Guest User

Untitled

a guest
Jul 17th, 2020
220
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 20.79 KB | None | 0 0
  1. Kaz Ranar
  2.  
  3. In the middle of Ensem Ocean, amongst scattered islands and underwater rifts, rests the mountainous jungle continent of Kaz Ranar. Host to one of the oldest civilizations in all of Chorus, it and the namesake monarchy that inhabits it have long, glorious histories, full of victory and strife, fortune, and pestilence. The jungles of the continent host diverse life, and the god-touched races that also inhabit them exploit it to their fullest ability.
  4.  
  5. The country, named after the continent upon which it completely envelops, is a monarchy ruled by the dwarven King Quincous Karas, ruled by the long line of Karas dwarves since the arcane renaissance. Before the rise of the Karas family, the jungles of Kaz Ranar were rough, untamed, and chaotic… now, in an effort to ensure order remains, the monarchy seeks to always keep its subjects happy, content and busy… as long as they are willing to fall in line. In recent times, however, in light of recent developments, the young King Quincous has been tightening a vice on the already on-edge populous as those under his direct command have begun issuing increasingly oppressive edicts and commands.
  6.  
  7. Adding fuel to the fire, the king himself has been seen outside of his keep less and less, and although the citizens of Kaz Ranar have always been used to the royal inner circle being secretive, the new iron boot many find themselves crushed under have lead them to pursue underground and treasonous avenues to care for their families… a fact that the royals are not ignorant of.
  8.  
  9.  
  10. The Jungle Continent
  11.  
  12. Resembling a massive mountain more than anything else, the continent of Kaz Ranar immediately begins sloping up from the shorelines, to tall-reaching mountains in the center, peaking far above the tree line. Fertile flatland and fog-covered marshes flank the jungle-coated heart of the realm, with much of the land having long been tamed by the civilization resting upon it.
  13.  
  14. While the entirety of the country is controlled by the monarchy, several provinces have been founded to relieve stress from the ruling family. They are all self-governed and vary a bit in both culture and population.
  15.  
  16. Dez Tarihn, the largest of the eight provinces, rests along the fertile slopes on the east side of the continent. The Crescent is the capitol of the province, and the largest city in all Kaz Ranar, governed by the proud and stalwart human Rizein Dhiker. Similarly, most of the continent’s human population also resides here, as its climate most resembles that which humans normally acclimate to. The residents value stability more than anything, with those who attempt to upset the social norm generally frowned upon. Most the country’s edible goods originate from Dez Tarihn, which has led to increased scrutiny from the Capitol in recent years in the form of the Crossroads Agricultural Guild.
  17.  
  18. The majorly human population of Dez Tarihn generally choose to live there to live a simpler life, but the interference of outside parties has made things difficult for many in recent years. The Crossroads Agricultural Guild, which regulates the production and sale of food and other agricultural products, has recently been tightening a vice on the workers of the province considering recent developments regarding corruption. While many farmers have no reason to worry about any corruption, it has not stopped patrols from brutally trying to squeeze truths out of poor farmers that are not actually hiding anything. The influx of many into the more temperate, populated cities of Dez Tarihn has also led many locals to worry about the warping of their culture.
  19.  
  20. Am Zal, sandwiched between the capitol and the wild northern provinces, is easily identified by being “the mountains that travelers won’t get shot on sight for traveling through.” Holding the majority of the mountain and jungle dwarf populations, it is governed by Armdir Branik from the mountain hold of Amar Zanahm. Many who reside in Am Zal value the old traditions of the dwarves, and as such tend to resent the capitol. These old traditions have, indirectly, lead Am Zal to become one of the largest sources of valuable metals and gemstones in all of Chorus. This, despite their belligerence, has led to the capitol favoring Am Zal over the other provinces.
  21.  
  22. The dwarves of Kaz Ranar have been split since the arcane renaissance on many major factors. The jungle and hill dwarves follow more modern cultural ideals and faiths, with the rise of the Karas royal family spearheading the recent rise in narcissistic and high aspirations amongst their populations. Meanwhile, the mountain dwarves seek to follow tradition almost strictly, with many still following Fia Denez and residing in their mountain homes. With how large the general dwarven population of the realm is, clashes between the different creeds of dwarves have led to more than simple social unrest.
  23.  
  24. Ir Poloz, formed along western peninsula and marshland, is the magical epicenter of the region. Hosting the Ondarian College of Arcane Arts, the mages of the realm seem to flock here seemingly by instinct, even without prior knowledge that the college exists. Governed by the college’s headmaster Kel’Ceras, the marshes are mainly inhabited by elves who have slowly drifted to the area over time due to its seemingly magnetic pull for all things magical. Many who reside in the area are mages because of these factors, valuing magical progress and prowess over much. Those in the area who are not mages, however, loathe the governance, due to his tendency to ignore that which does not directly impact the college.
  25.  
  26. Off the coast of Ir Poloz are Suna’s Isles, a small collection of islands inhabited by a diverse selection of races. Their proximity to the nearby country of Ensem across Mistedge Ocean means that they are a large hub of trade, with the governor Daepeiros (a displaced Furbolg) taking full advantage of this fact. Their diversity and distance from the capitol have led them to receive increased scrutiny from the capitol, but the effort required to enact real control over the region means that they have gone largely untouched.
  27.  
  28. Suna’s Isles, being major trade hubs, are also huge epicenters of crime and piracy, due to the capitol’s apathy in exercising control over the province. While many in the area have measures in place to prevent trade routes becoming pillaged, the problem has become so large that it is now spilling over into other provinces. Namely, Ir Poloz. The valuable magical artifacts of the college have drawn the attention of many different clans of pirates, with pirate raids now becoming an almost monthly occurrence. Thankfully, the concentration of power in the area have allowed them to fend off the invasions for now.
  29.  
  30. The remaining provinces are more or less wild, still requiring significant effort for anyone to stake claims in. The Northern Wilds on the northwest portion of the continent are largely untouched, despite the jungles not being as thick as the center of the continent and the land supposedly being very valuable according to prospectors. The Crystal Wastes, previously a region inhabited by druids known as Ranaria, is now a wasteland torn apart by an arcane cancer that threatens to wash over the dying realm. The Slag to the south of the capitol was previously the fertile birthplace of civilization on the continent, now only burnt, depleted hills rolling into a polluted bay. Finally, the Fogswept Isles, on the edge of the Fogswept Sea, are infamous for not only their distance from the mainland, but the superstition surrounding them.
  31.  
  32. Binding these provinces together is the Capitol, occupying the very heart of Kaz Ranar and encompassing the Lake Karas. Not much is known about the inner workings of the province by the larger civilian population except that it exists as a staging ground for the main military force of the country. There is very little civilian activity in the region, with anyone not directly involved in the militia requiring written permission from a member of the royal guard to enter. Along with this, sitting above the three cities of the capitol is the Hold Karas, where the royal family resides. Only the current monarch’s inner circle is permitted entry.
  33.  
  34.  
  35. The Corruption
  36.  
  37. Birthed by horrid druidic heresy, the crystalline corruption, also known as the ‘shards’ and the ‘crystal mind’, is a cancerous blight upon the lands of Kaz Ranar. It manifests as both an iridescent miasma in the air, and as tragically beautiful, prismatic crystals on that which it infects.
  38.  
  39. Spreading like a disease, the corruption infects plant, animal, and person alike. It warps the bodies of its victims, using their life force to fuel its continued spread; a process which converts organic material into inorganic, crystalline structures, giving the infection its appearance. It spreads via close contact, with the same dark miasma found in the lands it inhabits following unfortunate infected souls wherever they go.
  40.  
  41. Beasts and people in early stages of corruption have their senses begin to fail them, and their muscles begin to ache. As the condition progresses, their inhibition begins to fade, and their wits begin to dim. By the time the crystals begin to grow on the surface of the individual, they are but husks of their former selves, either having fallen comatose or having rendered themselves in an effectively similar state by attempting to resist it. Eventually they are naught but zombies, moving with the sole drive to spread the corruption further.
  42.  
  43. The existence of this corruption, having spawned since recently after the year of the arcane renaissance in an event known as the Calamity of Shards, has struck fear in the hearts of many, although precautions have been put in place all across the realm to prevent its spread.
  44.  
  45.  
  46. The Gods of Chorus
  47.  
  48. Religion is as varied on Kaz Ranar as it is anywhere else on Chorus, with a similarly large collection of beliefs being present on the jungle continent. The various deities and religions of Chorus all seem to hold some stake in the land of Kaz Ranar, leading to the place becoming an epicenter for theological research and archaeology. From their research a pattern has emerged, with the scriptures of various religions seeming to roughly fit into a single narrative, despite their diverse and wide-spread origins and development.
  49.  
  50. Ranarai, formerly the god of the most popular religion on Kaz Ranar (and also thought of to be the origin of the continent’s name) is now followed by a scant few after the Calamity of Shards wiped out the largest cloister of druids on Chorus. As the Warden of Wilds and the God of Branch and Blood, those who still follow her believe she still lives on in the lush gardens that are Kaz Ranar, even though she was considered to have been ‘killed’ by the force that spawned the shards. Her holy symbol is a symmetrical, blooming jungle tree branch.
  51.  
  52. Torlyier’s followers have seen increased scrutiny in recent times after the Calamity of Shards, as it is believed that the horrible corruption was spawned from a twisted unity between Ranaraian and their own magics. Despite this, the religion surrounding Torlyier remains as the official state religion of Kaz Ranar and sees the largest following of any religion on the continent. His presence as the Great Facilitator and domain as the God of Transition and Twilight means many turn to him to get through turbulent times in their lives. His holy symbol is a crescent moon on its side.
  53.  
  54. Suna’than, otherwise known as the Cosmic Keeper and the God of Magic and Majesty, is believed by his worshippers to hold dominion over all that is arcane in the world. Those who follow Suna’than believe that all life and matter are inherently magical, and that there is no such thing as a true ‘mundane’ object; one must simply figure out a way to access the fundamental arcana within all things. Because of this focus on power, many of Suna’than’s followers tend to be maligned, despite the supposed origins of the god’s worship in scripture. His holy symbol is a circle (or globe) full of stars.
  55.  
  56. Andian is worshipped by few, but believed to exist by many, in many different forms. To some he is the Keeper of the Dead, who guides souls to their restful afterlife. To others he is the God of Peace and Passing, responsible for death’s place in the cycle of life. To others still he is a sort of grim reaper, the last thing one sees before they pass on to the Eternal Gardens. His holy symbol is a brass bell.
  57.  
  58. Eco holds a unique place in theology, as his is one of the only religions to believe that life and living things are separate from the other machinations of the universe. As the Forger of Wills, he is thought to instill every living thing with a unique purpose that they will fulfill in life, and as the God of Growth and Greatness, he is believed to follow each and every one of his creations and followers to ensure that they grow to achieve this purpose. His holy symbol is a tilted square with a sun inside it.
  59.  
  60. Acceorai sees little worship on Kaz Ranar, having only been recently introduced by overseas trade. Many sailors and pirates worship Acceorai, as to those who believe in her she is the Dweller of Storms, God of Storm and Sea, and granter of dominion over that which she dwells within. Many residents of Kaz Ranar consider those who worship her to be a menace, yet despite this her religion is gaining traction on the jungle continent, as her presence is difficult to ignore. Her holy symbol is a ship’s wheel with a lightning bolt imposed on it.
  61.  
  62. Fia Denez is an ancient dwarven deity originating from Kaz Ranar, believed to reside in the fires of dwarven forges as the Heart of Steel, granting their crafted goods an otherworldly quality. And yet, while she does still see worship, it is nowhere near the level that she was worshipped in ancient times. In modern times, her following is barely recognized as an official religion by the government of Kaz Ranar. Her holy symbol is a flaming hammer.
  63.  
  64. Ondark, while technically originating from Suna’than scripture as an attendant to the Cosmic Keeper, has seen a following of his own in recent years. His position as a Collector of Knowledge and Lore has led to many seeing him as a wiser figure than Suna’than, and as such has gained the allure of many mages, especially those who reside in Ir Poloz. His holy symbol is a scroll with a crude eye scrawled on it. It appears this way even in official depictions.
  65.  
  66. Menoze, similarly to Acceorai, originates from outside of Kaz Ranar. His faith has been the subject of numerous wars overseas, due to the zealousness of those who follow him. The recent appearance of a cloister of paladins that follow the Seeker of Light have sparked anxiety in many on the jungle continent, despite the minutiae of their faith being largely a mystery to those who have not been initiated into it. His holy symbol is a sword (blade down, presumably stabbed into the ground or something) with a burning candle on the hilt.
  67.  
  68. Xenorae’s worship has been outlawed in Kaz Ranar for decades now, as her domain as the Downtrodden God means that many criminal elements in the country tend to follow her faith. Many rebel groups still worship Xenorae, as they believe her presence is the tailwind that many of their exploits require. Her holy symbol is a cracked diamondine shape.
  69.  
  70. Tebex may be the least worshipped god in all of Chorus, simply due to his domain as the Jailor of the Damned leading many who follow him down darker paths than other faiths. Despite his lack of worship, he is believed to exist in many forms by many faiths, occupying a place in cosmology and theology as an ‘ultimate evil’ antithesis to many gods. In Andian scripture, it is believed that souls too dark, twisted, and unwilling to be rest or be granted peace are eventually taken by Tebex, and in other faiths still it is believed that he only chooses to seal away the most evil and maligned souls as a way to grant himself greater power. His holy symbol is a human or elven skull, split in twain by a wooden or metal stake.
  71.  
  72.  
  73. Other Factions
  74.  
  75. While the monarchy and the provinces are certainly the largest powers in Kaz Ranar, they are not the only ones with eggs in the basket that is the jungle continent.
  76.  
  77. Being the main, state-adopted religion of Kaz Ranar, the Church of Torlyier carries quite a bit of political and social clout. They print a newspaper called ‘The Twilight Times’ and are responsible for many charitable efforts both on and in areas outside of the jungle continent. Their paladins and priests are easily distinguishable from those of other faiths by the notable dark blues and purples they adopt for their clothing, along with the bright sideways-crescent shape that is their holy symbol. They are willing to help any who require aid, but do not appreciate outsiders meddling in holy affairs.
  78.  
  79. The Willforgers are an oppressed yet still growing following for Eco’s religion. Tired of the seemingly aimless ways of life many live on Kaz Ranar, the Willforgers seek to give people’s lives purpose. From this goal, they have become the largest adventurer’s guild on the continent, with their presence being felt in almost every city and town.
  80.  
  81. The premier mage school in Kaz Ranar, the Ondarian College rests among the marshland of Ir Poloz, due to the area’s abundance of ley energy, along with the presence of many old artifacts still being uncovered. While other mage colleges exist on the jungle continent, the Ondarian is the biggest, most expensive, and offers the most to an aspiring mage. They have programs in place for joining the military and even starting businesses.
  82.  
  83. The Yellow Banner is the largest bounty hunter guild and mercenary service along the shores of the Mistedge Ocean. While their true headquarters is overseas in the democratic nation of Mezzo, they still have a large presence in Kaz Ranar due to its convenient location in the water. They offer bounties for powerful creatures, mercenaries for hire, and are always looking for new recruits to supplement their… ‘fleeting’ ranks.
  84.  
  85. An amalgamation of dozens of unions that have sprouted up over the years, the Crossroads Agriculture Guild provides guidelines for the production and sale of food in Dez Tarihn and has been hired by the Capitol to enforce tax and production laws. Because of this, their ranks consist of more than farmers and pencil pushers; they are always on the lookout for individuals of all skill sets for a vast array of jobs. Many farmers despite the CAG but have no choice but to follow their guidelines due to their being sponsored by the Capitol.
  86. The Menozan Lightbringers is a devout and fanatical cloister of vengeful paladins that has only recently garnered enough support on Kaz Ranar to set up a permanent base of operations there. Worshipping Menoze, the Seeker of Light, they seek to convert the population to the god or topple their cities trying. Fortunately for many, their focuses still seem to be the pushing back of monstrous elements also trying to stake claims in the jungles, but many nearby settlements have reported issues with the Lightbringers in recent times.
  87.  
  88. Formerly based in what is now the Crystal Wastes, the Ranaraian Circle is the largest collection of druids on the continent. Constantly at odds with the Ondarian College in a race to collect old artifacts, they seek to heal the broken land corrupted by their former members, while also trying to recruit new druids into their broken fold.
  89.  
  90. Dwarves on Kaz Ranar who do not suck up to King Quincous tend to find themselves as part of Amir Zalar. The organization seeks to return dwarven civilization to its roots, with all the mountain dwelling, rock breaking, and monster bashing that comes with it. This has led them to be treated as a sort of miners’ guild, with an immense fraction of precious metals and gemstones produced on Kaz Ranar coming from those under Amir Zalar employ. Despite the scrutiny that they get from their Royal-follower brethren, their base is not too far from the Capitol, inhabiting a neighboring mountain to the Hold Karas itself.
  91.  
  92. The Shardbreaker Guild is a new development in the Kaz Ranaran military. The detachment was created specifically to combat the crystalline corruption wherever it pops up, with promising levels of success. Some of their methods are a suspect to many citizens, but the results they get mean that many residents of the nation have learned to tolerate their presence, if it means a safer town and a longer life.
  93.  
  94. The Liberation Front is the name given to the united efforts of the various rebel groups in Kaz Ranar. To the Capitol, they tend to be called ‘terrorists’ or ‘vile beasts’ instead. They mostly operate underground, with other underground elements.
  95.  
  96. The Diamonds are feared and respected by many, for they are the largest organized crime group in Kaz Ranar. Not much is known about them, except for the fact that they love making deals. Even the vast majority of those who are part of the organization do not know the identity of its leader.
Advertisement
Add Comment
Please, Sign In to add comment