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Eilif Dhaoine (ELD)


volthawk

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Eilif Dhaoine
Capital Region: 25
Region Name: The Reserve

Leader: Clagath of Deargabh
Heir: Sorcha of Deargabh

 

History

In the time before the War of Eternal Bombardments, the Reserve was...well, a reserve. Taking advantage of the islands providing natural isolated environments, the bioartificers of the pre-war Empire worked away here to master and manipulate life, creating a wide variety of insectoid creatures - many of these were intended to be dangerous, but others were created for their impressive looks, to act as food for the more valuable creatures, or to similarly fulfil specific niches in the ecosystem. The Reserves often took visitors, whether they were there to marvel at the great works of the Reserve's masters, or to draw on their expertise and creations for their own purposes. Naturally, those purposes often involved war, so when the War of Eternal Bombardments broke out, the Reserve became a target, nobody wanting the creatures found on the islands to be used against them. The Reserve's security forces retreated in the face of the War, and the Reserve's facilities were reduced to rubble, the bioartificers killed in the bombardment or killed by assassin teams sent to ensure that the research died along with the Reserve.

The survivors of the War in the Reserve were mostly visitors and low-level staff - those that weren't in the central buildings when the bomardment started, and didn't accompany the surviving bioartificers when the kill teams came - along with a few poor souls who had fled by ship from elsewhere and found themselves in a worse place than they left, so there was no surviving chain of command or social structure to immediately adopt. Instead, there was a period of peace where the survivors on each island recovered, found each other and formed new communities, picking through the ruins for anything of value. Some wars happened during this time, of course, as the new young city-states settled into place, but broadly speaking this was a period of calm. Meanwhile, the surviving engineered lifeforms that were once contained by the Reserve's systems found their own freedom and began breeding out in the jungle, developing into the wide variety of bàsclan varieties known today - at this point it's unclear how many were purposefully engineered, how many mutated and changed because of the weapons used in the War of Eternal Bombardments, and how much of what of what's seen today is simply down to two millenia of evolution.

After some time - rather less time than the survivors expected, the first sign of the bàsclan's unexpected fecundity - the attacks started, and life on the Reserve became more of a fight for survival against the creatures. They became known as the bàsclan (bàscail singular) by the Dhaoine, roughly translating to "Death's Teeth", but have been given other names elsewhere, in places where one (or a group) have made it to other shores or by explorers who spend enough (but usually not much) time in the Reserve to name them - bugulons, for instance - while both Reserve locals and foreigners find themselves using simple names like bug, insectoid or similar simple names at times when there's no need to distinguish between a bàscail and a mundane insect (or words like monster when a bàscail is particularly dangerous). For most of the Reserve's history since the rise of the bàsclan, the nature of the threat facing the scattered settlements kept them all busy and divided, and coordinating on a higher level was typically impractical. On top of that, raiding quickly became part of life on the Reserve - when times are always hard, and your own survival is in jeopardy, why not take from others to ensure you and yours do well?

Eventually, advances in weaponry and armour turned the tide against the bàsclan enough that safe routes across the islands of the Reserve could be established. Soon, settlements began forming permanent alliances and trade routes, and those that opposed or raided those alliances were cut off from all help and left to either accept terms or eventually fall to the creatures that dwelled in the jungles or their neighbours seeing them as a safe raiding target. As the islands unified, they began to make formal, steady contact with each other and it didn't take long for the question of a Reserve-spanning alliance to be suggested, as trade between the city-states dominating each island's alliance grew. Given the nature of living here, all-out war never broke out - nobody was willing to leave themselves vulnerable by committing a large amount of hunters and warriors elsewhere - and instead duels and champions settled the matter of who would end up in charge and dealt with minor power struggles. The Emperor's proclamation came a few years after the dust had settled and the city-states and alliances of the Reserve had formed into a single unified country, the Eilif Dhaoine, and they accepted being a part of the Elect, and the technology involved in that, with enthusiasm. The Reserve may have been their home and the crucible in which they earned their strength, but it was not the most pleasant place to live. Now, perhaps, they can forge a new and better home for themselves using that strength - on this planet or another.

For reference, Eilif Dhaoine means "the people of Eilif", Eilif being one of the names used for the physical islands of the Reserve as a whole. Despite that, most people still use "the Reserve" when talking about the region itself and not the country. Meanwhile, "the Dhaoine" is sometimes used to refer to the people that live in the Reserve.

Geography

The Reserve is a hot, humid island chain that is covered in jungles - in the past, before the War of Eternal Bombardments, there were large facilities all across the islands, but they were reduced to rubble and the jungle has retaken them with time - and spotted with the fortified cities of Eilif Dhaoine. The largest islands are where the largest cities and the core of Eilif Dhaoine can be found, while smaller islands either have their own smaller cities, fortified outposts of nearby cities (mining camps are common across the Reserve as the fortified industries of the Dhaoine need constant supply, and the mountains of larger islands and the earth beneath them all have proved to be sufficient for those needs), or are mostly abandoned and left to the bàsclan.

Naturally, given the jungles that dominate the island's geography, it is filled with life, although much of that life is descended from artificial lifeforms created before the War of Eternal Bombardments given a new lease of life after the War and growing to dominate the local ecosystem - many scientists among the Dhaoine subscribe to the theory that some of the exotic and magical weapons used during the War caused mutations in the bàsclan that allowed them to flourish beyond their intended environments, pointing to the unexpected rapidity of their breeding cycle compared to the few surviving pre-War notes that have been found, and the existence of purely squatic bàsclan when the Reserve's islands were intended to serve as their prison in case of a mass breakout like this. The majority of the flora here looks rather normal for a tropical rainforest on Sansar, although even here many species show differences compared to more natural specimens elsewhere - these plants were modified by the pre-war bioartificers to ensure that they could properly support (and survive the appetites of) the bàsclan, and found it just as easy, if not easier, to escape containment and spread across the islands as the bàsclan themselves. Prime among these modified species is the drochridhe, a fruit-bearing tree which was engineered to provide the foundation of the bàsclan-dominated ecosystem - besides the fact it simply grows larger and wider than most trees, giving them an advantage in competiting for light, there are more sophisticated modifications at play here, such as leaves which grow with odd patterns and symbols covering their leaves, arcane runes that ensure for more efficient photosynthesis and encourage growth, while the payoff for all this is their fruit. Engineered to provide the perfect chemical cocktail for the bàsclan, and far more energy-rich than normal plant products, these fruit provide the foundation of the bàsclan ecosystem, allowing the herbivorous strains of bàscail to feed and grow strong in large numbers without collapsing the wider jugnle ecosystem, and in turn ensuring that the numerous predatory strains do not run out of food and starve. As far as the human element in the Reserve is concerned, the drochridhe has a...mixed reputation, as while it is the root of the bàsclan problem, it is also undeniable that they themselves are somewhat dependant on this system - bàsclan, usually of the herbivorous variety, make up a significant part of the diet of the average Reserve dweller, the hydroponic arrays of the cities often being insufficient to feed everyone and many people simply wanting to have more than the various fruits and vegetables grown there. The fruit themselves, however, are toxic to humanity, several of the chemicals in them being toxic to humanity in large doses - the smaller doses found in bàsclan after they have eaten and digested the drochridhe fruit is far more manageable for people, particularly as those in the Reserve have usually undergone genetic modification to bolster their tolerance for drochridhe toxin.

However, the most notable part of the Reserve's ecology is of course the wide variety of bàsclan present. While not all of the creatures created before the War survived the bombardment, enough did that the ecosystem is dominated by these artificial species - even the waters around the Reserve have become home to various amphibious and aquatic bàsclan. Some normal animals do still survive, finding niches not covered by a surviving bàsclan species - herbivores that eke out an existence feeding on unmodified strains of plant and have managed to survive over a thousand years of bàsclan predation, predators that found themselves capable of taking on a herbivorous bàscail while also avoiding being fed on in turn by predatory bàscail, and the like - but the insectoids make up the vast majority of the animal population. Herbivorous bàsclan climb the trees for fruits or chew through the trees themselves (their diets are usually not entirely drochridhe fruit), predators eat those bugs, other predators or humans (depending on their size and disposition - their artificial origins means that many are rather more aggressive than one would expect), and so on. The ecosystem would be quite unbalanced, given the large amount of predatory species here, but the drochridhe fruit and other modifies plants provide enough energy and food to the system that it so far has not collapsed.

The people of Eilif Dhaoine tend to live in dense, fortified and highly industrialised cities, although these days a significant amount of the population lives in buildings that have spilled out from the city's walls into the land around it - with growing numbers and advanced weapons, it's far easier to keep the surrounding area clear of dangerous bàsclan, although incidents still happen sometimes and living within the walls is safer and more prestigious (except for the sealga, those that make their living and fame as bàscail hunters - they typically live outside the walls, as an implied statement about their confidence against the bugs). Over time safe and stable roads, patrolled regularly, have been established between these cities, and smaller outposts built for specific purposes have sprung up to supply and support their mother city. Within the city, people live in dense environments with plenty of vertical stacking, often living beneath the industries that produce the weapons and tough construction materials needed to survive in the Reserve, while vertical hydroponic farms provide the food needed (supplemented by bàsclan, of course) to support such a city. Many cities have underground areas, filling in old mines or areas purposefully excavated for living space, and those tend to be where the government of each city can be found, in the most fortified position should the walls fall and typically with plenty of tunnels to escape out of.

People

Centuries of fighting for survival have led to the settlements that make up the Dhaoine having a very militaristic culture, with the hunt being held up as something of great significance - after all, the hunt was how you fed your people (while agriculture and fishing has grown in importance in recent centuries, for the worst of the times between the War and the modern day, killing and eating a large bàscail was a major way you kept fed), how you protected yourself from the bugs, and how you proved that you were skilled and valuable to your people. A practice of trophy-taking, either from the creatures you killed or the people you've raided, has also grown alongside the hunting culture.

Those that are martially inclined within the Dhaoine tend to fall into two categories. The majority are the lannan, those that remain within the settlements of the Dhaoine (or the immediate outskirts) and protect the rest of the people from bàsclan or raiders. They're more numerous, and the job is the less prestigious of the two, but they still take pride in their work and wear chitincraft armour with pride - the most common chitincraft equipment used by lannan is made from one of a handful of ant-like species of bàscail (some city-states use other hive-based bàscail, but the ant-like ones are most common), who are killed en masse and their remains taken home for less prestigious artisans to make a large number of suits of armour and weaponry. While lannan typically carry melee weaponry as a backup weapon - sometimes important when your main foe has a strong tendency towards closing the distance quickly - the lannan doctrine very much focuses around ranged weaponry, making use of centuries of technological advances to kill the bàsclan from a distance as efficiently as possible. The rest are usually sealga or wannabe sealga, hunters that venture out into the wilderness to bring down predatory bàsclan that have proved troublesome for their people (particularly if said bàscail is famous - sealga have a reputation for being glory hunters), or to hunt large herbivores to give their people an influx of food (bàscail meat is...an acquired taste), or to raid another settlement (although that's less commonly done these days, now that Eilif Dhaoine has been formed - many sealga are eager to get out into the world and raid non-Dhaoine targets, though). Many people join the ranks of the sealga only to die quickly, so the sealga subculture has developed a number of ranks over time, a somewhat unorganised system where surviving the sealga's life and bringing in impressive kills or pulling off audacious raids increases a sealga's standing in the eyes of his peers, and that influences how they are referred to by their peers. The most successful hunters are rich and famous, and show that with chitincraft made from their own kills and worked on by the most prominent artisans of the time. That is not to say that most of those that live in Eilif Dhaoine are warriors, of course - even when support elements are taken into consideration, the vast majority of the population work the same jobs as you might find anywhere else, particularly in the manufacturing or agriculture sectors, given both are of great importance to the cities of the Reserve.

Dhaoine magic tends to follow similar veins to their approach to genetic modification, focused on self-improvement and making them better at what they were already doing rather than creating entirely new magic-focused lifestyles or battle plans. Sealga spells tend to focus on stealth and finesse, along with techniques to temporarily empower their weapons for the killing blow, while lannan magic tends towards making oneself (or more commonly, one's squadmates - typically magically capable lann are spread about so that each has a certain number of mundane lannan that they are responsible for, although this is usually not a command position) tougher and more resilient, or sharpening senses to more easily pick out bàsclan in the undergrowth. Some of the artisans that supply warriors with their equipment use enchanting magic to empower the wargear they create, while others use various kinds of minor magical techniques to simply ensure that their works are as good as they can be. Magical talent is...not particularly common among the Dhaoine, found at a slight but noticeably lower rate than the average for humanity elsewhere on Sansar - as those in the Dhaoine find out more about the wider world and compare notes with their counterparts elsewhere, the commonly accepted explanation is that it might have something to do with the weapons used during the War of Eternal Bombardments - if that changed the bàsclan, it is only natural to suggest that it might have changed the survivors too.

Species-wise, the majority of the sentient population of the Reserve are human, but all kinds of people were present on the Reserve when the War came, so small amounts of other species are present in the modern population - some species died out for one reason or another, of course, or have interbred with the human majority enough to make the distinction nearly meaningless after 2000 years, but some have managed to stay present.

Government

[B]Supports:[/B] All controlled by Eilif Dhaoine

Technically, Eilif Dhaoine is governed by an alliance made up of factions that each control one of the Reserve's islands, each themselves formed by an alliance of the settlements within them, and decisions that affect the country as a whole are voted on by representatives of each part of the Reserve. In practice, though, power is more centralised than that - a practice of settling disagreements and cementing deals through duels quickly became common in the Reserve, given the reluctance each alliance felt towards amassing armies and meeting in large-scale battles (after all, that's how you leave yourself vulnerable to the wilderness taking advantage of your home being weak), and through that a power hierarchy quickly fell into place. While all the factions within the Reserve get a vote, they are organised into power blocs based on the outcomes of those duels (and in more recent years, outright tournaments that are explicitly for this purpose) and expected to follow the wishes of those that bested them. As many of the Reserve's best fighters tend to have little loyalty to a particular city, typically found among the sealga, this has ended up becoming a test of a city's ability to recruit talent and afford their fees as much as it is how martially skilled their people are.

Currently, this has led to Clagath, the ruler of Deargabh (itself one of the larger cities on the Reserve, although not technically the largest or found on the largest island), as the overall leader of Eilif Dhaoine. To a large extent, this has been down to his ability to secure a fairly large and overall well-trained group of sealga as his champions and representatives in various affairs, rewarding them with roles of influence of their own and ensuring that his prosperity and theirs are intertwined enough that they have motivation beyond the next payment. His daughter, Sorcha, seems to have understood some of his methods, but perhaps not others, but in any case seems to have the favour of most of her father's sealga.

Religion

 

The Anam Beathach (Majority)
The most common element in the spirituality of those that live in the Reserve is the concept of the Anam Beathach, a bestial spirit of great power that lacks much will of its own, but is more an unconscious manifestation of nature's power. The bioartificers of the pre-war Reserve tapped into this entity's strength when they created the bàsclan, which explains the might, rapid growth, and aggression shown by the creatures, and by using chitincraft weaponry and armour the sealga and lannan themselves tap into that same primal source of power. Similarly, some believe that acting in a way that fits the nature of the Anam Beathach is a source of power and vitality, a belief that has done much to sustain the raiding culture of some city-states.

Resource: Chitincraft Wargear 

(Weapons, Armour and Munitions/Art and Cultural Products
)

Hunting bàsclan (or simply defending yourself from one, although the locals tend to call that hunting too, along with pretty much anything else that results in a dead bug) is a major part of life in the Reserve. Naturally, the chitin harvested from those kills are put to use in various ways, a practice rather simply referred to as "chitincraft".

Prime among the products of chitincraft are the weapons and armour used by those of a martial inclination in the Reserve. These all incorporate bàsclan chitin to various degrees, taking advantage of its useful properties - most types are substantially tougher than regular insect chitin, making it comparable or even better than the metallic alloys the Dhaoine have access to, while other varieties have useful properties when it comes to flexibility or conductivity/insulation. Given the mixture of magic and genetic engineering that went into the creation of the bàsclan, some of these properties can be a little odd, but usually are quite useful - after all, the weapons and armour used here aren't primitive breastplates and spears, but weapons and armour following modern design principles, so properties other than strength are sometimes wanted. They're not inherently powerful magical items though, despite the origins of the chitin - that sort of thing requiring further enchanting like most other weapons. They're also not entirely built from chitin, of course - often chitin isn't even the majority material once you're talking about firearms and other complex items - and other materials are used as needed, but the artisans involved typically make the effort to ensure that a large amount of the visible surfaces are either made of chitin or has engraved plates or other stylings made from chitin.

Chitincraft artisans tend to see their projects fall into one of three categories - commissions from sealga and other wealthy clients, mass-produced equipment for the lannan, and products for general sale. Regardless of what the project is for, the artisans tend to take some pride in making sure that their works look impressive and distinct to some degree, but naturally what that looks like tends to depend on the nature of the project. Commissions tend to involve working from parts taken from specific bàscail bodies - traditionally, a sealga wanting a commission from one of the master artisans would bring in one of their own kills for the artisan to use, and that practice is still followed by those sealga who care about the opinion of their peers  - and are an exercise in making the gear evoke the nature of either its user - the artisan making designs, engravings and adornments that best fit the intended user's attitude, reputation, legend and tactics - or the beast itself in some cases where the bàscail was one with fame and reputation of its own. Mass-produced lannan wargear naturally lacks that personal touch, and while there is the intent to make them impressive and a representation of the artisan's skills there is also simple practicality limiting how much time can be put into each piece, even with modern manufacturing and automation - as such, mass-produced designs tend to go for a style that can be easily replicated but is still striking in some way, often drawing on the aesthetic and stylings of the bàsclan rather than that of the humans using them. Mass-produced chitincraft is also notable for typically using chitin from a handful of bàsclan varieties - often those that form hives or swarms, where large amounts of raw materials can be gathered in one attack, or some of the largest bàsclan found in the Reserve, where a large amount can be taken from one kill - as there is a need for a degree of uniformity among the lannan. Finally, of course, there are the products sold on the open market. These run the gamut of chitincraft items, made from whatever bàsclan bodies the artisan can get hold of, and are often where artisans show much more personal expression and artistry - after all, here they do not need to satisfy a single paying client or outfit the masses, but make what they want to and put it out there for those that understand it to purchase. This kind of work has always been a part of the chitincraft artisan's life, but many have found themselves making more commercial chitincraft products than they used to, as excitement over the Dhaoine becoming one of the Elect and the seas becoming safer to travel leads to anticipation of many new customers.

Desired Import: Luxury Goods

Life in the Reserve is tough. Everyone who has been born, lived and died there has known this, but they've still persevered in hardship because there was little other choice. Now that the islands have been united, communications with the outside world have become routine and the Emperor has revealed himself...just accepting hardship without any complaint has become less palatable to most of those living in the Reserve. A growing sentiment among the Dhaoine is that they deserve more, to have things that are pleasant to own and comfortable, and to live well within the walls of their settlements. Obeying the terms and agreements that bind the Dhaoine (or following the will of any other government that may control the region in the future) is the best route for the city-states of the Reserve to acquire such luxury and prosperity, but if those in charge fail to bring those things...there will always be those who feel like they are more suited to the role.

Techs

In Vivo Modification
In the time before the War of Eternal Bombardments, the Reserve was a center of bioengineering technology, the techniques that created the bàsclan's artificial but adaptive ecosystem involving great works of magic and biotechnology. While most of that was lost in the War's devastation, enough knowledge and technology remained in the ruins to rediscover the basics of genetic manipulation, particularly with the bàsclan providing plenty of study material. The Dhaoine's use of this technology has been somewhat restrained, focusing on therapies and modifications designed to improve the fundamentals of humanity rather than attemtping to redefine humanity.

Wet Navy Ships
The fact that the Reserve is an island chain has made sailing an essential part of life here, sailing routes forming the chains that bind the scattered settlements of the Reserve together. In the past, the waters around the Reserve were a dangerous place and shipping was a risky endeavour, but the story here echoes the way things have changed on land - advances in weaponry and ship construction has made dealing with aquatic bàsclan more practical and for safe routes to be established, with the greatest development being the construction of battleships capable of taking on the leviathans that lurked in the deep waters further away from the Reserve which enforced much of the Reserve's isolation. Killing those beasts has now allowed the Dhaoine's fleet to leave the Reserve and project power across Sansar's oceans.

Edited by volthawk (see edit history)
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Lassal (Region 24)

History

In the time before the War of Eternal Bombardments, Lassal was a major urban center in Sansar - a steady flow of gold from their mines gave their people great wealth, and from that a great city was born, stretching along the east coast of the country. Such was their wealth that they were able to leave the jungle in the country unspoilt and maintained as well as possible as a nature reserve, rather than having to use that space for more practical pursuits. That changed when the War of Eternal Bombardments began, and much of Lassal's urban landscape was devastated, and the mines were raided by infantry and collapsed by orbital bombardment. A few pockets of the great city were able to endure the War, either through lacking many high-value targets or somehow enduring it all through construction or shielding, and those became the new cities of Lassal in the postwar era, and those that were in charge of those parts of the city in the prewar era became the first of the line of mayors that govern current-day Lassal. Meanwhile, others fled into the jungle during the War of Eternal Bombardments, soon settling down there to form the first of the towns and villages that dot the jungle today.

Much of Lassal's history after the War describes a slow and steady decline, the country never quite reaching its prewar heights. There was growth, sure, as the population recovered and the sprawl between cities took shape again, but on the whole short-term benefits were increasingly valued over long-term potential growth, and the grandeur of the past was deemed to be unattainable. In some ways, this was something of a blessing, as it meant that they avoided the attentions of the Charovnik-led Kanites and the imperial retaliation that followed, but it also doomed Lassal to irrelevancy. That changed around a century ago, when explorers investigating Lassal's mountains found a prewar mine and were able to bring the old facility to life enough to start mining, and the scent of gold sparked a resurgence in Lassal's people. Since then, there's been a little more drive in Lassal's population, as other mines were rediscovered and started up (even if it is still a fraction of prewar productivity), infrastructure to support the mines has been built, and in the last decade they've been able to take advantage of the rebirth of international trade and start making some decent money.

Geography

The geography of Lassal can be broken up into three major regions. To the east, there is the sprawl, a long unbroken urban landscape hugging the landscape. The origins of the sprawl as several distinct cities that bled together into one is noticeable if one pays close attention, former city centers still forming the heart of the wealthiest and most built-up districts while the space between the old cities typically has more ramshackle buildings and is where you find most of the poorer members of Lassal society. The other thing that's noticeable upon examination of the sprawl is that it's quite green despite all the buildings - many buildings have rooftop gardens or farms, and there are patches among the buildings that are left as open ground and used for agriculture. The sprawl also has a number of docks scattered along it (and an innumerable amount of moorings set up by individuals for smaller boats), which for a long time were mostly derelict besides being used by fishermen, but have seen a minor resurgence in recent decades with the gold trade starting up again.

The land between the coastline and mountains is mostly hilly jungle, with little major development - close to the sprawl, there is the slow, steady and relentless progress of clear-cutting as those in the western parts of the sprawl claim new land for agriculture or building, but beyond that line creeping westwards there are just scattered towns and villages made up of those that survived the War of Eternal Bombardments by hiding in the bush and have lived here ever since. The people here have their own societies to an extent, from self-governed towns to small confederations that dominate a region of the jungle. Criss-crossing the jungle are the new roads, built by the mayors after the rediscovery of gold in the west, and a few jungle settlements have taken advantage of this, making their presence known on the roads near them and adding to the flow of trade - at the most extreme, new settlements have rapidly formed around roads in the areas where the local leaders have fully embraced the idea.

Moving west, the hills transition into mountains, and suddenly the settlements one might find get a lot younger. This is the territory of the gold miners, those who have rediscovered pre-War mines and begun to re-establish the gold trade in Lassal. There are only a few mines in reality, although the tunnels in the mountains stretch out to a considerable distance - enough that some miners, in the search for gold veins that weren't fully exhausted in the distant past, have set up underground communities in the larger caves to serve as staging points for further exploration. Others scour the surface of the mountain for evidence of other old mines, and a few small communities have formed in areas where many of these prospectors reckon a mine may be found.

People

The population of Lassal is generally made up of a mixture of kanites and humans - sure, there are neighbourhoods in the sprawl that are primarily made of some other variety of sentient, and a few towns in the jungle are made up of a group of non-humans who have stayed among their own kind over the last thousand years, but on the average person you come across is almost certainly going to be either a kanite from the north or a human as found in most other parts of Sansar.

Culturally, there is naturally a large divide between those living in the sprawl and those living further inland. In the urban parts of Lassal, there is a common drive among the population to differentiate themselves from the rest of the masses in some way, and this often takes the form of shaping one's clothing and general style in a direction that's showy to the point of being gaudy, and it's usually not hard for an observer to figure out exactly what circles and interests a sprawl citizen is involved in by examining what they wear, how they act and so on. Meanwhile, the jungle towns and villages typically value discretion to a far greater extent, sometimes to the point of isolationism, and wearing clothes that blend in to one's surroundings well has gone from a practical concern to a desired look among those living out there.

There is also a growing population that has emigrated from the Reserve and found a place for themselves in the sprawl. The Eilif Dhaoine government hasn't shown any particular focus on cultural imperialism in Lassal, and beyond ensuring that the Dhaoine aren't mistreated have adopted a mostly hands-off policy when it comes to this immigration - naturally, though, the influx of people and wealth, along with a new mayor in charge, has meant that the part of the southernmost sprawl the Dhaoine have mostly moved into has gone through large changes in the last few years and now feels a lot closer culturally to the Reserve. There are still distinct differences between the Dhaoine neighbourhoods in Lassal and a Reserve city, though - they've embraced the new space and ability to grow horizontally rather than vertically, for instance, and there's no need for walls now that the bàscail are on the other side of the sea (putting aside the minor risk from the odd aquatic/amphibious bàsclan wandering over from the waters around the Reserve).

Government

The sprawl is run by a council of mayors - as the cities of Lassal merged, the mayor of each city took up a seat in this council, and to this day each mayoral position still grants jurisdiction over the districts that made up their city (the poor stretches inbetween the former cities are either brought under the authority of the closest city or left without direct authority, depending on the district itself and the value it may have to the mayor in question). The government itself is quite weak, with each mayor broadly ruling their slice of the sprawl as they wish, and this is an arrangement Eilif Dhaoine has done little to change - so long as the mayors listen when it's imperative that they act in line with Eilif Dhaoine, and the Dhaoine that move to Lassal are treated fairly, the details of how the government is run isn't particularly a concern. The only major change has been expanding the mayoral council by one, adding a representative of the immigrant Dhaoine to govern and speak for those that have come over from the Reserve along with serving as a liason between the Eilif Dhaoine government and local authorities. The jungle settlements are not under the jurisdiction of the mayors, instead ruling themselves or being a part of various minor confederations and feudal arrangements. In recent years, most of the known settlements have been visited by Eilif Dhaoine representatives to tell them about the changes that have happened in the sprawl, and so far both sides have left it at that.

Faith

Heedless Hedonism (Majority)
The hedonistic culture that has taken root in the Lassal sprawl is something born out of the trauma of the War of Eternal Bombardments. After seeing so much death and destruction, the survivors of the cities being bombed came to one conclusion - why shouldn't one focus on enjoying themselves and maximising the pleasure they experience before meeting their inevitable end? The survivors needed something to keep them going as they rebuilt and recovered, and embracing the good things in life has done a lot of work over the years in keeping morale high, minimising the risk of dissent, and securing the position of those on top even as they also revel in hedonism. Those critical of the way of life in the sprawl suggest that this way of living is why Lassal has never fully recovered from the devastation of the War, and indeed why they ended up being conquered by a smaller army, but so far there has been little progress in shifting it from the mainstream culture.

Aprodians (Minority)
The Aprodian faith is the main belief system found in the jungle settlements - the exact details vary from town to town, but the core of the faith has endured and been carried from town to town. Aprodia is a kind of protector spirit, an entity which protected the jungle from the devastation of the War of Eternal Bombardments, who welcomed those who flocked to her to escape the devastation of war while rejecting those who were wicked and dooming them to suffer in the war they caused. Naturally, this has been a major cause for the divide between those that live in the sprawl and those who live in the jungle - the towns that have embraced the new roads and trade with the sprawl are typically those where the Aprodian priests have the least influence.

Resource

Resource: Gold (Precious Minerals/Luxury Goods):
Desired Import: Beverages

In the time before the War of Eternal Bombardments, Lassal's gold mines were famed across Sansar and vast amounts were mined and shipped out every year. Naturally, this meant that they were a target when the War came, and it was thought that they were all collapsed and destroyed. In recent decades, however, the entrances to a few of these mines were found and judged usable - it took some excavation and work to clear a path inside and to fix up some of the old derelict machinery, but soon reports were coming back to the sprawl that gold was once again being mined out of Lassal's mountains. Spurred on by that news, the mayors invested in new mining machines, funded the construction of refineries in the outskirts of their districts, and paid for stretches of jungle to be cleared for new roads to be built for the transport of ore to the sprawl and money back to the new mining towns that have sprung up to take advantage of the gold rush.

The people of the sprawl have always had a significant drinking culture, a demand that Lassal's own scattered agriculture has only just been able to bear. With the recent population influx between Dhaoine immigrants and others attracted by the prospect of making money from the gold trade, that demand is set to quickly outstrip the supply in Lassal itself, and a steady imply of alcohol will soon be necessary - the mayors aren't sure how things will look when the people aren't able to enjoy themselves as much as they'd like and withdrawal starts to kick in, but it's a prospect they're keen to avoid at any cost.

 

The Emerald Expanse (Region 41)

Geography

As its name suggests, the Emerald Expanse is a vast stretch of rainforest in western (or left) Chonkia. As one goes further north and west, the rainforest blends into other kinds of woodland and open plains, eventually becoming quite open near the border to the Moonsoul Mountains or the Flowering Lands. To the south, there is a small mountain range separating it from the desert around Davis Port. The city-states of the Expanse are found on the coast, connected by a series of busy highways along which there is a steady constant flow of trade (although until very recently these fell quite short of reaching other regions), while smaller routes snake out into the rainforest to various points of (primarily economical) interest.

History

The Emerald Expanse was a part of Sansar that saw little settlement in the time before the War of Eternal Bombardment - the current population have little connection to pre-War society so can only hazard guesses as to why, and while little can be proven the overall consensus is broadly just that there were better places to live (although other theories, like the Expanse being one huge reserve in the old days, are common). In any case, compared to other parts of Sansar where pre-War infrastructure or ruins play a major part in society, here the influence of those old days is limited to one thing - the main coastal highway along which all the city-states were built.

The city-state's inhabitants came about after - or perhaps during - the War of Eternal Bombardments, their earliest records describing them living in the rainforest. As their history describes it, they were nomadic in those days, and eventually their travels brought them to the coast and the highway. Seeing the value in such a road, they settled down - typically, each city-state's account of this period describes their city as the first, and the others as later colonies that became independent with time - and began to quickly build up great cities. Over time, Pratibdhism emerges and is reformed into its current state, the uniform system was estalbished, and the city-states traded with each other and occasionally fought each other...overall they grew and thrived. The appearance of explorers from the south, and news of the new status quo, were a welcome sight as the merchant class of the city-states eagerly anticipated great amounts of trade. What they got instead was an army sent by Eilif Dhaoine, and a rapid conquest by the Elect country.

People

The main population of the Emerald Expanse are the kalee, a reptillian humanoid species that stand a little taller and broader than the average human. Their skin displays chameleonic properties, although these days those abilities are seen as rather primitive and distrustworthy - rather than changing to suit the situation, one should only change to suit themselves, and accentuate that colour with clothing choices.

Government

Before the war with Eilif Dhaoine, the city-states of the Expanse were broadly independent - yes, they often traded and dealt with each other, hence the uniform system, but they also very much preferred to rule themselves and at times even came to blows with each other. That started to change when lannan were first seen off the coast of the Emerald Expanse, and city-states began to discuss mutual defence. Through much politicking and negotiation, a self-defence pact was formed, although when it came time to decide who would lead the unified armies of the city-states...Veldoon was chosen. The man had many friends, many favours owed to him, and no shortage of bluster and eloquent exaggerated arguments, and was able to work the system enough to end up as General Veldoon, wearing a uniform festooned with medals (few of which actually spoke to his military prowess, just that he had been there for a lot) and leading his force with a confidence that far outstripped his ability. When he was defeated, Giomad of Fairnead accepted his surrender and took his medals, but ended up giving him more power than he had before. After all, it suited the Eilif Dhaoine government well to have one central government here to talk to and deal with rather than having to have duplicated systems in place in every single city-state, and Veldoon was the man who still ostensibly led the combined military of the city-states, so the man found himself presented with an offer, one he gladly and eagerly took, finding himself as the governor of the region, the man acting as the go-between for Eilif Dhaoine and the city-states. It's...not left him as a popular man among those in the city-states who despise their recent loss of independence, but it has made him a popular one, allowing him to raise a government of sycophants and yes-men which the city-states avoid dealing with as much as possible by broadly giving him enough to keep him and the Dhaoine happy but otherwise ignoring him as much as possible.

Faith

Pratibdhism (Plutality)

A belief system forbidden to be held by the commonners of the city-states, the tenets of Pratibdhism are firmly kept as rules for upper classes or the military - as those who maintain the system argue it, this a compromise between giving the faith's ideals due respect and allowing for a functional government. This is because Pratibdhism is a creed that strongly advocates two interlinked but distinct ideals - independence and impedence - and those in charge of Expanse cities suggest that everyone following these ideals would lead to anarchy. The first part, independence, boils down to the fact that the Pratibdhists are allowed and expected to act with more freedom and self-determination than the commoners - they have fewer legal restraints on them, have access to bureaucratic shortcuts that are otherwise barred, and culturally are allowed to decide their own fate, and decide the fate of others, to a much greater extent than those barred from Pratibdhism. The second aspect, impedence, drives the Pratibdhist to act against those whose beliefs and motivations are contrary to their own - it is not enough to live and let live, action is required to affirm their beliefs and independence. What form that action is expected to take depends on one's social standing and role in society - naturally, outright violence is rarely allowed.

Among the nobility, independence is the reason to exist - wealth is to be used to assert one's identity and flaunt their excess of self-belief, while impedence takes the form of no shortage of political squabbles and feuds between the nobility of a city-state or even sometimes between those of different city-states. In the military system, however, these two ideals form the incentive and duty of the soldier - independence is their reward, service granting them some of rights and freedoms afforded to Pratibdhists (although not quite to the extent of the nobility), while impedence is their duty, opposing those that would act against the interests of their city-state and thus interfering with their own route to freedom. The third group of Pratibdhists comes from the merchant classes, those who make money on the trade routes between city-states and eventually make enough to buy themselves the right to practice Pratibdhism - while they still have a few restrictions compared to the nobility, they also have less of the inbuilt cultural norms the average noble is subconsciously bound by, allowing them to express the faith in much more varied ways.

Resource

Uniforms (Fabrics and Textile Products/Art and Cultural Products)

The uniforms made here, and the heraldry displayed on them, are the pride of the city-states. The uniform system is a cornerstone of the way that the city-states deal with each other - in the early days of their history, subterfuge and theft was common, the kalee using their natural talent for disguising as other kalee and blending in with their surroundings to take what they want from each other, and it soon reached a point where something had to be done. The nobles of the city-states met and discussed the issue and the solution they came to was clothing - something fixed and immutable in colour, which couldn't be changed as easy as a kalee's scales and which inherently showed a willingness to deal fairly. A dizzying array of designs were agreed upon by the nobility in those early meetings, allowing for those doing business between city-states to clearly broadcast their allegiances and business on their uniform, and over time it has been expanded as needed and uniform-making itself become an art form for the city-states, experimenting and competing with methods to show the correct symbols in new and interesting ways.

Desired Import: Medicine and Drugs

Despite living in or near the rainforest for well over a thousand years at this point, the fact is that the kalee have only slightly better resistance to the diseases found out there. There is always a need for more medical supplies, particularly now that they don't have to rely on their own attempts (fraught with frustrations and setbacks) to use plants in the rainforest to synthesise medicines and have access to the interplanetary market.

Eigh Mothaid (108)

Geography

Eigh Mothaid is in a state of...controlled disrepair is what the locals have come to call it. While automated systems are still operational enough to seal breaches in Firmament (a fact that was last tested during the invasion by Eilif Dhaoine), the state of other systems tend to be much messier - in particular, climate control. Unpredictable weather is common here, and the climate tends towards a humid heat, but when Eilif Dhaoine first came here they called the region Eigh Mothaid - a name that brings icy mountains to mind, not jungle. That's because they first encountered the other side of the coin, their breachers inadvertently entering from below into water and their vehicles suddenly having to deal with cold unlike any they have had to deal with before. The water here, primarily found in the Great Lake but also pooling from broken pipes out of sight in the ceiling or forming rivers throughout the rest of the region, tends to be extremely cold, something else the locals explain as flaws in the climate control systems here. This dichotomy defines life here, and civilisation clings to the waterways and coastlines as much as they can, relying on the frigid waters for relief from the heat, and occasional frigid rains are a fact of life.

History

Eigh Mothaid's history is quite fragmented, in no small part because the locals have only recently begun to think of it as one region after being conquered. Instead, most of the history here is local history, often going a fair amount back but usually getting murky before long, owing to the heavy damage this part of Firmament sustained in the War of Eternal Bombardments, the effects that had within the ring, and A' fuireach incursions. While the exact details of the first few hundred years after the War is debated, the overall picture is clear enough - people endured here, came to the Great Lake and found succour from the chaos of the jungle, and spread from there - avoiding the desert or the A' fuireach-infested stage trees, but still filling a large segment of Firmament, broadly staying independent and separated but with common culture and understanding of their way of life.

When Eilif Dhaoine came, backed by the White Pawns, those many, varied powers pulled together and formed a militia to repel the invaders, led by Cabbage Monger Xiu - the owner of many of the largest Spacer's Cabbage plantations around the Great Lake, and a figure of no small influence among many of the countries within Eigh Mothaid. After the militia was annihilated by the overwhelming numbers used by Eilif Dhaoine, Xiu took stock of the situation and realised that no small amount of the local officials were already speaking the praises of the Dhaoine, the invaders' diplomats having gotten to work before the dust had settled from the war. Negotiations with Eilif Dhaoine followed, the invading country taking a softer stance than it has before, and soon an agreement was struck which ensured that those officials the Dhaoine had not gotten to in advance went along with becoming part of the growing territory of Eilif Dhaoine, and in recent years an increasing amount of Dhaoine spaceships have started docking with Firmament and using this third of the ring as their main port.

People/Government

Eigh Mothaid's web of countries, independent settlements and city-states are overwhelmingly human, and there's a fair amount of distrust towards non-humans among the general population of the region - something many put down to the existence of the A' fuireach in the parts of Eigh Mothaid furthest from the Great Lake. They tend to live close to the water, and usually travel in versatile vessels that can traverse the water as a fuel-saving measure (often with much of the vessel under the water) or take flight as air- or spacecraft - either way, they need to be sealed climate-controlled vessels that can withstand great cold and varying temperatures. One of the striking things outsiders tend to point out about settlements here are the large amount of pipes, transporting the vital frigid waters wherever they're needed and passively cooling buildings as a nice side benefit.

These days, governance of the region exists in an odd state, but not a unique one - after all, Eilif Dhaoine simply repeated the methods they used in the Emerald Expanse but better this time. Rather than a single figurehead and his toadies being the main go-between between ruler and ruled, there is instead a council of representatives, reflecting the many powers in the region, who relay messages from the Dhaoine to their respective states, and serve as a way of voicing complaints or passing on information in turn. A few of these representatives, elected amongst themselves, live in the Reserve and work in the halls of government of Eilif Dhaoine itself, a move the Dhaoine made to convince some of the more reticent states that this system wouldn't lead to them being entirely ignored by their new rulers.

One notable aspect to the culture here is an appreciation of the virtue of patience. The locals like to say it comes from the water - in its natural state, it's often too cold to directly drink or bathe in without risk, so you have to take it out into a container and wait a little for the heat of the jungle to warm it up until it's nice and cool but not unpleasantly so. While these days advances in technology and storage/dispensation techniques mean that the wait itself is much shorter than it used to be, the idea has persisted culturally.

Faith

Aecusians (Majority)
While much of the early history of Eigh Mothaid is uncertain and disputed, one figure is common across most stories - Aecus, founder of the first city on the banks of the Great Lake. Several modern-day cities claim to be Aecus' citiy, while the stories told by those further away from the lake tend to describe it as a long-gone city, but either way Aecus is seen as the father of the common laws and principles held by those that live here. Over time, Aecus' position in the mythology here has grown in stature, and he is deified by the modern-day Aecusians, a reward by the creator of the universe for his mortal works. His priesthood tend to travel, serving as roaming judges, adjudicators and in some cases vigilantes when they feel local laws have drifted from Aecus' mandates, while those sedentary followers of Aecus tend to take up positions in government and law enforcement.

Resource/DI

Spacer's Cabbage (Fruits and Vegetables/Spices)
The name "Spacer's Cabbage" is said to have come from the old days before the War of Eternal Bombardments - the story goes that Firmament was used as a resupply point for ancient ships travelling across Tekhum, a place for travellers to get a taste of Sansar without needing to land on the planet or take the space elevator down. Spacer's cabbage was one of the main food supplies sold to those travellers, a tailored plant which provides all the best of Sansar's produce in one. In the years since the War, they took root as a wild plant in Eigh Mothaid's forests, prewar modifications proving their worth in ensuring the plant endured the chaotic climate of the region, and the survivors quickly started relying on it for survival, and it wasn't long before farms were built all around the Great Lake.

The plant itself is not quite what someone born on Sansar thinks of when they hear "cabbage" - while the plant does have the same kind of leafy head, it is found at the top of a long stem, somewhat like a pineapple plant's fruit but taller, with flowers, broad leaves, and in some months small fruits growing out of the lower parts of the stem, while underground it has thick roots. These other parts are where the idea that Spacer's Cabbage was made to be an all-in-one plant comes from, as the locals have found that nearly every part of it is edible and tasty in its own way, and those that aren't eaten directly - roots, seeds, and a few parts of its flowers - are processed to serve as spices.

Desired Imports: Labourers
Constant maintenance is a fact of life in Eigh Mothaid - most of it isn't particularly technical, but it is time-consuming. With travel to and from Firmament becoming increasingly common, the idea of a new hired workforce taking some of the load and leaving the locals with more free time is becoming more and more popular.

The Solarian Plains (43)

Geography

The Solarian Plains, as their name suggests, are an immense stretch of grasslands that dominate much of northwest Chonkia. Ruined cities, devasted in the War of Eternal Bombardments and never repaired, dot the landscape, connected by cracked and broken roads, while the scattered small settlements that the Solarians have built in the centuries since then show a little more in the way of signs of life. To the south, the grassland transitions into scrubland and trees become denser and more numberous as one approaches the Flowering Lands and its lush forests, while in the north the increasing cold heralds a transition to the tundra of the Wyrmlands. While the Solarian Plains are overall fairly flat, beyond a few river valleys, things get a little hillier to the east - not enough for outright mountains, but enough to indicate that a traveller is slowly getting closer and closer to Chonkia's great mountain ranges and Moonsoul in particular.

History

In the days before the War of Eternal Bombardments, the Solarian Plains were lightly settled, a few cities and villages scattered across the grassland. Those communities were not lived in by the Solarians, as far as anyone can tell - the Solarians themselves claim that they were always there, living as they do now out in the Plains, but outsiders in neighbouring regions have suggested that they migrated to the region in the time immediately following the War, displaced by the destruction as so many others were. In any case, the Solarians were the only major presence in the Plains once the dust had settled - those that lived in the towns and cities were mostly killed by orbital bombardments, and the survivors were either absorbed by the Solarians or fled to elsewhere on Sansar.

The Solarians, guided by their faith, didn't move in to the ruined cities and instead built new camps and settlements across the Plains, organising under lords who laid claim to stretches of the Plains as their sole territory. They fought amongst themselves over these things, as most would, building up individual armies that collectively numbered amongst the largest in Tekhum, and regardless of their personal issues the Solarian lords agreed on one thing - the Plains must never be conquered by an outsider.

Sure enough, unlike everywhere else within the realm of Eilif Dhaoine, the Solarian Plains were never conquered. Not fancying a war against the Solarians, particularly given the amount of their population that would be willing and ready to fight, the Dhaoine instead tried diplomacy here - a tricky task, given the distrust towards outsiders displayed by the average Solarian, but one that eventually bore fruit after over a decade of work. The argument put forward to the Solarians was fairly simple - in this new post-Elect world, it was inevitable that their isolationism would not last, and if the Dhoaine failed to conquer them then any one of the other militaristic Elect countries would, perhaps even one that isn't from Sansar. Being a part of Eilif Dhaoine would provide protection against the attention of those other powers, and compared to many of their peers the Dhaoine didn't ask for much in return - they would expect loyalty when called upon (part of the deal that was eventually struck involved the Solarian communities contributing a portion of their warriors to fight as an auxillary unit in the Dhaoine military), yes, but they also had little reason to try to change the Solarian way of life and were willing to broadly leave the Plains alone. They even offered a way for the Solarians to have a voice in the Eilif Dhaoine government, offering those of sufficient skill and standing a position as Knights of the Dhaoine. It took time for the majority of Solarian settlements to accept the deal, but eventually the persistence of Dhaoine officials paid off.

In the years since the confederation of the Solarian Plains was officially declared, life has sure enough gone on more or less as normal. The main change has been the construction of Dèangrian, a Dhaoine settlement in territory that isn't claimed by an existing Solarian group, and the main place the Solarian lords and the Eilif Dhaoine government make deals with each other and plan for the future.

People/Government

The Solarians are winged humanoids, capable of short bursts of flight (particularly when aided by magic and/or technology), although most of them spend the majority of their time on the ground - their ancestors used some of the more pliable beasts that roam the Plains as riding mounts, and while a few keep that tradition alive the motorcycle has been the preferred means of transport for Solarians for centuries now, put together from vehicles found in urban ruins and accompanied by open-topped cargo transports when moving between settlements.

Solarian government is organised around individual lords (often hereditary arrangements, but some put lordship up to a contest of some kind or even elect their ruler) who claim jurisdiction over large swathes of the Solarian Plains and control a handful of camps and settlements across that territory. The people live a semi-nomadic lifestyle, living in each settlement for some time depending on the needs of the season, the state of the local ecosystem, the movements of rival neighbouring lords, the need to access specialised industries built in that settlement, and so on. Before too long, it's time to pack up and move, travelling in vast convoys across the open plains, before settling down at another settlement or occasionally building some place new.

Faith

Solarian Isolationism (Majority)

The main faith within the Plains is the one that the Solarians named themselves after, and a key force shaping their culture. Sun worship tied up with centuries (if not milennia) of cultural norms and unspoken trauma from the War of Eternal Bombardments has all merged together into a religion that values isolationism, a disdain for urban living, and freedom of movement above much else. As the Solarians tell it the War of Eternal Bombardments, while something carried out by mortal hands, was a punishment from the sun for the way that pre-War civilisation lived, and if one wishes to avoid such punishment/karmic justice falling onto them and theirs, they must live as the Solarians do - always remaining free and mobile under the sun, never shackling oneself to the earth as old civilisation did (the current established settlements and industries the Solarians use is something of a compromise between ideology and practicality, scorned by the more extreme followers of the Solarian faith, but seen by the moderates as an acceptable risk, so long as they don't stay in one specific settlement for too long), and keeping a healthy amount of distrust towards those not of the faith, who don't understand the stakes and risk bringing damnation on themselves. The Dhaoine are suspicious to the more ardent followers of the faith, given the nature of cities in the Reserve, but the majority see association with them as an acceptable risk - after all, if Eilif Dhaoine brings their own reckoning down on themselves, the Solarians remain free enough that they can save themselves easily enough.

Rabid Misanthropy (Minority)

An extreme form of Solarian Isolationism. A few ardent followers of the tenets above, after examining the wider world through the lens of information from InterPlaNet, have come to a conclusion - mortal kind is doomed. The conditions that led to the sun's vengeance and the War of Eternal Bombardments are inevitably going to happen again, if one examines the nature of mortals and realises that none are free from sin, and sooner or later karmic justice will come for them all - even the Solarians will not be able to escape the sun's wrath forever. Naturally, a doomsday cult like this hasn't been too successful in spreading among the general Solarian population, but it has nonetheless attracted enough followers, and at least one lord, that a few Solarian communities overall take this stance, displaying greater than usual dislike towards outsiders (even other Solarians) and a tendency towards building underground, in the vain hope that they can better prepare for the inevitable apocalypse.

Resource/DI

Positronic Brains (Computers/Specialists)
When ideology makes cooperating with your fellow man difficult, one turns to the machine. Solarian settlements have always used artificial assistants to help them with their tasks - their distant ancestors used golems, digging clay pits with which they shaped their servants before giving them life, and the modern-day Solarians have turned these pits into mines where they extract the materials needed to make advanced artificial intelligences. They use these to carry out specialised and nuanced tasks, ensuring that their machines' synthetic brains can understand and learn whatever is needed.

The rabid misanthropes make particularly heavy use of specialised positronic brain-piloted machines for many roles - as well as making up for their low numbers compared to their peers, there's also a belief that the machine is somewhat more innocent and less likely to bring divine judgement than mortals.

Desired Import: Fruits and Vegetables
Much of the Solarian diet is meat, their settlements able to broadly feed themselves through hunting and the occasional ranch, occasionally supplementing that with foraged plants and fruit. That said, modern analysis has shown that the average Solarian diet is sorely lacking in several key vitamins found in fruits and vegetables, and the recommendation from Solarian doctors is that they should be eating more plants. Starting large-scale agriculture from scratch seems impractical (or perhaps just undesirable) to many Solarian lords, and they have instead decided to make this one of the benefits they get out of their unfortunately necessary arrangements with outsiders.

 

Edited by volthawk
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Other people's writeups - regions I own but didn't do the writeups for, that sort of thing. Might append some new fluff relating to changes between when the writeup was done and Eilif Dhaoine conquest and/or post-conquest changes, but we'll see.

 

%5Bcenter%5D%5Bsize%3D%2B2%5D%5Bb%5DThe%20Cerulean%20Kingdom%5B%2Fb%5D%5B%2Fsize%5D%0ARequested%20Region%3A%2040%20(Sansar)%0ARegion%20Name%3A%20The%20Flowering%20Lands%5B%2Fcenter%5D%0A%5Bspoiler%3DGeography%5DDue%20to%20the%20moisture%20that%20comes%20in%20on%20the%20ocean%20breeze%2C%20this%20area%20is%20very%20lush%20and%20full%20of%20natural%20resources.%20The%20area%20is%20mostly%20filled%20with%20mediterranean%20forests%2C%20woodlands%20and%20scrublands%20with%20the%20more%20densely%20forested%20areas%20lying%20closer%20to%20the%20western%20coasts.%20The%20soil%20in%20this%20area%20is%20extremely%20fertile%20leading%20to%20much%20of%20the%20rural%20land%20being%20taken%20over%20for%20crop%20and%20ranch%20land.%20The%20region%20is%20also%20home%20to%20several%20types%20of%20domesticated%20animals%20which%20can%20be%20shorn%20for%20fleece%20as%20well%20as%20fiber%20producing%20plants.%20There%20are%20two%20major%20cities%2C%20Saltmouth%20which%20is%20located%20at%20the%20base%20of%20the%20peninsula%20and%20Northhost%20located%20on%20the%20northwest%20coast%2C%20and%20many%20small%20towns.%20%5B%2Fspoiler%5D%0A%5Bspoiler%3DPeople%5DDue%20to%20the%20area%E2%80%99s%20resources%2C%20the%20population%20took%20less%20time%20to%20recover%20after%20the%20War%20of%20Eternal%20Bombardments.%20The%20people%20in%20this%20area%20are%20generally%20humans%2C%20but%20this%20region%20is%20also%20likely%20to%20be%20the%20host%20of%20at%20least%20a%20small%20population%20of%20any%20other%20species%20common%20on%20the%20planet%20due%20to%20the%20high%20density%20of%20resources.%20Because%20this%20area%20is%20so%20resource%20rich%2C%20the%20basic%20needs%20of%20most%20of%20its%20people%20are%20completely%20met%20leading%20them%20to%20explore%20art%2C%20philosophy%2C%20and%20magic.%20People%20in%20rural%20areas%20are%20generally%20farmers%20and%20ranchers%2C%20and%20wear%20practical%2C%20but%20well-made%20clothing%20woven%20with%20basic%20enchantments%20against%20wear%20and%20tear.%20The%20people%20in%20cities%20tend%20to%20be%20scholars%2C%20merchants%20and%20nobles%20and%20likely%20have%20more%20expensive%20enchantments%20woven%20into%20their%20clothing%2C%20such%20as%20intellect%20boosting%20enchantments%20for%20the%20scholars%20or%20more%20frivolous%20enchantments%20such%20as%20ones%20that%20change%20the%20color%20of%20a%20garment%20at%20will%20for%20the%20nobles.%20The%20nobles%20tend%20to%20throw%20large%20lavish%20parties%2C%20and%20much%20of%20the%20technological%20innovation%20of%20this%20society%20is%20based%20in%20entertainment.%5B%2Fspoiler%5D%0A%5Bspoiler%3DGovernment%5DThe%20government%20of%20the%20Cerulean%20Kingdom%20is%20a%20typical%20feudal-esque%20hierarchy.%5B%2Fspoiler%5D%0A%5Bspoiler%3DResource%5DCharmed%20Textiles%3A%20not%20only%20is%20this%20fabric%20beautifully%20made%20with%20different%20patterns%20woven%20in%2C%20but%20fabric%20makers%20weave%20enchantments%20into%20their%20creations%20ranging%20from%20simple%20warmth%20spells%20to%20more%20frivolous%20enchantments%20such%20as%20charm%20spells%20or%20spells%20that%20make%20the%20pattern%20on%20the%20fabric%20seem%20to%20move.%20This%20fabric%20is%20generally%20woven%20by%20hand%20as%20the%20enchantments%20are%20nearly%20impossible%20to%20weave%20in%20by%20automated%20machine.%5B%2Fspoiler%5D%0A%5Bspoiler%3DDesired%20Import%5DEntertainment%3A%20As%20all%20other%20needs%20are%20generally%20met%2C%20the%20people%20of%20the%20Cerulean%20Kingdom%2C%20especially%20the%20nobles%20and%20the%20wealthy%20with%20more%20time%20on%20their%20hands%2C%20are%20always%20in%20search%20of%20new%20ways%20to%20entertain%20themselves%20in%20their%20free%20time%20and%20quickly%20tire%20of%20the%20old%20ones.%5B%2Fspoiler%5D%0A%5Bspoiler%3DFaith%5D%20There%20is%20no%20major%20religion%20in%20the%20area%2C%20but%20people%20who%20moved%20to%20the%20area%20from%20other%20regions%20of%20the%20world%20brought%20their%20own%20faith%20and%20have%20set%20up%20small%20local%20churches%20including%20a%20Coedd%20minority.%20%5B%2Fspoiler%5D%0A%5Bspoiler%3DStarting%20techs%5DArcane%20Amplification%0AWet%20Navy%20Ships%0A%5B%2Fspoiler%5D
The Cerulean Kingdom
Requested Region: 40 (Sansar)
Region Name: The Flowering Lands
 

Geography

Due to the moisture that comes in on the ocean breeze, this area is very lush and full of natural resources. The area is mostly filled with mediterranean forests, woodlands and scrublands with the more densely forested areas lying closer to the western coasts. The soil in this area is extremely fertile leading to much of the rural land being taken over for crop and ranch land. The region is also home to several types of domesticated animals which can be shorn for fleece as well as fiber producing plants. There are two major cities, Saltmouth which is located at the base of the peninsula and Northhost located on the northwest coast, and many small towns.

 

People

Due to the area’s resources, the population took less time to recover after the War of Eternal Bombardments. The people in this area are generally humans, but this region is also likely to be the host of at least a small population of any other species common on the planet due to the high density of resources. Because this area is so resource rich, the basic needs of most of its people are completely met leading them to explore art, philosophy, and magic. People in rural areas are generally farmers and ranchers, and wear practical, but well-made clothing woven with basic enchantments against wear and tear. The people in cities tend to be scholars, merchants and nobles and likely have more expensive enchantments woven into their clothing, such as intellect boosting enchantments for the scholars or more frivolous enchantments such as ones that change the color of a garment at will for the nobles. The nobles tend to throw large lavish parties, and much of the technological innovation of this society is based in entertainment.

 

Government

The government of the Cerulean Kingdom is a typical feudal-esque hierarchy.

 

Resource

Charmed Textiles: not only is this fabric beautifully made with different patterns woven in, but fabric makers weave enchantments into their creations ranging from simple warmth spells to more frivolous enchantments such as charm spells or spells that make the pattern on the fabric seem to move. This fabric is generally woven by hand as the enchantments are nearly impossible to weave in by automated machine.

 

Desired Import

Entertainment: As all other needs are generally met, the people of the Cerulean Kingdom, especially the nobles and the wealthy with more time on their hands, are always in search of new ways to entertain themselves in their free time and quickly tire of the old ones.

 

Faith

There is no major religion in the area, but people who moved to the area from other regions of the world brought their own faith and have set up small local churches including a Coedd minority.

 

Starting techs

Arcane Amplification
Wet Navy Ships

 

 

Edited by volthawk (see edit history)
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Misc fluff stuff:

A Sealga's Guide to Sansar

OOC Note: I wrote this in round 1, before most places got writeups. Probably won't be accurate any more, but here for posterity.

What follows is an excerpt from The Sealga's Guide to Sansar, notable for being one of the first books written by the Dhaoine that's written in Low Imperial - the stated intent between that is that if any sealga actually wants to go out into the new world and make use of the information in this book, they better damn well be able to learn a language that isn't one of the family of languages spoken in Eilif Dhaoine, or at the least get hold of a half-decent translation system, and as far as languages go the one preferred by the people that gave the Dhaoine this opportunity was as good a choice as any. Technically, Mearanoit is not the writer of the book, as one of their subordinates did that, but the work is a more or less accurate copy of what Mearanoit dictated - as such, there is stil some use of words from their native languages, but those have been appended with the closest Low Imperial word when needed (bàscail and bàsclan were left untouched for the sake of not having many repeating amendments). The names of locations in the Reserve as left as-is. This part of the book is an early summary of Sansar - later parts of the books go into more detail on specific countries and locations of note, although with the same slant as seen here where the focus is on what a sealga would find "interesting" or profitable rather than the average tourist's experience.

Zabava

First of all, we've got Zabava, what most of us have usually just called mòr-thìr [the mainland] - well unless you're one of that Oirdeas lot, in which case it's Erebuus, but if you're not an idiot you'll see the point. Anyway, the continent starts up in the far north, but we still don't know much about things up there other than the fact it's cold as hell up there. Before any of you start wondering, I'm not going to say much about that big eastern bit either, it's the same thing there, people just haven't been able to keep tabs on all of Sansar over the centuries. Pain in the ass, means any of you will be going in blind if you decide to wander down there, but that's the way it is so don't come whining to me if it turns out there's some big monster lurking in one of those places - I'll just laugh at you and ask you why you didn't kill it. Anyway. On to what we do know about. Once things get warm enough that life can actually do its things, you're in Zabava proper. Northern part is where the Empire has set themselves up, so behave yourselves there, you hear? They've clearly got stuff we haven't seen before, and yeah that makes it real tempting for a bit of the old sneaking about and getting a hold of something nice, but it also means they've probably got new and exciting ways to make you regret it either. So I'll amend my last statement - only cause trouble there if you know you can handle it, and if you have to ask you probably can't.

Just stick further south, like in Kan. That's where another of the Elect is based, and it's pretty nice over there - if you miss some of the ways our islands can get all craggy and interesting to get around, then they've got some pretty interesting terrain in the southwest without needing to be a fool and start needlessly climbing mountains, and if you're a vaguely normal person the rest has some nice wild areas that are still calmer nature-wise than back home. But if you're willing to get into the real point of coming here, the cities are where it's at. Big sprawling things, and most regular Kanites will tell you to stay out of the ruins and stay in the parts they've built up. We all know you're not going to do that, but you've gotta be careful out there. The people are the right sort, so pretty dangerous if you're careless, and there's some real weird magic going on there sometimes. Still, if you're quick and careful and pick the right spots, you can gather up some of the random old junk they sell there and make some money yourself. As far as the Kanites themselves are concerned...they're an odd lot. They're like us at heart, real fighters and troublemakers, but their unification was...a lot messier than ours, so a lot of them are busy feeling bad about that or getting the fighting out of their systems by playing mercenary. Nothing you can't handle, probably, but still best to not talk about how they're orange unless you're out there looking for a scrap and interesting times.

And to finish it all off, we've got the part of Zabava we've been looking at for who knows how long. Lot like the Reserve, just with far fewer bugs - I found a bàsclan or two when I got to the coastline closest to us, so some of them made it over, but not enough to make the rest of the place feel like home. Terrain's the same, though, lotta jungle, and it gets real rocky the further west you go - I didn't go too far up the mountains, and neither should you, it's pointless. You don't need to go that far up to start finding gold miners, anyway, and that's the main point to coming here. Lot of gold flowing around, and I don't need to tell you how to take advantage of that. The cities here are fun places too, always something interesting going on. After that, we start to hit the Reserve, and I hope I don't need to tell you lot anything about where we bloody come from, do I?

Erebuus

If you leave the Reserve going south instead, you'll get to Erebuus pretty quickly - the mòr-thìr if you ask someone from Oirdeas. First place you hit is all jungle and woodland, up around one of those space elevators. Those elevators are gonna get some attention soon, so you might have some opportunity there, and cities are cities anywhere you go, but in general it's slim pickings up. Lumber and industry is an opportunity for someone, but not really a self-respecting sealga's kind of business, right? Just keep on going to Eskor, if you ask me. It's nice down there, good eating - although that part of Erebuus is good eating in general, climate's good for agriculture apparently, so if you're wandering around this part of Sansar expect to enjoy your meals. Eskor has a pretty good variety going on, while if you go further down into Caipe Ushere the wine is...so damn good. Seriously, if things go well for you and you have some cash to burn, spend it in Erebuus. But anyway, we're talking about Eskor. Nice place, all rolling hills and fields while the cities are pretty damn fine too. Good power grid or something, a local said. The local religion is a little...odd, it's like if we decided to worship the pre-war Reserve rather than reforge what was left into the Dhaoine, but again they're okay enough if you stay away from the old spaceship. As far as opportunity goes, there's some potential in the fact they're like us - recent unification - but honestly I'd rather just enjoy the place as it is. Gotta leave some places clean so you can relax there, right?

Past that, I'd leave that peninsula there alone - lot of miners, but not much fun - and just keep on going down the continent to Caipe Ushere - or there are those islands and the long dangly part of Erebuus to the west if you're bold, but I haven't checked things out there much. Caipe's a nice country, again. Like I said, the wine is amazing, and past that...politics seem pretty steady down here, but there's lot of trade going on between all those cities, so plenty of opportunity for a little bit of fun to line your pocket if you've spent it all getting drunk - no judgement here, we've all been there - although you've gotta be careful of the mages down there. It's a real instituion in those parts, and they take learning about it very seriously, so if you slip up...not all of that magic floating around is useful against a troublemaker like you, but they've still got some nasty tricks up their sleeves. Finally, you get to Erisdor. Now, Erisdor is one of those places that fairly recently had a revolution where they killed the old guard and are now running around calling themselves the Radiant Republic. Now some of you - most of you, probably - never lived in a city that had a revolution, so as someone who has I'll explain what that means for us - it means that the locals are either very happy and very supportive of the new status quo, or terrified of looking like they're not in the first group. We're no aristocrats, so you should be fine, but I know how some of you like riling people up and...look, do you want a mob on you? If you said no, then congratulations you're vaguely intelligent. Either way, be careful about revolutionaries - people will do a hell of a lot for a cause, apparently. Still worth hanging around if you can get the right kind of work, as they're pretty big into free markets and the like so long as the people owning them look the part - like I said, revolutionaries, playing along matters - and that means plenty of opportunities. That weird magic metal they use here is a good starting point, if you're wanting hints.

Dewlad

Weird place here. Gave it a quick visit, but it's just too weird. That Coedd...thing that some of the lads have been talking about recently is based down there, apparently, and...you ever get the feeling when you go somewhere that you're just not supposed to be there? Not because of any law or anything about it, or because there's some bàsclan lurking there, just...you know what I mean, and if you don't then you're lucky. Anyway, if you can overlook that, Dewlad's not bad hunting. It's all forests and jungles, full of interesting animals and...not much people, really. Apparently some of the plants there are smart, though, so be careful there. Be careful in general, a lot of the life here can put our favourite bàscail to shame when it comes to sneakiness. Worth doing though, some of those hides can get a fair amount of coin - I met a guy in Verglass who had a nice little earner getting chameleonic hides in and turning them into outfits. Still, really if you want to make something for yourself in Dewlad, you don't have to go that far inland - the stories go that the plants gather up the fun stuff they make and leave it for people. Sorta a rough kind of trading between outsiders and the plants going on there, far as I can tell. Still opportunity there if you ask me, just...not for me.

Chonkia

Alright, I guess it's time for the main course. Chonkia, that huge continent across the ocean from us. There's a lot of it, and a fair amount of it is still not properly mapped out by anyone I had access to, but let's use those two mountain ranges there to split things up. Puts us in pretty nice quarters, with one part west of them, one part north of them, and so on - although a load of the locals use this system but call it left and right instead of west and east. Weird, I know, but something to keep in mind so you don't get blindsided the first time you hear "Down Chonkia" or whatever. The north is mostly uncharted, apart from that northwest part that could probably be included in the west inside but I'm talking about it now so...yeah, it's okay - far too cold for my tastes, so I didn't stick around much. Those "Dragon Eyes" are handy if you have a contact wanting something interesting and magical though, so keep that in mind. Arkhive's up there too, and yeah I know plenty of our people have gone over there recently, apparently it's a nice place, but I haven't gone to to visit yet. Apparently they only use those bees of theirs as guards, so they'll pretty soft pickings but not completely unguarded. Still a lot of opportunity there, but from what I've heard you'll get a lot there if you're just free with the information you share. Hell, part of the reason this book is getting written is that little Scorcha wants something special to give to them. Point is, try the soft approach first, it seems like that'll get a lot work done up there. Most of the rest is uncharted, except for the part that I'll call north for convenience but is deep in the middle of the continent. That big media company's based there, so hey there's somewhere else to go if you have a good story, maybe they'll pay to put it on a show or something? Big robotics industry there too, might be something there to work with.

Anyway, I guess I should carry on with the west. Big stretch of it along the coastline is unexplored, so the west is sorta in two chunks, if you see my meaning. If you start in that northern area I mentioned then go south...well, you're presented with two bad choices. First is Moonsoul, and...if you're that nostalgic for home but want to start from scratch rather than using centuries of understanding of your foe, then...go for it, I guess. There's a lot of pre-war scrap there, and from what I've been hearing from the people receiving the stuff it's good gear, but getting at the stuff means dealing with the local wildlife, and like I said...nasty stuff there. Only go there if you're sure you're up for it, and make sure to bring the right tools to get some trophies because from what I've seen, there's no shortage of worthy kills out there. Still got no clue how the locals have things together to be part of the Elect while the majority of the region is so wild, and I'm not particularly inclined to find out more about them - there's something...strange about them, and I'm perfectly happy with leaving that particular rock unturned. Your other choice is far safer country, but unpleasant in other ways, because the locals are a pain to be around. If they're not refusing to have anything to do with you because of some sun cult or whatever, they're being actively annoying because of a whole different cult. Just keep on going through here, if you ask me. They're doing some interesting things with computers, but it's just not worth it, seriously. It's worth it, though, because the Flowering Lands are perfect place to do your thing if you're fine with people. Well-developed country, plenty of people, enough prosperity for the rich to get complacent and bored, some fun textiles with magical properties...if you're bored here and don't see any opportunities to have a little fun, cause a little trouble, or make some coin, that's on you. It's also the closest part of Chonkia to the Reserve, so hey, you can just skip through all the pain I mentioned and go straight there. The other part of the west, down by the space elevator, is real fun too. Near the elevator, you've got a lot of our kind of people hanging around causing trouble, tons to work with, and if you like you can go north into the desert proper to see if the scavengers have anything interesting going on - that lot have set themselves up as a little city-state monarchy, far as I can tell, and have a good thing going with all that pre-war stuff that got swallowed up by the desert. Plenty of trade going on there, and if you're willing to do some honest work for a change there's decent opportunities in the salvage crews.

And then we end with the south of Chonkia, huh. Main attraction there are the elves - the Fiorid Principality, they call themselves. They're big into monarchy and bloodlines and that sort of thing, and even more into slavery - they have this whole weird setup going on where the nobles are powerful because they own people instead of land, and everyone else has to pay rent to the king. Bit weird, but hey we're not here to judge countries for how they do things, just for what we can do there. Big thing that'll probably catch your eye down here are the mechs their elites use - kinda like our crawler tanks, but even more focused on agility and boiling it all down to one guy. It means they can keep their cultural emphasis on nobles and knights and whatnot while still being able to do war, see? Smart. I haven't heard of anyone human getting their hands on one of those things, but if you're feeling audacious, there's your chance at making a real name for yourself. And a bounty too, probably, the elves don't seem that likely to forgive and forget, but hey what can you do. Past that...well, you're gonna stand out down here, and if you get caught doing something you shouldn't then congratulations, you're part of their grand system of slavery now, but past that it's kinda like home, plenty of jungle - just keep in mind that they know how to make the jungle work for them, just like we do - but the real prize is probably Soleyja. That's where their...ah, what do they call them...Druids, right. They're like our agri techs but a lot more esoteric and fancy about it all, far as I can tell. Still, they mess around with making new varieties of plants and such there, and there's always money there. If that's not your thing, I heard about fights going on in a few places I passed through, but I'm not sure if that's some action you can get in on, and their politics were...complex enough, let's say - and no that doesn't mean I don't understand it, just it's tricky to see it all from the ground like we're on - that there's probably something going on you can get in on or use to cause some trouble if you're feeling stupid brave.

East is pretty simple, it's just where the Durats live. It's worth coming here for the novelty alone - if you've never talked to some Durats, you need to. It's such a weird experience at first, load of little rodents getting together and having a conversation with you because they're all psychic. It's wild. Besides that, you're probably gonna want to go to Coastaphornia or Hovell - the former's a nice place to relax for a while, and since it's the main place non-Durats get together and do stuff there's always the chance for something interesting to come up, particularly if it involves that university of theirs, the little guys are big in the science and tech fields. Hovell, meanwhile...that's all wilderness, and they've got some interesting species going on in there if you fancy your skills and want something a little different from chitin to work with for trophies. Big thing to watch out for there is the fauna can be pretty hostile, not like whatever the hell is going on in Coedd, but just the old traditional way plants can try to kill you.

 

ELD Worker Conditions/Rights

OOC Note: I wrote this for the WTU inspection - in the end the inspectors got shut out anyway so it didn't matter, but it's still canon stuff so here it goes.

Overall, the best way to summarise the typical attitude to worker's rights and conditions in Eilif Dhaoine's dominion is a kind of...practical indifference to the topic, doing what's needed to ensure a decent level of morale and productivity, never particularly veering into policies driven by cruelty or disdain for the common worker but also rarely doing anything that advances their cause without an ulterior motive. This is compounded by the fact that the Eilif Dhaoine government takes a rather laissez-faire approach to business matters and so rarely gets involved if practices the Union would disagree with do crop up.

In the Reserve itself, it is hard to escape two factors - the way that residence within the city walls is tied to work, and the omnipresent industry of Reserve cities. The former is a policy that the Dhaoine do not find unreasonable - if you want to live within the protection of the city's walls, you need to pay for the privilege (outright buying property and landlord/tenant arrangements are allowable, as is renting government-owned property - some of the latter category is earmarked as emergency property used as a lifeline for those whose circumstances take a downward turn, but such help is on a strict timetable) and living outside of the walls is more dangerous (although less so in recent years) but far more likely to be less stringent about rents and such. Naturally, if you're gainfully employed (read: not a sealga) there are other taxes and such to consider, though. The latter is likely more of a sticking point for the Union inspectors - Dhaoine cities are very vertical in their construction and most of their industry is found within the city rather than external sites, meaning that pollution is always going to be a concern. When you take the previous point into consideration, and think about how housing that is closer to that industry or otherwise more exposed to the noxious gases and other by-products of industry is far cheaper than, say, the prestigious and meticulously cleaned ground floor properties, an obvious issue presents itself. Within the industries themselves, standards are...sufficient. Most Dhaoine businesses have made the call that a living worker is worth more than a cheaper dead worker, and so take the necessary steps to prevent easily-stopped risks and hazards, and the Eilif Dhaoine government ensures that everyone living or working in a Dhaoine city has certain biological/genetic enhancements necessary for thriving in the Reserve (primarily those allowing for better tolerance and processing of bàscail meat, although others deal with more general toxin and pollution resistance), but there is definitely room for improvement in places where business leaders have decided that the risk of harm isn't quite worth the cost of fixing it.

In Lassal, mining is hard work as it always has been, but modern technology has made the process significantly safer than it was in the past, and this has continued into the refineries and other industries that are built around the gold trade. That said, some of the mining towns in the hills are essentially company towns one gold corporation controls it all (often even refining the gold on-site rather than shipping off ore), a practice Eilif Dhaoine has seen little reason to break up given their hands-off approach to internal economic practices. In the sprawl itself, there's a notable amount of unemployment in poverty in the less governed areas, some operations set up in those neighbourhoods definitely cut corners to take advantage of the lack of attention shown there, and wherever you go there's little in the way of social support from the mayors, except for the Dhaoine living under the jurisdiction of the Dhaoine mayor whose policies echo those seen in the Reserve.

In the Emerald Expanse, there is no standardised system for safety standards, worker's rights or similar matters - it all depends on the city-state in question, and the way that Pratibdhism is typically interpreted means it's often down to the business owner themselves. That said, the constant flow of trade and people between the cities here does mean that there are some common expectations that have become entrenched in the minds of the working class - after all, if they don't like what a business or city is offering them, the Expanse has some very nice roads to walk away down.

While the Flowering Lands works under a feudal system, the prosperity and abundance of the region means that even those working in the farms and ranches have a fairly good standard of living, able to produce enough to cover their obligations and still have enough to live off. The work itself is also fairly safe, with enchanted clothing providing a decent amount of protection against accidents out in the farms, and when it comes to manufacturing and production the overall high standard of living in the region means that a good amount of protection and safety standards are to be expected.

 

 

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