Difference between revisions of "Ishara"

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===Basic Information===
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==Basic Information==
Far to the south of Sweetwater, and in waters mostly uncharted by others, is the island nation of Ishara. The natives tend to be aquatic or amphibious. Crocodiles, Alligators, Frogs, Sea Serpents, some fish, and others make up the main population, though that isn't to say land or air creatures are not to be found. The beings are lead by a band of Alligators, the Lockedjaw clan, currently headed by Alic Lockedjaw.
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Far away to the south of Sweetwater in barely charted waters is the island nation of Ishara. Nation is, perhaps too strong a word for this amalgamation of the disaffected and dispossessed. Ishara is more of an experiment, and a relative newcomer in the global politics of Promise. The small country has become a haven for those disillusioned by the current governments of Promise, and most especially with the Church of the Creators that so dominates the rest of the known world. Ishara, while scattered and fractured gathers under a banner proclaiming absolute freedom. Though it would be hard to find any real consensus on what that means from one Isharan to the next. It is a wild land with a wild people. While some pockets of civilization exist, most of the people of Ishara are a savage bunch.
===General Layout===
 
The land is made up of eight islands, but the principle three are Alergina, Brunous, and Nigren. The Lockedjaws lead from Alergina. The land is over all very swampy, murky, and very bug infested. The islands that are close enough to each other are attached by bridges, the rest require ships or boats to get from one to the other.
 
===Government===
 
Survival of the fittest, nastiest, and those with the most guile are the rules of the land. The way to advance upward is to get enough support for a mutiny, ousting the person in charge. Fortunately, or unfortunately, there is a code of honor that they seem to have and live by. This code goes into rights of passage, the 'right' way to mutiny, and how to divide plunder. Alic Lockedjaw rules over it all as the Grand Admiral.
 
===Nobility===
 
There is only one clan that can count for 'nobility' and that is the Lockedjaw clan. Other clans fight and work toward they have already achieved. A though the Ashtera clan, sea serpents, are close behind and could work their way up and into the ranks of nobility if they managed to get enough support.
 
  
==Might and Oversight==
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==Geography==
According to them, all the seas and waterways on Promise belong with them. As a nation of aquatic and amphibious, they have developed the greatest amount of water based technologies and might. A massive Navy, Golem propelled ships, highly accurate cannons, even discovered and got working a Creator Machine that can sail underwater! As far as raw might on the seas along, they are second to none.
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Ishara is small. A land made up of eight islands. The three largest islands are Alergina, Brunous, and Nigren. Most of the nation's population lives on these three islands and it is on these islands that all of the country's meager agriculture can be found. The other five islands, Hagga, Forrig, Brobdin, Inchis, and Glamour Knoll (Pryholt) are largely uncharted and populated by brigands and pirates. Not that the other islands are not populated by brigands and pirates, but there is less variety on the smaller isles. There may be other islands hidden in the mists of Ishara, but these are the largest and most well known.
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The largest island, Alergina, is home to a live volcano known to the locals simply as The Old Man. Smoke pours constantly from the caldera and a system of underwater volcanoes in the area keep the islands of Ishara swathed in an almost constant fog. Only the greatest or most foolhardy of sailors dare navigate the islands on any but the clearest of days.
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==Government==
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Survival of the fittest is the rule of the day in Ishara. The strongest, the smartest and the sneakiest have the run of the islands. What you can take is yours. For as long as you can keep it. There seems to be some sort of rule of honor, in that there is a 'right' way to scheme, murder, and mutiny your way to the top of the heap, but that code is more of a guideline than any sort of solid rule. "Take what you can and give nothing back!" would go on their coat of arms if they were cohesive and could find someone who could write.
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Small towns and budding cities are often claimed by powerful clans. A clan is sometimes a family, or simply a crew under the banner of a powerful leader. But make no mistake, the rulers of Ishara are more cunning beasts, than wise beings.
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==Nobility==
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Most Isharans are Isharans because they are trying to escape the nobility and civilization itself. But there are a few beings of note and leaders of powerful clans.
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===The Lockedjaw Clan===
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The savage and cunning Lockedjaw clan of Crocodiles is the de facto leader of Ishara, by benefit of being the scariest monsters in the islands. Alic Lockedjaw, the current Matriarch of the clan, is the worst of them. Clever and cunning, her political machinations have kept her clan on the top of the heap for the last two decades and cemented their place for decades to come if her successors play their cards right. Not that it looks like she is going anywhere anytime soon. She encourages uprisings in her own ranks and puts them down herself. Permanently.
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Lockedjaw is one of the two families to own large watercraft. They number several large galleons in their fleet and even a pair of slow, heavy Ironclads!
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===Ashtera===
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A family clan of Sea Snakes known for their subtlety and craft along with their seafaring savvy. The Ashtera clan maintains their power by the fact that no one who challenges them manages to outlive their challenge by much more than a few minutes. They are masters of poisons and alchemical nastiness.
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[[Category:Places]][[Category:Setting]]

Latest revision as of 18:47, 16 January 2017

Basic Information

Far away to the south of Sweetwater in barely charted waters is the island nation of Ishara. Nation is, perhaps too strong a word for this amalgamation of the disaffected and dispossessed. Ishara is more of an experiment, and a relative newcomer in the global politics of Promise. The small country has become a haven for those disillusioned by the current governments of Promise, and most especially with the Church of the Creators that so dominates the rest of the known world. Ishara, while scattered and fractured gathers under a banner proclaiming absolute freedom. Though it would be hard to find any real consensus on what that means from one Isharan to the next. It is a wild land with a wild people. While some pockets of civilization exist, most of the people of Ishara are a savage bunch.

Geography

Ishara is small. A land made up of eight islands. The three largest islands are Alergina, Brunous, and Nigren. Most of the nation's population lives on these three islands and it is on these islands that all of the country's meager agriculture can be found. The other five islands, Hagga, Forrig, Brobdin, Inchis, and Glamour Knoll (Pryholt) are largely uncharted and populated by brigands and pirates. Not that the other islands are not populated by brigands and pirates, but there is less variety on the smaller isles. There may be other islands hidden in the mists of Ishara, but these are the largest and most well known. The largest island, Alergina, is home to a live volcano known to the locals simply as The Old Man. Smoke pours constantly from the caldera and a system of underwater volcanoes in the area keep the islands of Ishara swathed in an almost constant fog. Only the greatest or most foolhardy of sailors dare navigate the islands on any but the clearest of days.

Government

Survival of the fittest is the rule of the day in Ishara. The strongest, the smartest and the sneakiest have the run of the islands. What you can take is yours. For as long as you can keep it. There seems to be some sort of rule of honor, in that there is a 'right' way to scheme, murder, and mutiny your way to the top of the heap, but that code is more of a guideline than any sort of solid rule. "Take what you can and give nothing back!" would go on their coat of arms if they were cohesive and could find someone who could write. Small towns and budding cities are often claimed by powerful clans. A clan is sometimes a family, or simply a crew under the banner of a powerful leader. But make no mistake, the rulers of Ishara are more cunning beasts, than wise beings.

Nobility

Most Isharans are Isharans because they are trying to escape the nobility and civilization itself. But there are a few beings of note and leaders of powerful clans.

The Lockedjaw Clan

The savage and cunning Lockedjaw clan of Crocodiles is the de facto leader of Ishara, by benefit of being the scariest monsters in the islands. Alic Lockedjaw, the current Matriarch of the clan, is the worst of them. Clever and cunning, her political machinations have kept her clan on the top of the heap for the last two decades and cemented their place for decades to come if her successors play their cards right. Not that it looks like she is going anywhere anytime soon. She encourages uprisings in her own ranks and puts them down herself. Permanently. Lockedjaw is one of the two families to own large watercraft. They number several large galleons in their fleet and even a pair of slow, heavy Ironclads!

Ashtera

A family clan of Sea Snakes known for their subtlety and craft along with their seafaring savvy. The Ashtera clan maintains their power by the fact that no one who challenges them manages to outlive their challenge by much more than a few minutes. They are masters of poisons and alchemical nastiness.