settings:cahyali:dahabu
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====== Dahabu ====== | ====== Dahabu ====== | ||
- | * Government Type: None | + | * Government Type: City-States |
- | * Symbol: Waning Crescent | + | * Symbol: Waning Crescent |
- | * Major Races: Cosmopolitan, very few Lizards | + | * Major Races: Cosmopolitan |
- | * Major Cities: **Soko**, [[settings: | + | * Capital: None |
+ | | ||
- | {{settings: | + | {{settings: |
- | The deserts of Dahahbu | + | ===== Overview ===== |
+ | The deserts of Dahabu | ||
- | On the southeastern coast of Dahabu is the Alquarshi Bay, which features many small fishing villages | + | The majority |
- | === Major Laws === | + | On the southeastern coast of Dahabu is the Al-Kharshi Bay, which features many small fishing villages and bazaars to purchase goods in the towns of the Kharshi Collective. |
- | * None (in Dahabu) | + | |
- | * [[settings: | + | |
- | + | ||
=== Natural Resources === | === Natural Resources === | ||
Hidden and buried in the sands of Dahabu may be an untold number of resources and riches. However, the travelling troubadours of Cahyali mainly tell of Milphite Crystals, a rare magical resource found in towering ruins. Rumor states that, many centuries ago, when the calamity that stripped Dahabu Elves of souls happened and turned Dahabu into a desert wasteland, the souls of the elves themselves crystallized with the sands to form these crystals. Whether or not the rumor is true, no one knows. Most people covet these crystals for their magical properties, but those who risk their lives venturing into the Dahabi deserts seldom return. | Hidden and buried in the sands of Dahabu may be an untold number of resources and riches. However, the travelling troubadours of Cahyali mainly tell of Milphite Crystals, a rare magical resource found in towering ruins. Rumor states that, many centuries ago, when the calamity that stripped Dahabu Elves of souls happened and turned Dahabu into a desert wasteland, the souls of the elves themselves crystallized with the sands to form these crystals. Whether or not the rumor is true, no one knows. Most people covet these crystals for their magical properties, but those who risk their lives venturing into the Dahabi deserts seldom return. | ||
- | === Witch-Queen' | + | ==== Regions ==== |
+ | Dahabu is broken down into five broad regions. | ||
+ | === Al-Kharshi Bay === | ||
+ | The large bay in the southeast side of Dahabu. The coast of this bay is one of the few places on Dahabu capable of supporting settlements and towns, and so many have cropped up around and even within the bay. The Al-Kharshi Bay is Dahabu' | ||
+ | === Aihtaraq Desert === | ||
+ | Literally translating to “scorched desert”, this desert covers most of the landmass of Dahabu. In the ancient days, this land was covered with lakes and rivers, all of which were boiled and dried away during the Day of Solar Wrath and its aftermath. Now, all that remains is vast sand dunes and ruins of buildings that cannot be accurately described in their grandeur. There are no major settlements within the Aihtaraq Desert. | ||
+ | === Crescent of Aset === | ||
+ | At the mouth of the River Aset is a fertile delta fit for habitation, followed by a massive curve in the river downstream. Perhaps the most abundant area in modern-day Dahabu, the Crescent of Aset hosts the most life out of any Dahabu region. | ||
- | Witch-Queen' | + | The Crescent |
+ | === Twin Ranges Region === | ||
+ | Encompassing most of northwestern | ||
- | == Running Witch-Queen' | + | The location where these rivers join has rich soil and an abundance of natural resources, and the mountains themselves are full of precious metals. Many dwarves live in the Twin Ranges region, exporting mainly natural resources, metals, and forged tools and weapons. |
+ | === Sahl Sahiliun | ||
+ | The very southwest of the continent is a rare sight to behold. New life eventually begins to thrive after widespread destruction, | ||
- | The GM can either bring a deck of cards and follow | + | ==== Laws ==== |
+ | Despite the vastly differing governments | ||
- | At the beginning, each player is dealt 3 cards, face down (given 3d6). They do not look at the cards. They then choose | + | * Theft: Varying from a short incarceration to cutting off the thief’s hands. |
+ | * Open worship of demons, eldritch beings, or fey entities: Ranging from unpunished, to fined, to executed | ||
+ | * Ownership of another intelligent humanoid creature: Ranging from long incarceration, | ||
+ | * Assault: Incarceration. | ||
+ | * Murder and rape: Incarceration or execution, depending on the degree. | ||
+ | * Treason: Execution or exile. | ||
- | Then, a second round of betting begins, again starting with the player to the right of the dealer. They may call, raise, or fold. If they call or raise, they are allowed to return any of their three cards and be dealt new ones (choose to reroll any of their d6, keeping the new result). This goes around the table until all players have called. | + | [[settings: |
- | At this point, after all bets are made and finalized, each player lays down their cards. The strength | + | For more information on the history |
- | * Saedic Witch-Queen with any two cards (6,6,6) or Dahabu | + | {{settings: |
- | * Straight, valued | + | == The national flag of Dahabu. Though each city-state has its own heraldry, this flag is known to represent the entire region. == |
- | * Three-of-a-Kind (that is not 6,6,6 or 1,1,1), valued | + | |
- | * One-Pair, valued by pair number, then by third card number | + | ===== Cities of Dahabu ===== |
- | * High Card | + | The city-states of Dahabu tower above the desert, shining jewels of alabaster and a testament to the resilience of mortals in even the most hostile of environments. |
+ | |||
+ | **Soko, Oasis of Man:** Soko is perhaps the oldest remaining city on Dahabu, and had served as the imperial capital before the Day of Solar Wrath. Many of the outside city states consider Soko a place of both brains and brawn, but without any semblance of tact or charm. Modern day Soko is a bit stuck in the past and obsessed with its own history. As of late, they have been ruled by warrior-pharaohs who claim divine right not only over the city, but over the continent. They are a militaristic city, hoping to restore | ||
+ | * **Kiben:** Upstream from Soko, where the River Aset begins to form a delta, is the town of Kiben. This town exists under Soko control, and concerns itself mostly with farming, fishing, and acting as a port town to the northern waters of Cahyali. Over the past few centuries, Kiben has traded hands from Soko to Tasarazi and back again multiple times. | ||
+ | |||
+ | |||
+ | **[[settings: | ||
+ | |||
+ | **The Kharshi Collective: | ||
+ | |||
+ | **Abydos, The Holy City:** Abydos is the most religion-fueled city on Dahabu, by far. While the everyday residents are not necessarily fanatics, the holy nature of the city brings in many tourists on pilgrimages from across Cahyali. A few even hail from Jaern. As a theocracy, the city is ruled by priesthoods and all priests within its walls are treated with the utmost respect, save for Vormaxians and Zepherinites, who are acknowledged but not venerated, Almarians - which are afforded the same disdain here as they are in most of Dahabu, and Tenebrians, who are arrested on the spot for demon worship. | ||
+ | |||
+ | **Tasarazi, Citadel of War:** Built almost entirely from stone, Tasarazi is as tough as they come. The walls are tough. The warriors are tough. The people are tough. Life in Tasarazi is tough. Tasarazi is ruled not by a pharaoh, but by a sultan. This sultan claims they are very different from the pharaoh of Soko, that they clearly are not a monarch. Tasarazi is a city heavily focused on its military, and is the birthplace of the warriors' | ||
+ | |||
+ | **Aksahin, Mountainborne Haven:** Aksahin resides in the northern Daglik range. Specifically, | ||
+ | |||
+ | **Sivvum, The Great Forge:** Approaching the southern range, one may begin to worry about the massive smoking volcano surrounding a large, walled city. Fortunately, | ||
+ | * **Ekcasai: | ||
+ | |||
+ | **Andromeda, | ||
+ | ===== Culture ===== | ||
+ | === Water & Vibrance === | ||
+ | Dahabu | ||
+ | |||
+ | Most Dahabi are expected to be able to fend for their lives, whether it be from thieves in the streets | ||
+ | |||
+ | Dahabu dress is very colorful, adorned with a variety of dyes, textures, and patterns. The bustling cities are full of life and color despite the bleak world outside their walls, and some religious buildings are truly awe-inspiring with their geometric designs and rich shades. In Dahabu, black is considered a color of abundance and good; as rich soil and the cool night sky is black. On the other hand, white, the color of bleached bone and raging sunlight, is often considered a color of mourning or evil. | ||
+ | |||
+ | === Religion & Magic === | ||
+ | The roots of Cahyali religion trace themselves back to ancient Dahabu. The names of the gods known worldwide are Dahabu names; it was here that worship of the gods was first codified and organized into priesthoods. In the modern era, the gods are seen in equal measure good and evil, and are considered | ||
+ | |||
+ | Dahabu has come a long way from its past as a superpower built on mastery of magic, but magic remains a large part of Dahabi society. Mages are at the top of the pecking order in every city-state, and most chieftains of nomadic tribes have some aptitude in magic, whether it be elemental, divine, psionic, or spiritual. | ||
+ | |||
+ | === Witch-Queen' | ||
+ | [[settings: | ||
- | Depending on where Witch-Queen' | + | ==== Aihtaraq Sandtails ==== |
+ | Often living outside of the city-states in small nomadic bands or in large underground tunnel complexes, there are as many [[lore: | ||
- | The pot of bets is then distributed | + | * Water is precious. In the desert, no resource is more valuable than water. To steal water is the highest |
+ | * In stationary tribes, the dead are often buried | ||
+ | * To do it yourself is to do it with confidence. Sandtail tribes help one another, and it is considered wasteful and arrogant to try and try on one task, rejecting help, in an attempt to improve solo or prove a point. There is little room for waste in the Aihtaraq. |
settings/cahyali/dahabu.1615580379.txt.gz · Last modified: 2021/03/12 15:19 by eliu