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ZANITARIAN COLONIES:

 

 Zanitar is the  richest and most complex nation in Isimiir. It is a seafaring nation, having the Western side of the country exposed to the Ocean. It's Northeastern borders Trakaldar, it's Eastern border abutts with Lazarius, and it's Southeastern border is against the cold jungles of Skraelund. It is very large and has a equatorial climate along the far south, a broad desert running in the near south all the way to the Ocean, and a mediterranean to temperate climate thereafter in the northern and middle sections.

 

In Zanitar, class and race are very important. They help to determine in many ways who you are and what you do.

 

ZANITARIAN CULTURES:

 

XANTEBWE (Far Southern Colony):

 

 A rich Sun-tinged culture rules the Far South, this is Xantebwe. It is has a Major city called Na'Kesh that is Xantebwe's capital and is one of the 4 major Zanitarian cities. It is now the home to the royal bloodline and manages the Xantebwean day to day affairs but is occupied by the Mamluk of the Zanitarian High King. The Xantebwean culture is powerful and vibrant and the cities are wealthy beyond belief as they mine gold and jewels, trade exotic animals, and send spice laden caravans north all of the way to Youssuant. The average Xantebwean is dark brown-skinned with curly black hair and black eyes but citizens of light skinned and even blonde haired people with long straight hair are frequently found due to the advanced racial mixture of Gaela'dra. The cities are wonderful and have statues, architecture, and designs worthy of any other Zanitarian cities. 


The Xantebwean culture once worshipped an array of Tribal gods as well as Animist Gods and Spirits and when Whelm-backed armies invaded, the old Spiritualist and Tribal religions went underground and the rulers adopted Whelm and the Isimiirian pantheon as their patrons. To this day Spiritualist, Animalist, and Xantebwean Pantheon worship thrives in the places outside of the great and modern city state of Na'Kesh. Many Xantebweans worship the Isimiirian, Xantebwean, Animist, and Spiritualist pantheons together and have lumped them into a mixed religion called
'Yingani' This religion believes that gifts such as animal sacrifice, gold, and wine can be used to bribe the spirits, animals, and gods into wanting to serve the people. It seems to work, despite Whelm’s attempts to crush the polytheism. Polytheistic 'Yingani Men' are in every tribal village and can perform miracles by threading the many religions into one.

The primary war vehicle in Xantebwe is the
War Elephant but Dire Lions are also used by the Xantebweans who often worship the animals and excel in their training. Armor is light due to the oppressive heat and stealth often plays a big factor in the savannah. Herding and hunting are primary sources of food in the outskirts of the nation, but the cities are resplendent in riches and wealth. Most city-based Xantebweans enjoy the modern luxuries that Zanitarian influence  has brought them, but the village folk despise the Mamluk ‘occupiers’ and frequent raids are commonplace, especially when led by the old priests and sorcerers of the ancient ways.

 

XANTEBWEAN NOTES:

* Once worshipped Spirits, Animals, and Xantebwean Tribal Gods
* Now practice a polytheistic religion (Yingani) Including Isimiirian Gods as well
* Cities are controlled by the High King of Zanitar but outside the walls, little order is imposed
* Masters of animals including Dire Lions and Elephants
* Mine Gold and Jewels, sell Exotic Animal Pelts and Spices to North
* Secret Societies in all level of the culture
* Capital of Na’Kesh occupied by the Mamluk
* Cultural Weapons are spear (Assegai) and short swords
* Skilled Runners, Drummers, Dancers, and Acrobats
* History is transmitted orally by ‘Griots’ (Historian Bards)
* People rely on deceit and Guerilla warfare to resist Zanitarian Occupation
* Pay lip service to the law but culturally are free-spirited
* Excellent hunters and herders
* Powerful and untamed priest culture and sorcerers (Voodoo, Obeah)
* African / Egyptian Architecture
* Highly Educated Culture
* King of Na’Kesh is 35th heir
* Have adapted to Zanitarian way of life in the cities
* They consider themselves Xantebweans first and Zanitarians second.
* Many Speak Lazarian Standard Common, and Xantebwean, their unique cultural language.


YOUSSUANT (Northern Colony):

Youssuant is the cultural capital of Isimiir with fashion, the arts, and the highest noblity frolicking in gorgeous gardens, attending operas by night, and the salons by day. It is a mixture of extreme wealth and gaudy decadence. It is both the name of the Zanitarian province and the land around it. The night life in the city is incredibly fabulous, but the day reveals the garbage strewn aftermath. This is why it is sometimes called the Phantasmal City, ‘The Glittering Damsel’ or the ‘City of Illusion. Youssuant, more than any other Isimiirian city, is run and infused with magic. Shops actually have authentic mystical wares to sell, the streetlights magically turn on in the evening, and toilets run with arcane precision. In many hotels, baths mystically fill and drain at their user’s command and small familiar-like creatures buzz about and fill their customer’s demands.

 

Elves, creatures rarely seen in Isimiir, are almost common in the glittering streets, laughing, singing, and mixing in with the mortal races. Some even maintain residences in the most posh sections and run certain businesses. From there, they attend galas, hobnob with the elite, and roam the night in search of excitement. They have good reason to come to Youssuant as the night life and entertainment is the best on the continent with bards, jugglers, singers, performers, actors, and magicians all vying for attention, fame, and notoriety. People from all cultures gravitate to the sights and sounds, looking for a better way of life, based on descriptions from those who have been there and lived to tell the tale.

 

The Average Youssuanti person is tan or olive complected with long, lustrous blonde hair and glittering blue eyes. Of course, do to the racial mixture of Isimiir, there are many who stray far from average. The Youssuanti enjoy life to the fullest, partying all night and sleeping during the day. There are more bars and taverns per square mile in Youssuant than anywhere else on the continent and all forms of pleasure: drugs, prostitution, and gambling are legal. Despite this, the Youssuanti character is not craven or hostile. They are liberal and free from the restrictions that Whelm’s law often requires, and even the priests themselves have made it a place to vacation (although they try to stay away from the vices). In addition to the normal Isimiirian Pantheon (to which they pay lip service), the Youssuanti worship a couple of local gods and goddesses, namely A'licynia 'Eros' Estilistande (Love, Art, and Sex) and Cyncess (Vice, Greed, and Sin).

 

 The Youssuant country side is picturesque and much of it is dedicated to serene and pastoral pleasures such as gardens and parks that stretch miles, Vinyards where the best Isimiirian Wines are grown, and Chateaus and villas where the Princes of Zanitar keep their immense and expensive mansions and summer homes. To live in Youssuant is truly to live in the lap of luxury and extravagance.

 

YOUSSUANT NOTES:

* Worship the Isimiirian Pantheon but also venerate A’licynia (Love) and Cyncess (Vice) as goddesses
* Prostitution, Gambling, and many forms of Drug use are legal
* The best Courtesans, Bards, Gamblers, and Entertainers congregate here
* Thousands of coins are won and lost in any given night
* There is a seedy gang underworld that fights constantly for territory
* Militias look the other way and take bribes but the Mamluk are uncorrupted
* Capital of Youssuant occupied by the Mamluk
* Cultural Weapons are the Rapier and Main Gauche
* The countryside is ideal for grapes and is picturesque
* The best wines are from Youssuant
* Mamluk rarely intervene in local affairs, merely used as an attachment to the army
* Faeries, Elves, and Half-Elves are relatively common
* The noble class is rich and decadent, fashion is all the rage, and people are snobby
* Those who are from out of town are treated poorly and pay high prices
* Carriages, magical trinkets, and elaborate dresses and suits are common
* Highly Educated Culture
* Paintings, museums, statues, and all other forms of art are promoted
* Have adapted to Zanitarian way of life in the cities
* They consider themselves Youssuanti first and Zanitarians second.
* Many Speak Lazarian Standard Common, and Youssuanti, their unique cultural language.

 

 

 

Z’IANI (Near South Colony)

 

 

 

The Z'iani are a passionate people, they are known have once worshipped the Mid'hrai, Genies of Flame, Rain, Sky, and Sand even as they pay lip service to their new religion, that of Whelm, the All-Father and his pantheon that slew their old gods and scattered their remaining worshippers to the wind. Of course, the old hard-line zealots still persist, but the core of their old beliefs are dwindling both in manpower and priestly might. In several generations, they may no longer exist at all.

With the crushing of their religion also passed their connection to the
Mid'hrai, the genie kingdoms of another world. It is rare to see a genie in this area of the world, and to be a Sha'ir or 'Master of Genies' is a crime punishable by death, much like the old Demon and Devil worshippers of what is now Lazarius.

Zanitar has crushed and banned their churches and slaughtered all visible
'Imams' or clerics, but still, almost all of them have kept some of the rituals and holidays of the old religion called The Q'ada. They keep flames continually burning in their homes, they portend the future by looking into water, they build their homes of earth, and pray into the open sky three times daily.

The average
Z'iani are dark brown skinned, with long lustrous haired, and the women are doe eyed. Due to the racial mixture of Gaela'dra, there are plenty of exceptions to this rule. They wear temporary tattoos made of henna, adorn themselves with gold, and are fiercely protective of their honor, much like the equally fierce Samurai of Bandgla. Their arid homeland is larger than any other desert in Bandgla, and has both Oasis-based towns and cities, and roaming nomads. They wear veils and head wraps, wield archaic weapons such as scimitars, falchions, and kopesh, and retain the fastest human bred horses which are almost the match to elven horses in intelligence.

Z'IANI NOTES:
* Once Genie Worshippers (Mid'hrai)
* Absorbed into Isimiirian Pantheon though they are not devout
* Keep Ancient Beliefs as culture
* Ancient Desert Kingdoms / City States
* Nomadic Traders
* Insular Culture but accepting of Outsiders
* Extremely Polite
* Fast Light Horses
* Skilled Light Horsemen
* Cultural Weapons and Traditional Fighting Styles (Jambiya, Scimitar, Falchion, and Kopesh)
* Women are Veiled, Men wear Turbans
* Honorable
* Slavers / But slavery is limited to Mamluk
* Access to Unique Elemental Magics of Flame, Sand, Rain, and Sky
* Arabic Architecture
* Highly Educated Culture
* Currently, the High Priestess of Erelaine is Z'iani though she lives in Lazarius
* The Goddess Erelaine was one a Mid'hrai goddess of the Q'ada Religion
* They consider themselves Zanitarians first and Z'iani second.
* Many Speak Lazarian Standard Common,

Zanitarian Court, and Z'iani their unique cultural language. 

 

MAMLUK (Slaves)

 

Slavery is a way of life in Zanitarian culture, but is limited to the ancient conquered monster races who comprise an elite fighting unit called the Condotta. These warriors are trained from birth in advanced battle tactics and knowledge. They are banned from all religious practices though some still worship the Ancient Horrors, long dead monster gods. Unlike many slave societies, these warriors are held in high esteem and are the standing army of the Zanitarian lands, the other (non-Mamluk) citizens merely forming militias and reserve troops. The Mamluk warriors do not engage in any other activities than warfare and protection thus are not used as chattel or laborers. Strict supervision makes certain that Mamluk do not breed with other races, castration being the result of such unions. Condotta are famous for their facial tattoos which denote their rank. Each city-state has its own Condotta army and although they protect their own city, they are not charged with the protection of the other cities unless treaties and deals are arranged.


Mamluk are both male and female and they rank from the lowly and largely untattooed privates all of the way up to the heavily inked Generals. They are so powerful in government that the city-states have begun to fear them and many have passed laws preventing them from running the city-states themselves. Mamluk insurrections, though rare, are often deadly affairs. The lowest ranks live in a communal barracks but the officers are allowed to reside in the Government Wards even at times being gifted apartments or houses by their sponsoring noble. 


Less intelligent or physical Mamluk that do not serve in the Condotta are relegated to other tasks such as house servants, laborers, tunnel rats, farm hands, and construction workers. Highly intelligent Mamluk are used for the police, civil servants, butlers, and coachmen. No Mamluk is allowed freedom and servitude is lifelong and heavily enforced. Escaped Mamluk can be pursued into any country and taken back by slavecatchers. Punishment for the smallest offenses can be harsh and death is a legal option if the owner files the correct paperwork. Most of the Mamluk live in poorly built dwellings on the residence of their master and are locked inside the barracks at night.


The Zanitarian High King is able, under law, to conscript the Mamluk armies of any noble for his own usage and, indeed has a Zanitarian trained Mamluk army at his disposal in Zanitar's Capital, My'thrinal. These troops are called the Royal Defense Forces. These powerful warriors are in addition to other regional Zanitarian forces able to be called by the High King.


The
Mamluk run the civil service, and are promoted only through advancement. Mamluk are usually from the same family or tribal stock and are bred like cattle between the other noble families to prevent the lines from becoming inbred. The noble owning the father of the child keeps the custody of any offspring and pays a Birthing Fee for using another noble's stock. 


Despite being slaves, many Mamluk are able to wander the city with free will and are accorded respect and treated well because he is the property of a noble. It is illegal to beat or kill another person's Mamluk without just cause or provocation. The Average Mamluk dislikes slavery but admits that family and tribal ties keep them rooted to their nobles. They work for progressive change by working within the system.


Typically,
Mamluk are foot soldiers. They use horses or camels to ride to battlefields, and then dismount to fight, but are just as comfortable running for entire days. Mamluk are trained in survival skills and are highly adapted to heat.

MAMLUK NOTES:
* Mamluk are solely comprised of defeated monster races from the Ancient Elven Empire
* Male and Female forces are segregated but otherwise are equally treated
* Mamluk must become officers to live outside of their communal barracks housing
* Mamluk are slaves from birth to death
* Mamluk are the standing military branches of Zanitarian City-States
* Mamluk have both a 20 Level Class and a Prestige Class (Mamluk Officer)
* Mamluk are all normally Lawful unless they are prepared to take beatings
* Mamluk receive a tattoo every level they gain
* The Mamluk with the most tattoos (highest level) is the highest ranking in any group
* Multi-class Mamluk only gain tattoos for their Mamluk levels, their other class(es) offer no benefits for rank
* All Zanitarians can identify a Mamluk's Owner by the Mamluk's Tatttoos using a heraldry roll (DC: 12)
* Treasonous Mamluk are executed by torture
* Cowardly Mamluk have their faces scrubbed by iron brush and acid. This permanently removes their tattoos. Then they are killed
* Runaway Mamluk are found, returned, tortured before their military division by their own relatives (to remove their family's dishonor), and then put to death
* Mamluk cannot crossbreed with other races, the penalty is castration (male) or sterilization (females)
* Mamluk cannot disobey orders from higher ranking officers, the penalty is demotion (losing a military rank)
* Despite being slaves, Mamluk are well regarded by the free citizens and the generals are treated like lesser nobility
* Mamluk are the backbone of the government, this is common knowledge
* Mamluk are often employed as emissaries, bodyguards, caravan protectors, and even diplomats for city-states, especially to places where danger is expected.