishan both free and politically stable much to the annoyance of those who would try to maintain a stronger grip on Kishans resources.
Kahame
Population: 100,000 (45%Gunrag, 20% Nareel, 10% Heltron, 10% Parthian, 10% Arthian, 5% Other)
Exports: Precious Gems and Minerals, Timber
Enemies: None
Technology: Nothing exceptional
Military: Gunrag raiding Parties, and various small forts manned by local warriors.
Major Cities: None
Major Religions: Dependent on racial makeup of a fortress
Law: By fort or tribe.
Notes: Kahame is the wild north in all its glory, only the tough or the foolhardy venture here, the Gunrag raiders and harsh mountainous conditions make Kahame a place to avoid unless one is in the business of mining for precious materials like the Heltron are, or one enjoys the isolation in the peaks of the Rakane mountains as the Nareel do.
Frenelia
Population: 350,000 (95% Fregallu, 4% Demon/Outsider, 1% Other)
Exports: None
Enemies: The Westersea Nation, although no nation has ever had an embassy on Frenelian soil it keeps cordial but guarded communications open with all other nations on ISIS, especially with Liang.
Technology: Some advanced engineering but mostly demonic oddities and constructs
Military: Unknown but presumed to be some kind of elite magically enhanced force.
Major Cities: Lialane, Mugath
Major Religions: None as such but many pacts have been made with powerful netherworld entities.
Law: Nothing is known of Frenelian law.
Notes: Frenelia is seen along with Liang as one of the two most impenetrable nations on Isis, both in terms of its culture and its intentions towards the world at large. Although Frenelia has not engaged in any kind of conquest in recorded history its is known by scholars that in the past at some point a race of demonic half breeds swept the continent like a plague and where only beaten back by great struggle and sacrifice. Many equate the beings in this fable to the nation of Frenelia. Their refusal to enter into trade with the other nations of Isis does not help matters, and the frenalians are often seen as the “bogeyman” by the common folk of most nations.
Faspe
Population: 1.5 million (20% Parthian, 15% Arthian, 15% Borth, 15% Axilian, 15% Heltron, 20% Other)
Exports: Precious Metals, Gemstones, Timber
Enemies: None
Technology: Parthian Imported Engineering
Military: A small standing army, backed up by a strong city based militia and a legion of Parthian soldiers based in the city of Lann.
Major Cities: Aspe City, Lann
Major Religions: Faspe has a history of welcoming all religious beliefs from around ISIS.
Law: Faspe law is a modern constantly revised and fair system of codes based on the beliefs of all its constituent peoples.
Notes: Known as “The gateway to the south” Faspe is depending on your point of view either “The most open understanding and fair society in the known world” or “A boring one horse nation that couldn’t throw a good party if you forced it at sword point”. Faspe is a democratic, fair, free nation that attracts social outcasts, freedom fighters, merchants and escaped slaves from the length and breadth of Isis. While Faspe tries to stay neutral in all its dealings with foreign nations in recent years the Faspain high council have much to their chagrin had to accept the presence of a legion of Parthian crack troops in Lann for “protection against their enemies”, although the people of Faspe are said to be of almost infinite patience this matter may well come to a head over the next few years.
Dimurgia
Population: 4.5 million (70% dimurgain, 10% Mungar, 10% Borth, 10% Other)
Exports: Rare Oils, Silks and Fine Materials, Spices.
Enemies: The Westersea Nation, Strong cultural rivalry with Parthia
Technology: Strong Alchemical bent, many advanced medical procedures, and some Liang black powder technology.
Military: Strong standing army with many veteran divisions stationed in the fortress towns on the great Dimugian trade route around the Zanuth jungle, small but veteran and elite naval units defend coast from Westersea brigands and Murdath raiding parties.
Major Cities: Dimur, Zalan
Major Religions: Dimu “The Jungle Lord”, various small cults both legal and illegal.
Government: Elected High Plutarch, usually either a leader of one of the merchants guilds or a puppet of the guilds
Law: The Dimugian legal system is harsh and generally seen by outsiders to be unfair. Good legal representation is expensive in Dimurgia and completely necessary to understand the arcane nature of the statute books. Penalties can be anything from loss of a limb or other body part, Slavery, or even enrolment in a gladiatorial school for the masses entertainment.
Notes: The two most often used phrases attached to the nation of Dimurgia by foreigners are “Money Talks, bullshit walks” and “Its not what you know but who you know”. Dimurgia is a nation of extremes, from the glittering palaces of the Plutarch and the excessive lifestyles of high ranking merchants guild members to the filth strewn streets of Dimurs old quarter, social inequality and the rule of a harsh regime are felt everywhere in Dimurgia but most especially in the capital city of Dimur. Slavery and Indentured servitude are not just accepted they are often socially expected. This three-tiered nation can be summed up as “The Rich, The Powerful, and the rest of the scum”.
Axilia
Population: 300,000 (70% Axilian, 10% Heltron, 5% Axian Raiders, 15% other)
Exports: Top quality Wine and Food, jade and blood gems mined by the Heltron.
Enemies: The Axian nation
Technology: Dimurgian imported engineering expertise
Military: Small standing army and navy, backed up by several legions of Dimurgian crack troops.
Major Cities: Axil
Major Religions: Shamanic spirit and ancestor worship now being steadily tinged with influences from the Dimugian cults.
Government: Ruled by an elected council of elders.
Law: Some tribal elements of Axian law remain but in mostly overridden in favour of Dimurgian law.
Notes: The people of Axilia whilst proud of their warrior traditions and history see themselves as a more progressive nation than their Axian counterparts to the east. Most of the actual progress in Axilia can be traced to one source, Dimurgian expertise. Dimurgian culture and technology has been imported wholesale to Axilia over the last century or so. Many of the members of the council of elders attained their position due to a close association with Dimurgian noblemen and Merchants. Some would even go so far as to say that Axilia is ruled from Dimur, with the Dimurgian ambassador (Galin Xanis) being the most powerful man in the kingdom. This does not sit well with a large vocal minority of traditionalists and Axilian nationalists.
Axia
Population: 100,000 (80% Axian Tribesmen, 10% Heltron, 10% other)
Exports: Jade and blood gems mined by the Heltron, and a lot of red acidic dust
Enemies: The Axilian nation, most non-Axians
Technology: Metal Weapons but only non-metal armours
Military: Roving Tribes, no National army or navy.
Major Cities: None, large numbers of clans settle at delta of river Xuia
Major Religions: Shamanic spirit and ancestor worship with Aixane “The Great Hunter” being a major figure amongst these.
Government: Tribal elders meet from time to time to discuss territorial and spiritual matters.
Law: Each tribe makes its own, generally decided by tribal elders and Shamen
Notes: The Axian nation is a harsh land, with desert to the south a barren scrubland at its heart and the red wastes to the north not many can live here. The Axians can rightly claim to be the toughest of the humanoid races and defend their territory with a similarly harsh hand. Any non axian travelling in this land is taking their life in their hands.
Arthis
Population: 2 million (60% Arthian, 20% Parthian, 10% Fregallu, 10% other)
Exports: Precious Gems, Metal, Poetry
Enemies: Westersea Nation, Kahame
Technology: Excellent Metalworking
Military: Small Elite Navy, Strong Cavalry, moderate standing militia of serfs.
Major Cities: Westsea, Irongate City
Major Religions: Khell the Excelsior, The Parthian pantheon is also strongly favoured here.
Government: Elected King (currently Aynor Killrosen, chosen by the most powerful Arthis families.)
Law: Varies by region, meted out by local sheriff as appointed by local lord, harshness depends on local lord. On certain matters trial by combat is afforded to those of noble birth if the local lord approves.
Notes: Most Arthians are serfs working as farmers, traders or craftsmen. Arthis is ruled over by a small and powerful elite of landowners. No pretence of democracy is seen amongst those of Arthian stock unlike there nearby neighbours the parthians. Those of noble Arthian stock have a proud and long history of military service either as Knights or Navy Captains. Many members of Arthian nobility have pretensions of being “Noble defenders of the common man” but can as often be seen meeting out cruel punishments to common folk who fail to bring in a good harvest. Many of the Arthian noblemen who claim to be followers of the “Way of Khell” are seldom up to the job, the rare exception being the members of the elite religious Knights Excelsior who are seen by the common man as the true representatives of Khell. Unfortunately most of the more well to do Arthian nobles see them more as “An overly earnest pain in the posterior”.
Welcome to Isis – A Barbarians of Lemuria RPG Setting
I’ll start to stick up details on the setting the maps, races, cultures and Cults as I progress. Hopefully I’ll eventually have simple PDF in the sidebar to download for anyone who wants to read it in one convenient place.
Also if anyone has any good suggestions for the setting I’d be happy to hear them.