Icarus88

Steel and Silver Mutul Expansion

Dec 10th, 2016
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  1. The Continent:
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  3. The continent of Mutul is extremely exotic, divided into several islands. The four most prominent and settled islands are Kabah, Acatul, Sayil, and Tik'al. Kabah, the largest, is largely covered in dense and thick jungles in the east and center, with a thinner jungle to the west. Acatul and Sayil are rather tropical, but resemble the real world pre-Columbian Carribean. Tik'al is extremely mountainous, resembling the real world Andes Mountains. many smaller islands dot the waters between the major four, but most are generally only occupied by monstrous or tribal races, though they also closely resemble the real world Carribean.
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  5. Races:
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  7. Tabaxi: The tabaxi race is the forerunners of society on Mutul. Dwelling in western Kabah and the island of Acatul, the Tabaxi people have managed to carve out a strong hold containing 6 cities and 4 large towns. Those on Acatul are all independent while those on Kabah form the Collective, a group of semi-independent cities that are similar to the Eight Cities in Dalvus.
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  9. Aarakocra: The aarakocra inhabit the mountainous Tik'al island. Their cities are grand but completely isolated, often warring with one another. Aarakocra do not enjoy the company of outsiders, nor do they care about what is happening on the islands near them. However, if their society is threatened by an outside force they will surprisingly come together immediately to depose of the threat.
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  11. Galapian: The galapian people resemble humanoid tortoises and inhabit the northwestern portion of Sayil Island. Creating 2 humble towns to serve as the basis of their civilization the galapians can claim a society, though many prefer to live in isolation. The galapians are slow but strong and wise. (based on the Olmec)
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  13. Firbolg: The firbolgs are a tribal people that dwell in the forgotten and unexplored forests and jungles of eastern Kabah and southeastern Sayil. Little is known about their culture but the firbolgs are very territorial, though they prefer to convince a creature to leave their land rather than killing it outright. (based on the real world Arawak/Taino people)
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  15. History:
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  17. Pre-Tabaxi Era: The time before the Tabaxi race is shrouded in mystery. It is said the Tabaxi, Galapian, and Firbolg people are some of the only races to survive whatever did happen before. The Tabaxi particularly did not know how to read or write in this era. Supposedly, some of the eldest of the galapian race know much about this era, but the eldest are often the most isolated.
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  19. The Birth of Civilization: Often just called the Great Birth, this is when the Tabaxi and Aarakocra races began to build large cities and advance their society and culture. With the birth of laws, arts, writings, and sciences these civilizations made great strides beyond the other, more tribal, ones.
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  21. The War of the Dead: The Tabaxi cities of Kisin and Ah Puch have attracted the worst of the race, and both cities promote open necromancy to this day. However, one Tabaxi necromancer in particular, Ixcuiname, created a vast army of both living and undead and unleashed it upon the lands. The tabaxi people fought hard and after a long and arduous war Ixcuiname was slain and his army brought to their knees. It is said Ixcuiname did not die but was sealed away, and perhaps lives on as a lich.
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  23. War of the Avian Kings: The Aarakocra kept to themselves on Tik'al, never involving themselves in the other islands affairs. They built four large cities, each ruled by its own separate king, and their entire culture is shrouded in mystery. One day, almost inexplicably, the four cities went to war. Since then, this war has not ceased. It is believed that during the Fey Invasion the four cities banded together to defeat the Fey, but soon after they resumed their war in the skies.
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  25. The Fey Invasion: When the tabaxi people finally began to recover from the horrid civil war involving Ixcuiname they found a new enemy, and one vastly superior to their old rival. Massive rifts to the Fey tore open, and armies of the more evil fey (chiefly Formorians, Spriggans, and Redcaps). The war with these creatures lasted generations but eventually, with the help of the eladrin and other good races of Fey, the rifts were sealed and the armies of evil Fey were defeated. The tabaxi empire was nearly in shambles, however, and never truly recovered to reclaim its former glory, resulting in simple city-states instead of a strong united kingdom.
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  27. The Death of the Elder Tree: The Death of the Elder Tree occurred long after the conclusion of the Fey Invasion. Once, a great tree in the center of Kabah could be seen from all corners of the continent. This tree was the site of many a pilgrimage and was systematically worshiped by the Firbolg. In fact, it was one of the few places where tabaxi and galapian races ever made contact with the firbolg. Suddenly and inexplicably, however, this tree died. Many believe it was the result of foul play, but it resulted in the firbolg all but disappearing from the eyes of the other races. This death marked the beginning of the Endless Rain and many attribute it as a cause.
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  29. The Endless Rain: The continent of Mutul is plagued with a never-ceasing rainfall. Shortly after the Death of the Elder Tree, a heavy rain began to pour down on the land. It has not since stopped. Most believe these events coincided, and some believe the firbolgs themselves know the reason as to why, but none know any way to stop the rain. Many areas have flooded completely and even some small islands have been completely submerged in the rising water. The tabaxi worry and work with the galapian people to find a way to finally end this rain. Eventually, groups of emissaries would be sent out to search for faraway lands that might have an answer, culminating in the tabaxi discovery of the Cradle and contact with humans, elves, dwarves, and the other races found there.
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  31. Locations:
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  33. Kabah: Western Kabah is home to the tabaxi people, sprawled out in the thinner jungles and along the coast in several city-states. Various tribal races live in the expanses between these cities, unchecked after the collapse of a unified tabaxi kingdom. Meanwhile, the eastern half of Kabah is devoid of any sort of civilization, outside of the tribal communities of the firbolg and various other races that make their home among the ruins and jungle.
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  35. Itzamma: The largest and most powerful tabaxi city, Itzamma was the former capital and seat of the tabaxi emperor. Itzamma attracts all sorts of folk, but its laws are fair. Necromancy is outlawed but other magic is free, though carefully watched. Itzamma serves as the meeting place of the Tabaxi Collective, which entails an annual meeting to discuss the well-being of the tabaxi cities in Kabah.
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  37. Kisin: Unchecked by the other cities, Kisin steadily grows in power. With necromancy and other magics extremely respected and unsupervised, most power players in the city are arcane. Kisin boasts a powerful army to rival Itzamma, but often has troubles unifying for one cause, with most of the government officials and influential people all vying for more personal power over the goals of the city as a whole.
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  39. Cabrakan: Known as the Gate to the East, Cabrakan is a strong, military focused city that serves as a sort of guardian of the tabaxi people from the threats to the east. Cabrakan generals are held as the greatest tacticians in the continent and they see quite a lot of battle with the various savage tribes and fey remnants that attempt to assault their city or make their dens near it. Necromancy is the only forbidden magic, while the other magics are used to strengthen Cabrakan's military.
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  41. Ah Tabai: Ah Tabai is a pious and peaceful city home to the great Ah-Choy-Cat Monastery, where the legendary tabaxi monks live. The city itself does not engage in most wars, preferring the side of neutrality and peace. Many temples stand within its walls and it serves mainly as the religious capital of all tabaxi. Magic, especially necromancy, is forbidden in the city.
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  43. Ah Puch: Much like Kisin, Ah Puch practices open necromancy and promotes magic. Unlike Kisin, however, the town is unified in its goal. Ruled by an enigmatic despot, the town of Ah Puch all work towards the same end, although that goal does frequently change. Anyone who opposes such a goal does so under penalty of death. Ah Puch uses the undead to bolster their forces, much to the dismay of most of the city-states, but are restricted to a certain degree. However, many believe Ah Puch simply hides all the undead soldiers that would exceed such restrictions.
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  45. Ajbit: Ajbit is the scientific heart of the entire tabaxi race. While those on Acatul might focus on the arts, Ajbit has been the origin of nearly every stride in technology the tabaxi have made. Home to what is referred to as the University, Ajbit houses the most intelligent of the race. However, their military is lacking and so they often rely on the city-states of Cabrakan and Itzamma to keep them safe.
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  47. Acatul: The island of Acatul is tropical, with only light forests dotting its land. The tabaxi here are not involved in the Collective, and often are not that involved in the going-ons of Kabah, besides the city of Bitol. However, they freely trade and welcome citizens of the Kabah cities. Outside of the tabaxi inhabitants there is no real civilization on the island, but many nomadic races do make their home here. It is believed that some of the good Fey, driven from their homes during the Fey Invasion, did end up making their home here.
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  49. Ixchel: The city of Ixchel is the cultural and artistic heart of the tabaxi race. Home to magnificent paintings, murals, and statues. Ixchel is somewhat wealthy, but not as much as their counterpart in Bitol. This city is home to a very modest military, and necromancy is strictly forbidden here. Most magic is used in the arts somehow, but some serve in the city's militia and military to defend the walls. Ixchel art mainly focuses on landscapes and people, leaving the topic of religion to its friend in the town of Cacoch.
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  51. Bitol: The town of Bitol is the very wealthy trading epicenter of the tabaxi race. It is said that no deal passes between the cities without the approval of the Bitol Merchant's Guild. A massive dock makes up the heart of this trading empire, with a constant stream of ships bringing goods to and fro. Ever since the discovery of the Cradle, the Bitol merchants have been beyond excited to expand their trading empire.
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  53. Cacoch: Cacoch, much like the city Ixchel, is a very artistic and culture driven town. It tends to focus on the topic of religion, with beautiful temples to rival those in Ah Tabai and art to far surpass it. The people here tend to focus their worship on the gods of things related to beauty and art, so it is much more limited than Ah Tabai. Still, no one can doubt the impressiveness of the town.
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  55. Jacawitz: Jacawitz realized that the other cities of Acatul held small to negligible armies to defend themselves. Their response was building a large and powerful military. Jacawitz serves as the guardian of sorts of the entire island. When a city cannot handle a problem or aggressor by themselves, Jacawitz generally is called upon to dispatch their forces. The city is, of course, honored and paid handsomely for this duty.
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  57. Tik'Al: The mountainous and rocky island of Tik'Al is home to the aarakocra and, seeing as no other civilized race can make their home on this island which makes the Crowning Peaks look like a grassland, only the aarakocra. The avian race has carved out four mountaintop cities and the entire island is plagued in their war above. Very few outsiders make their way to this islands shores, and those that do quickly find a way to leave before the aarakocra find them.
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  59. Xocumallinalli: Xocumallinalli is regarded as the first of the aarakocra cities. It boasts the strongest offensive military, but often lags behind Queztacoatl's technology, Chauchiuhtzal's tacticians, and Tezatlal's defensive capabilities. Still, the cities have the most trouble dealing with Xocumallinalli and it takes advantage of this fact. The few that have knowledge of the war on Tik'Al believe that this city is the one that will eventually win the great war.
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  61. Queztacoatl: While Queztacoatl does not have the impressive offensive military of Xocumallinalli or defensive capabilities of Tezatlal, it does make strides in aarakocra technology. Often employing advanced weaponry on the battlefields, leading this city to hold its own against the others. The city would be winning the war, in scholar's eyes, if the other nations couldn't quickly develop Queztacoatl's advancements for themselves. Still, the city itself is always one step ahead scientifically.
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  63. Chauchiuhtzal: Chauchiuhtzal has a smaller but more disciplined military than the other cities, but it makes up for its size by having superior tacticians. It is very hard to best a well-planned Chauchiuhtzal military effort, leading to many victories among them. Scholars say the only reason this city is not seen as having the ability to win the great war is the fact that they simply do not have the manpower to subjugate the other three cities and hold them until they are the undisputed victor.
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  65. Tezatlal: Tezatlal is home to the fiercest defensive capabilities of the aarakocra. While they tend to be the least aggressive of the four cities, any attacks made upon them come at a heavy price. It is said that this city is the only of the four that truly is only begrudgingly involved in the war.
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  67. Sayil: The island of Sayil is much like that of Acatul, a tropical lightly forested land. However, most of Sayil is still wild and untamed. This island is home to the Galapian people, who have built 2 modest towns and share a healthy relationship with their tabaxi neighbors. Many firbolgs make their home on this island to the south, preferring the isolation.
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  69. Venta: The town of Venta is the larger of the two, serving as the true center of the galapian race. While most galapians live in isolated small groups, Venta manages to create an area where the various groups can meet and trade stories and information. Those that live in the town mainly are craftsmen or religious heads. Venta is well taken care of and open to all those who desire a peaceful visit.
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  71. Laguna: The town of Laguna is smaller than its counterpart but provides a wealth of natural resources. A bevy of precious metals are mined from the underdark by the hardy galapians here, traded with the tabaxi for various goods. Laguna, much like Venta, is a peaceful and calm place. The galapians are a strong race, but not quick to go to war.
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  76. Ruins:
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  78. The ruins of Mutul are so numerous that most are forgotten entirely. As tabaxi have no idea who preceded their society the ruins are likewise entirely foreign to them, and most regard them as extremely taboo. Thus, most tabaxi do not make their way into the eastern, more thickly jungled, area of Kabah.
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