My world: Azon

Discussion in 'General Fantasy' started by MattII, Sep 8, 2014.

  1. MattII

    MattII Member

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    As an acceptance of the challenge of grumpycroc (whom I know from a different forum), I've decided to post, for the first time, my own fantasy world, called Azon.

    Geography
    Azon is divided into 3 major continental land-masses, Bardona, Korask and Zamiel. Each continent occupies a position somewhat equivalent to continents of earth, with Bardona* being in the same approximate position as Euraisa/Africa (less India and SEA), Korask being in a location similar to Australia (although larger), and Zamiel being in a location similar to the Americas.
    In regards to 'celestial geography' Azon is encircled by two moons, often called some local variation on 'mother' (the larger) and 'daughter' (the smaller), with their orbital periods being ~26 days and ~43 days respectively.
    The solar year is generally regarded to by 383 days long, with an extra day every 5 years.

    *Bardona is the only one of the continents I've developed in any depth, so that's what most of the information is about at this point.

    Bardona

    History
    Bardona has a long history, stretching back thousands of years, and divided into three 'ages' interspersed with periods of terrible conflict.

    The First Age
    Little concrete knowledge remains of the first age, various groups have their own stories about what went on, but these are no more reliable than are most survivors tales, especially as in the centuries that followed, many embellishments were added.
    The Dark Age
    The dark age was a period of incredible suffering, brought about by the forces of Shazoth, a magician who let his greed run wild. Little else is known of this period, save that the dragons were among the most powerful servants of Shazoth.
    The Cleansing War
    The cleansing war wrought in a few short years, almost as much damage as the dark age had in its long decades. The war started with dragons, long unwilling slaves to Shazoth, who finally after decades of subtle manipulation and plotting finally broke their bonds and turned on their once master, resulting in the destruction of Shazoth and almost the totality of his forces.
    The Second Age
    The second age, commonly known as 'the rebirth' was a period of regeneration and resolution. It's from here that many of the races of the world spring, as the survivors of dark age and the cleansing war sought to take stock of the damage, and repair it. It is also the age when the 'lizards' first arrived in the south and east, their journey across the seas, their purposes unknown.
    The Orc War
    The second great war to engulf the continent, this time less successful than the first war which had brought about the dark age. the reasons for the failure of the Cult of Shazoth on what many assumed to be the very edge of victory lie with the lessons learned from the cleansing war, namely, that slaves will always seek to turn on you. However, in attempting to head off rebellion by giving the orcs some degree of independence, the forces of the Cult in fact only hastened their own demises, as the orcs, not overly fond of conquest and suffering in themselves, rose against their Cult masters who tried to force their actions, and fled into the wilderness.
    The Third Age
    The current age. With far less damage done to the various powers, the recovery this time was much more rapid.

    Races
    Humans
    - About what you'd expect, these guys are the 'average', a not particularly powerful, but quite numerous group, whom even their detractors are forced to respect. They are 'children' of the second age, who though starting from humble beginnings are now one of the dominant races. Notable sub-races include:
    • Vizar - Dwellers of the Great Central Desert, theey are most noticeable for their 'olive' skins, though it's their lifespan, near 100 years on average, and ages of 150 or more aren't unknown.
    • Whirall - Tall (6'-7'), pale skinned and often red-haired, they are loyal, dutiful servants to the Nordalfs.
    Elves - Survivors of the first age, they are more varied than other races, with only the basic body plan really being standard. Notable sub-races are:
    • Nordalfs - Elves who fled to the barren northern wastes just before the dark age overtook them, they are perhaps the only group to have survived both the dark age and the orc war. They are tall (7'-8'), long-lived, and with skin and hair so pale they're almost white.
    • Drayd - Short (4'6"-5'2"), with a skin colour that's dark-green with brown tones, they inhabit the great forests and are quite ruthless in dealing with those who would fell even a single tree before its time.
    • Djinn/Marid - Dwellers of the Great Central Desert. Despite some superficial similarities the two groups despise each other, for the marid were great warriors who gave their existences to protect their homes, while the djinn were criminals, condemned to remain in one place until given freedom or death.
    Faun - Shortish (5'-5'6") humanoid creatures with downy fur, curled, ram-like horns on their head, and the legs and tail of deer, they dwell mostly in the great forests alongside the drayd, the faun act as the diplomats for their homes since the drayd cannot themselves stray far from their forest homes unless carried in special seeds.

    Dwarves - Short (4'6"-5'), stocky and normally pale grey-purple in colour, they are crude approximations of humans created by a race of cave-dwelling creatures never seen by outsiders. Although commonly thought of as bearded, they in fact lack hair of any description, and their 'beards' are in fact as series of delicate tentacles surrounding their mouths.

    Orcs/Ogres - Despite prominent physical differences (orcs are short and slight, ogres tall and stocky), the two are in fact related, with orcs being males and ogres being females. The difference dates back to the time of their service to the Cult of Shazoth when the orcs were treated as little more than disposable soldiers, while ogres were merely biological factories, capable of birthing whole litters of half-grown orcs at a time, ensuring the supposedly endless streams of orcs were just that.

    Goblins - Created as servants by the Vizar, these diminutive (3'4"-3'10") folk were raised from rodents, and indeed retain many of their rat-like features, including cunning minds, nimble fingers, and a tendency to fight like demons when cornered.

    'Lizards' - Those immigrant races that compose the group derogatively termed 'lizards' are no more unified than are humanoids, bring easily separable into several distinct groups:
    • Pogan - A race of about human height, though appearing shorter due to a hunched posture, they are covered in small rough scales and are mostly yellow-brown in colour. Seem to thrive in arid conditions
    • Komko - A race somewhat larger than humans, though once again their hunched posture makes them appear smaller than they are. Seem to thrive in lush, tropical jungles.
    • Nagi - Amazingly to some, the Nagi are in fact a sub-race of sorts the Komko, one in which the tail for some reason continues to grow throughout its life, resulting in most eventually giving up on trying to walk and instead slithering

    Major Powers
    Empire of The Eternal Flame
    Culture - The Empire of The Eternal Flame - often shorted simply to The Empire - is a large, diverse, but surprisingly unified power. Although the population is mostly human, citizenship is not particularly difficult to obtain, and so at its outer reaches the Empire is home to a significant minority of non-humans, and even within the capital of Lorissa its entirely possible to meet the occasional 'foreigner'. Although often considered highly patriarchal, it's only really within the largest cities that this view in fact holds, in the more provincial areas it's not uncommon to see females holding office in traditionally male organisations such as councils or the military.
    No organisation can ever be entirely satisfactory, and so it is with the Empire, for although much is made of the freedoms of the 'citizens', the fact is that a significant percentage of the adult population do not in fact qualify as such, and such individuals can only hope for good treatment from their (usually rich) masters.
    History - The Empire is amongst the youngest of the major powers, dating as it does from the third age. It was formed at firs simply as a military alliance between several kingdoms, who after nearly being overwhelmed individually by the Orcs, decided that joining their forces would be the best way to deal with any future incursions. To this end, they founded a military camp more-or-less equidistant between their major settlements, which eventually grew into the current imperial city, while the home areas of the three founding tribes became the first provinces, and to this day retain a special place in the empire, being allowed to chose their own governors.
    Government - As it is so named, the Empire is ruled by an Emperor, although the position is non-hereditary, with the next emperor instead selected by the Senate, a body of rich (often landed) nobles whom generally reside in or near the imperial capital. Outside of the Capital Territory, the provinces are controlled by governors selected by the Emperor himself, with many being the second sons of the Senators, although there is no rule preventing the Emperor from selecting a Senator himself as a governor.
    Below the Senators comes the Council, a larger group of individuals selected from the citizens of the capital by ballot. A similar setup occurs out in the provinces, although in fact the complex land-ownership laws enacted for just this purpose in fact make these 'provincial councils' more akin to the Senate than a true elected body.
    Law - The upholding of the law within the Empire is the job of variously, the Guardians of The Emperor's Peace and the Courts. The Guardians are made up approximately 60-40 of training lawyers and reserve soldiers, with oversight provided by oftimes retired officers. Once trained a lawyer can continue to work with the Guardians, or move onto the Courts, where, after a period of 15 years, and provided their record is spotless, they're allowed to become a judge.

    Vail
    Culture - The Vail inhabit most of the large wooded areas in the west, protecting them from anything they see as having the potential to degrade them. Outside of this extreme environmental view though, the Vail are generally friendly and hospitable, anyone coming begging, will be given food, and anyone fleeing persecution will be protected, provided they abide by the laws of the forest.
    History - The Vail date back to the early part of the second age. Although the War of Cleansing hadn't completely destroyed the great forests the way it has the lush plains that afterwards became the Great Central Desert, the woodlands were nevertheless left in a poor state, and so some of the survivors of those areas nearby decided to do whatever they could for the forests. Over time, what started out as a voluntary stewardship for the future Drayd became at first simply a way of life, then a sacred duty, and finally their entire reason for being. In the aftermath of the Orc War, the Drayd realised their mistake in being tied so heavily to the forest, but yet unwilling to give it up they instead crafted the Faun, a people raised to their values, but with the the freedom to move beyond the limits of the forest to further its aims.
    Government - To the outsider, the Vail seem to have little to speak of in the way of a government outside of the Faun's tendency to stay in loose family groups. In part this is true, life in the forest is generally free and undemanding, therein little government is actually required, but a major part of this appearance is due to the fact that the Drayd at least appear to have some form of telepathy, eliminating the need for government. All of this is put aside though, when a crisis occurs, at which point all the adult inhabitants of an areas of forest gather together to vote in the best resolution.
    Law - Compared with other societies, the laws of the Vail are few, but strictly enforced, the penalty for breaking them generally being death for a Faun or Drayd, or expulsion for others. Sometimes, if the law-breaker is new to the forest, they will merely receive a stern warning. Trials in the Vail can appear to others to be quite informal, a judge - usually the eldest Faun - is chosen, and he or she then picks a 'jury' of 10-20 with an equal number of Drayd and Faun, and upon hearing the testimonies of the accused and accuser, the jury decides, with the judge having the deciding vote.

    Maridina
    Culture - Maridina society is very much a case of haves and have-nots, no-one goes hungry or naked, but beyond the bare essentials, money is a very important part of social status for the most part, although Mages are usually respected more-or-less equally regardless of how much money they have. Their society is less than equal in other ways as well, for females aren't allow to enter the government or military, and in some cities are restricted from higher education and even land ownership. Generally the only exception to these restrictions are the academies of magic, which allow a certain number of females per year to enter, provided they can demonstrate sufficient magical potential. They are also more than a little xenophobic, foreigners are tolerated only in some cities and then only in they agree to a fearsome set of laws, which puts many off.
    History - According to their own records, the Maridina remain the oldest extant power, dating to well before the end of the first age. This view is heavily disputed by most other powers, for although most of the Marid did indeed live in the first age, it's widely agreed that the cleansing war all but destroyed the great civilisations that once stood proud in the landscape.
    Government - Each city state is controlled by a small council, the members of which are elected by 'the people' (generally males 24 and over, who own their own dwellings), and sit for a period of several years.
    Law - The laws of the cities are generally rather byzantine, taking into account as they do social class (both of the accuser and accusee), race, origin (the complex, ever-shifting intercity alliances add a great degree of unpredictability), and a large number of other factors.

    Nordvolk
    Races - Elves (Nordalf), Humans (Whirall)
    Culture -The Nordfolk are an insular, but friendly people who claim to treat all people equally, though in fact the nordalf are given more freedoms than the more recently arrived humans. Nevertheless, it often surprises visitors to see just how close to the claim they do come, with females having all the same rights as males, every child is given an education, healthcare is almost universal, etc.
    History - The Nordvolk are probably the oldest (continuous) native faction in Bardona, having their origin in the poor, desperate refugees from the first attempt by the forces of Shazoth to conquer the world. They did not of course remain completely free from demonic depredation, but their being in such a tenuous position did mean that only the most rabid came after them, and even then with little enthusiasm. In the aftermath of the dark age, the Nordvolk grew powerful, slowly at first as the weather continued to beat down hard, but as they adapted to the climate their growth began to increase until they were all but a match for their neighbours. The isolation that helped keep them safe during the dark age did the same during the orc war, as they were amongst the least threatened of the major powers, and thus soon became a haven for those fleeing the violence.
    Government - Although there is some local variation, almost all of the city-states have a democratic government, with each person over the age of 20 having a vote (each nordalf vote counts for one-and-a-half human votes). Further, as well as electing their local government the populace also elects a representative for the grand council, a body that sits once a month to consider issues affecting more than one city-state.
    Law -

    Siejiecna
    Races - Humans
    Culture -
    History -
    Government -
    Law -

    Podzimwerd
    Races - Dwarves
    Culture -
    History -
    Government -
    Law -

    Free Tribes
    Races - Orcs/Ogres, Goblins
    Culture -
    History -
    Government -
    Law -

    Navarasada
    Races - Komko, Nagi
    Culture -
    History -
    Government -
    Law -

    Yaxayar
    Races - Pogan
    Culture -
    History -
    Government -
    Law -

    Korask

    History

    Races

    Major Powers

    Zamiel

    History

    Races

    Major Powers
    xxx
     
    Last edited: Sep 18, 2014
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  2. grumpycroc

    grumpycroc Member

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    This has my like vote. Lets see how it develops.
     
  3. Black Tattoo

    Black Tattoo The Corruptor

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    I'm very glad you took grumpycroc's challenge as I enjoyed reading about your world. The names and style you've chosen kind of remind of Amazon tribes in a way. Very cool and very original! I hope you share some stories or sketches from your world. I would love to 'visit' :D

    Thanks for sharing!
     
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