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Posted: Sun Dec 09, 2012 1:42 pm
Home to the Aresian race, the Nu-Dhari desert is a vast expanse of dunes that stretch on like the sea. Few rarely travel alone into the desert due to the high probability that without a guide, you are most definitely bound to be lost, and certainly sure to run out of water before being found or finding help. For those who do know it, and are in their company, navigating the desert is as easy as traveling anywhere else. Oasis' are few, but there are a number of exceptionally large ones, and it is at the largest that the capital of Aresia can be found.
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Posted: Sun Dec 09, 2012 2:23 pm
Geography The Nu-Dhari is often thought of as a hot and arid desert. Which, in truth, it really is. There is little wildlife to be had in the Nu-Dhari desert, and what natives there are to the country of sand and sky have all adapted to survive in the harsh and ruthless environment. To the north, where Nu-Dhari meets with Airaneth, mountain formations act as something of a barrier against the rest of the continent. Past the mountains, the further one travels into Nu-Dhari, the lush, fertile earth of Airaneth begins to slowly transform into a savanna, trees becoming few, the earth harder, and eventually all fauna fading away into dry, hardened earth before becoming the eventual desert which covers much of Nu-Dhari's surface.
In the desert, there is little to be seen or had but dunes of sand and sky. There are few places one can take shelter where all broils beneath the direct heat of the sun. Oasis' are few, but where they are one is also likely to find others. And natural formations of the earth are just as rare.
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Posted: Sun Dec 09, 2012 2:28 pm
Notable Locations Aresia: Capital
The Arid Wastelands: A place few ever tread, even Aresians, the Arid Wastelands is a land where nothing grows, and nothing lives. It is, quite literally, a wasteland. It is said that the wind does not blow across the wasteland, and that if a man were to turn his waterskin upside down while in the heart of this forsaken place that the water would vaporize and disappear before it even hit the ground. It is a place that many neighboring tribes consider both a testing ground, and a dying ground. Those who wish to disappear or die will wander off into this wasteland with nothing more then a weapon. While those wishing to prove their worth, or perhaps make up some lost honor or respect, will travel out to the wasteland and return at an appointed time, having to survive in the wastelands until then.
The Crag Steppes: Mountains located around the edges of the Arid Wasteland, the Crag Steppes are home to tribes of Aresians, Crag Bull, and numerous other residents. There are many caves and hollows located in the steppes, some man-made, some natural. And the shade provided by the steppes makes them a popular haunt for those seeking to get out of the sun.
The Dragon Boneyard: Just as the name alludes, the Dragon Boneyard is just that, a boneyard, located a ways in the Arid Wasteland where only the lucky and the foolish have traveled, and managed to live and tell about. The boneyard earned it's name from the large and ancient remains which many scholars have come to believe are the remains of the Sand Wyrm. While some have postulated that it is a place where all sand wyrm go to rest, others say that the reason for that this is the only known place where their remains can be found is because in the Nu-Dhari desert where the sands are always moving the dunes forever shifting any wyrm that did die or lay down would be covered in an instant.
Desert Witch's Forest: Also known as the Desert Witch's Talons, the Desert Witch Forest is a curious location to be sure. A strange formation of rock-like spires that are located in the Nu-Dhari desert, the Forest is both a landmark and an attraction to even natives of Nu-Dhari. The forest is clearly man made, but who crafted the large, talon like rocks that jut up from out of the sand is a question no one knows. At night, however, no one will travel near the forest. It is said that when traveling through the forest at night that the sounds of a woman shrieking can be heard in the wind. Sometimes people have reported even seeing the witch to which the forest has been named, or even felt her presence.
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Posted: Sun Dec 09, 2012 2:28 pm
Government Aresia, also known as the Sand Dynasty, is a country that has, more than any other in Spieriea, changed and evolved, constantly shifting and changing like dunes of sand in the desert beneath the subtle, but forceful, power of the wind. Long ago, the country of Aresia wasn't even a concept, Nu-Dhari made up of multiple warring tribes who determined their supremacy and right to rule overs through conflict and bloodshed. In truth, there are still many parts of the Nu-Dhari desert where this is common, parts where those who have refused to conform with the rest of the country continue to live out in the old ways, when making it through each day and governing yourself with nothing more than your own strength was enough. In these tribes, they are usually led by a single chief or chieftess, and right to rule was determined by strength and skill alone. But those are the tribes of Nu-Dhari, and as the country of Aresia grows, they are beginning to dwindle and dwindle.
When the country of Aresia was established, there were a wide variety of rulers to be had. Some were good, many were bad, and as years went on, contrasting rulers caused the country to rise and fall like ocean tides, the people, pushed to rebellion under a particularly tyrannical rule, slew their ruler and established what we know as a constitutional monarchy. Writing up a list of guidelines for their new, elected, ruler to follow, and all others, they set up a constitution that was to be honored and obeyed, or be broken and met with rebellion. With the ruler they also established a parliamentary system, a group whom would act as something of a check on the ruler, a council so to speak. Although the king or queen is mainly for ceremonial purposes, the monarch still acts as head of the state, and is, in all rights, in charge of the country. They have their say, and hold both power to lead and the respect to do so. Usually.
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Posted: Sun Dec 09, 2012 2:28 pm
Culture Aresia is a somewhat curious country, that, in it's own way, seems to embody a great deal of the aspects of the many other nations in Spieriea. Like the Humans, their history is written in the blood of fallen and the ashes of war, even now maintaining a strong military. Like Airaneth, there are tribes of Aresians whom travel the Nu-Dhari desert. Some for the purpose of trade, harvesting natural materials found in the desert and selling them in cities, others for the purpose of survival, traveling from oasis to oasis hunting the dangerous wildlife where ever they go. Like Adamancha, they have learned how not to give too much power to a single monarch, and seem to value honor and tradition, putting more faith on those two things then anything else. The country is about as exotic, wild, and dangerous as Amiesle, which is probably the reason for the close relations between Aresia and Amiesle.
Aresia's culture has continued to grow even more, as the people have taken to capitalism, rather than militarism. Their openness to trade, and acceptance of the multiple ideals and cultures in the world around them have made the country an exotic and curious medley as they continue to take in and adapt the cultures around them naturally into their own, somehow building their nation up on these ideals while maintaining a strong structure. And as the people discovered their love for sailing, exploration and travel has become even more popular with these people, many making ships and setting sail for lands unknown, or even remaining in Spieriea, and merely going on pilgrimages around the country.
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Posted: Sun Dec 09, 2012 2:29 pm
Factions The Desert Vanguard: The main military force of the Aresians, this army is a force to reckon with. Each member of this army is trained, from birth, to be part of the army. Each member is given training in a variety of weapons and skills that can make them versatile warriors capable of taking on any role when necessary. As well, it has been noted that there are no ranks in the vanguard. Each member of this army is trained in military strategy and how to lead a group. Everyone in the military is given a say in a battle plan, and it is from the varied and unique viewpoints and perspectives that this military is capable of coming up with some of what most Ruburian military leaders would call "outrageous battle strategies", all of which have led to their defeat (Ruburians). Most members of this army are well-armed and equipped, and upon entering adulthood, when being fully recognized as an active member of this military force, are forged a single weapon of their choice that they are to carry and use throughout the rest of their life. Although it is not a widely followed practice, there are many devoted warriors who, after losing or breaking their weapon, will commit an honorary suicide.
The Storm Riders: The name of the Aresian navy, this fleet of ships is known by other nations for being able to sail through storms and come out unscathed. It is considered the ultimate initiation for those wishing to join the navy to sail a boat or ship into a storm and make it out alive, and it is only through ones nautical skills and ability, as well as your luck, that you can achieve this and be considered worthy of being given this chance.
Mav'remos (The Black Wind): Very little is known about the group known as the Black Wind. Scholars have written of them as a policing force, while others have said that they are a secret faction utilized in dire situations. Whether it is rumor or truth remains a mystery, but what has been agreed is that the Mav'remos are said to act as something as a group of silent enforcers. Adorned all in black, and capable of remaining out of sight even during the day, they are silent warriors whom are capable of performing sabotage, espionage, or even assassination when necessary. Perhaps because it has been trained into the culture, but when one in uniform goes out into public everyone knows to purposely look away, avoiding even having them in their peripheral vision if they can. Although the exact reasons for this remain unknown.
The Herontes (Desert Thunderers): A tribe of Aresians who are famous for taming and domesticating the usually wild and uncontrollable bulls of the Crag Steppes in the Nu-Dhari Desert. They reside in the wastelands of Nu-Dhari, and use these bulls as mounts for combat, hunting, and as a livestock for milk and meat, making use even of their horns, hide, and bones for the purpose of making weapons and armor.
The Diana (Savannah Demons): A tribe of Aresians who inhabit the savannas of Nu-Dhari, they are considered some of the best hunters in Spieriea, second only to Featherfolk hunters that inhabit the Adamancha Ranges. They are in particularly close relations with some of the featherfolk of Airaneth, and when they can will often make trades with the race for dyes, beads, and any other supplies they might be interested in. The Diana are known for utilizing masks and making colorful costumes that give them the appearances of beings who are half-human and half-demon. They hunt in the savannas of Nu-Dhari, taking down some of the natural wildlife there, many of which are considered quite dangerous, and sell what they do not make use of themselves to others. They are highly territorial of the savannas, not permitting anyone they consider and outsider or an enemy to enter their lands unharmed. Outsiders are usually observed first, and taken captive until they decide whether or not the outsider(s) has deemed worth letting live. Interestingly enough, the Diana is an all-female tribe, and yet the age group is surprisingly quite diverse with young and old, which has often raised questions to anyone permitted to look in on the tribe from the outside.
The Saltminers Guild: The guild which, in many ways, started it all: The Saltminers Guild is the name of a guild of merchants and traders. Long ago the guild started as a salt mining operation. Ironically enough, it was because of the war between the Aresians and the Ruburians that this operation reached the heights it did, groups of Human militants willing to pay large sums for the salt mined. Eventually the business grew, the guild building and purchasing ships to send this trade to Ruburia from overseas, and then naturally to Amiesle. Although the guild now sells more than just salt, it has maintained it's name as the Saltminers Guild for all of these years, as if paying homage.
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Posted: Sun Dec 09, 2012 2:31 pm
Bestiary Dragonmice: Not nearly as imposing as one thinks, the name was probably given by a Rubinellian or some such visitor. A common breed of pest that has found its way to virtually every Nu-Dhari settlement. It's scarcely different from a typical mouse but for the facts that they have slit pupils and a strange proclivity for hoarding shiny things. A stereotype of Nu-Dhari as stingy or jealous of their coin may come from their habit of immediately stashing coins and other shiny objects out of the very real danger that leaving them unattended for any length of time will lead to their imminent loss at the paws of this little creature.
Burrowlings (Prairie Dog):
Armadillo (For Cat):
Camels (Herd animal, Mount):
Crag Bulls (Herd animal, Mount): A bovine creature which inhabits the Crag Steppes of Nu-Dhari, where it's name is derived. These large, wild creatures are Nu-Dhari's main source of beef and leather, and are utilized as mounts by some of the tribes which inhabit the surrounding steppes. These bulls are one of the largest mammals that can be found in Spieriea, although they are still dwarfed by the storm yak of Airaneth. The horns harvested from Crag Bulls are popular amongst men as a male aphrodisiac, although the actual effects of consumption can, in fact, lead to sterility with long-term use.
Dust Glider: Predators of the deep desert, dust gliders are just one of the many dangers that one can expect to encounter while traversing the Nu-Dhari Desert. Dust Gliders are little more than just flat folds of tan, leathery skin and a pulsating circular mouth lined with sharp teeth. They are named for their unique way of flying, which is done by rapidly beating their leather flaps of skin along their body, in doing so raising a cloud of dust and debris, which usually marks their coming to travelers. They travel either in solitude or in groups as large as nine, and are known to attack Aresians and other unfortunate travelers; latching onto their victims torso and using their teeth to dig into the body to gain access to their internal organs, which they consume (leaving the carcass for other scavengers).
Hyena:
Gnoll:
Black Gecko: One of Nu-Dhari's more dangerous residents, the Black Gecko are a large and aggressive species of gecko which inhabits the deserts of Nu-Dhari. The size of the gecko can vary in size, based on age and diet, but there have been cases of these lizards growing to be as long as three meters in length, and weighing almost as much as 300 lbs. The gecko is covered in hard, tiny black scales that are capable of deflecting weak or poorly executed attacks. Their tails are about as long as their body, and has some of it's most powerful muscles, a swipe from this tail capable of shattering the bones of a grown man's ribs, although it is primarily used to make sweeping motions in order to trip or knock down standing targets, either to make them vulnerable to attack or to provide time for an escape.
The gecko are mainly active during the day, seeming to enjoy the hot, arid atmosphere of the desert, and during the day will burrow in the hot sand and enter a stasis mode in order to maintain their body heat and keep warm in order to survive the extremely cold temperatures of the desert at night. The gecko are known for their acute hearing, capable of hearing the sound of grains of sand shifting, and their sense of smell is quite acute, the geckos utilizing their tongues for tasting the air, like many lizards go. One of the most fearful features of this scaled creature is it's mouth. It naturally produces a paralyzing agent in it's saliva. To them this does nothing more than numb them, but to anyone else can cause paralysis where the saliva enters their bloodstream. This can make a bite from a gecko dangerous, although even without this special saliva the multiple rows of tiny teeth which run along their mouth, and their powerful jaws capable of snapping through wood with little effort.
Desert Basilisk: Resembling a larger, more fiercer komodo dragon, and a variation of the forest or mountain basilisks that can be found in other parts of Spieriea, the Desert Basilisk is a thick-bodied reptile with six legs and eerie, glowing eyes that are capable of petrifying (paralyze and turn to stone) anyone who meets their gaze. They can reach lengths up to twelve feet, and possess a thick, tan hide that is highly valued amongst Aresian warriors for its toughness, making incredibly leather armors.
Unfortunately, the Basilisk is not a creature that is well suited for the desert environment, the creatures having difficulty moving with ease across the sands. Because of this they mostly rely on ambushes, and their ability to paralyze their foes and turn them into stone, allowing them to casually approach and consume their food (which they are capable of digesting and breaking down for nutrients thanks to the special digestive fluids they have developed). When they do enter combat they will usually raise up on their hind legs, using their front two legs and claws to attack their prey, slashing and biting.
Sand Kraken: Rare creatures, considered almost as rare as Sand Wyrm, these solitary monsters are huge, bloated, eyeless, formless octopus that rises up from the sand when in search of food. From its pale, yellow shapeless body it sprouts ten long tentacles tipped with cruel barbed pads. When they have captured their prey, they will proceed to drag them beneath the sands so an underground lair.
They typically keep their body submerged beneath the sand, using their tentacles to feel above and search for food or fight if need be. The tentacles, on top of acting as sensors for them, are incredibly powerful, capable of crumbling stone to debris, and with their barbed pads few ever escape the grasp of a sand kraken once it has taken hold. Those that do remain scarred and mutilated for as long as they live (if long).
They are a prized hunt amongst Aresian clans, and to any clan, or hunter, who manages to take down one of these great monsters they are often held and treated with great respect and reverie.
Sandwyrm: Perhaps one of the largest and most dangerous creatures of Spieriea, the Sand Wyrm is one of the few living, known, types of dragons that still exist in the world today. Large and sinuous, they inhabit deepest part of the Nu-Dhari desert, and many Aresians believe that sandstorms are the result of these creatures flying through the air. There is little known about the sand wyrm, even their appearance being much of speculation to scholars and explorers. Only the bones of their deceased reveal anything of these mythical creatures.
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