Golemgame:Setting

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===Port Zarrak===
===Port Zarrak===
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Port Zarrak (meaning Revenge in the halfling tongue) was one of the first cities erected after the fall of Karakat, built with scraps of golem technology and materials painstakingly retrieved by Namoki from ancient stockpiles all over the world. Zarrak is almost exclusively composed of soldiers, who are there only by choice, and always for life. If they wish to sire children, the warriors will meet their wife in the raging waters of the Serpent, as women are not allowed in Zarrak, and the men consider it dishonourable to come back to Namok for anything short of their own funeral.
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Port Zarrak (meaning Revenge in the halfling tongue) was one of the first cities erected after the fall of Karakat, built with scraps of golem technology and materials painstakingly retrieved by Namoki from ancient stockpiles all over the world. Zarrak is almost exclusively composed of soldiers, who are there only by choice, and always for life. If they wish to sire children, the warriors will meet their wife in the raging waters of the Serpent, as women are not allowed in Zarrak, and the men consider it dishonourable to come back to Namok for anything short of their own funeral. Many soldiers that come to serve in Zarrak are pure-blooded descendants of the ancient assassins once trained by the Namoki, as savage as they are skilled and powerful.
==Barad-Dai==
==Barad-Dai==
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===Berkut===
===Berkut===
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Berkut is a marvel of dwarven engineering, constructed with enormous flood gates that allow it to launch submersible ships without any outward signs. While this is no protection from aquatic golems, these ships can take mortal vessels by surprise. However, their small range and speed makes them useless for offensive action of most kinds. Berkut is incredibly hard to locate for even an experienced tracker, and the only possible way to infiltrate it is through such a submersible ship.
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Berkut is a marvel of dwarven engineering, constructed with enormous flood gates that allow it to launch submersible ships without any outward signs. While this is no protection from aquatic golems, these ships can take mortal vessels by surprise. However, their small range and speed makes them useless for offensive action of most kinds. Berkut is incredibly hard to locate for even an experienced tracker, and the only possible way to infiltrate it is through such a submersible ship.<br>
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Before the golem war had taken a turn for the worse, the dwarves were working on an assassin just like their Namoki rivals, only instead of flesh and blood, they turned their knowledge of golemcraft towards this task. The resulting semi-autonomous race was dubbed the War-forged, but repeated failures in testing trials led the dwarves to pile all units that still functioned into a crate and dump it somewhere it wouldn't bother them. The missing link between these creatures and the modern-day warforged has never been explained, but their roots in the hated science of golem-making incite the hatred of dwarves just as much as anyone else's.
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=The East=
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While the West has, for the longest time, been dominated by the Bas-Karakat and Agan, many independent nations to the East remained largely independent, and were able to spring back the quickest after the war, devouring former Agan holdings to increase their own power. A variety of races call these states their home, and a significant percentage of the population have never even seen a golem. Most of the exotic races such as raptorans and lizardfolk keep to these parts of the world.
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==Faradan==
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Caught between the East and the West, Faradan was the first to fall to Agan colonialism, and the last to throw off its shackles. Faradan elves resent the North and South in equal measure, and have very little love for their kin to the East. Hit the hardest by the recent change in the golem war, the tiny scrap of land the elves subsist on may well be wiped out in the coming years. Elves pay their respects to a large pantheon of gods that they insist is fundamentally different from the Agan deific hierarchy. They do not have much in the way of a unified nation, and tend to breed with other clans, creating a diverse array of subspecies.
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===Romaya===
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A settlement concealed among towering cliffs and lush valleys, Romaya is the meeting place for the gathering of tribes. Each clan chief must journey here every two years, and in the month that follows they pray to their gods, discuss territorial claims and settle disputes through combat among the chiefs of allied clans. If a chief does not return from Romaya for any reason, having died en route or been slain in the circle, the clan becomes the lowest in the hierarchy and must pick a new chief.
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=The South=
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==Somila==
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The

Revision as of 00:48, 18 June 2011

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