About Serenia and the Eastern Continent
Serenia is a specific kingdom on the Eastern Continent of a planet named Aldara. There are only two continents, East and West, and they are HUGE, with expansive ocean between them. Travel to the other continent is rare, and takes a long time. Lore has not yet been to the Western Continent but he'd've loved to have gone. Still, he's been up and down most of the Eastern Continent.
The Eastern Continent is comprised of The Ice Wastes at the far north, Reinmarche, the Quar Imperium, the Borderwall Republic, Serenia, Westerne, Viole, The People's Glorious Land of Brotherhood (formerly High Terentsia), the United Kolead Republics (made up of Senikal, Turay, Pheridoun, Exitar, and Jurinam), Louysius, Derrest, and the Merrentine.
- The Ice Wastes: The northernmost tip of the Eastern Continent is desolate ice and snow. Frozen winds whip through. There are no plants, only carnivorous animals (and even they stay close to the border with Reinmarche). The perfect place to live as a hermit, and the perfect place to visit as an adventurer or explorer; there's little other reason to be up here. Legends tell of a great civilization that once ruled there, but that God/the Gods struck them down for their arrogance (or, in some legends, crimes against humanity and nature itself) and froze over their lands so nothing would ever flourish there again. Whether these legends are TRUE or not depends on who you ask...
- Reinmarche: Reinmarche is a hereditary and patriarchal monarchy, and always has been. They value strength and power, and have a long history of belligerence and aggression. Women, especially of the nobility and royalty, are considered property: the Queen herself can speak directly to no one but her husband, and to all others she speaks through a psychic bond with her twin sister. This is considered commonplace and correct in Reinmarche. Reinmarche's religious beliefs run to the polytheistic, specifically a group of protective gods called shika; one can swear him or herself to a specific shika and win their protection and favor, but only so long as they uphold their end of the bargain.
- The Quar Imperium: Once a flourishing kingdom, on its way to becoming a constitutional monarchy, the Quar Imperium is now a police state run by the Quar, a collective of four mysterious former nobles headed by the Chairwoman. Their names are not known. Through the use of strange and possibly dark magics, they have extended their lifespans to great lengths; it's possible they are immortal. They experimented on a young peasant woman so that she, too, is possibly immortal, along with her infant son (who gained this power through breastfeeding). They have set the two of them upon the throne as Imperial Queen and Prince, figureheads to garner the sympathy and love of a people who no longer trust the Quar themselves. Supposedly the Quar are advisors to the Queen; in reality, she is their slave, as is her now adult son (who is already showing signs of slowed aging as well). Whether the Quar have designs on the rest of the Continent is unknown; few are allowed in and out of the Imperium.
- The Borderwall Republic: This was once part of Quallentia, the kingdom that is now the Quar Imperium. It broke away when the Quar came into power and declared the Imperium. The Quar attempted to take it back and failed, then regrouped to gather their strength. They've yet to try again, but the Republic knows they will. It is called Borderwall for two reasons: (1) it is the border between the aggressive Reinmarche and untrustworthy Imperium and the rest of the Continent and (2) the Republic (more properly a very large city-state) lives inside what is essentially a giant wall. High stone walls rise up along the borders; there is no sky, only wood and brick to form an oversized rampart. There are, of course, occasional openings to allow in air and light, along with stairs going up top, where citizen-guards patrol constantly. The entire citizenry lives inside these walls. It is a true Republic, and all are welcome provided they are willing to abide by Republic laws, which are generally fair. There are several large, wrought iron gates in both sides of the wall, always heavily manned. The Republic has many scientific and engineering marvels that bring in trade (and they are, of course, the only route to the north, as the Borderwall runs the ENTIRE WIDTH OF THE CONTINENT. Trading in the Republic is free; passing into the Imperium costs you a stiff tariff).
- Serenia and Westerne: Serenia is a quiet, temperate kingdom on the east side of the Eastern Continent; as its name might indicate, Westerne is immediately to the west of Serenia. They are both hereditary monarchies with rule of primogeniture: first born, whether male or female, is the heir. Many ke'mari live in Serenia and Westerne, but there are shapeshifters scattered throughout the Eastern Continent (and possibly the Western as well). Serenia is known for its excellent lumber, as is its sister kingdom, Westerne. Each has a prominent seaport which certainly helps trade. Serenia and Westerne are mostly monotheistic, in the Judeo-Christian style: the good souls go up to Paradise, the bad souls go down to the Inferno, everyone is judged, etc. This religion is called Deitian. The twin kingdoms are considered sleepy backwaters. The only reason they're even two kingdoms is that one king, long ago, had twin sons and could not choose between them, so he split his kingdom in twain to give them each a piece. (At least, that's what the legends say. We know how reliable THEY are.) Whatever the reason, the two lands have a truly friendly rivalry with one another (the sort of thing where they might trash talk and threaten big during the match/game/fight/contest and then laugh together afterwards and go drinking together no matter who wins).
- Viole: Viole is much like its northern neighbors, only it's a bit more...pious. Most ke'mari have fled the church-state due to its belief that the only good shapeshifter is a dead shapeshifter and the best way to kill one is to burn it alive, to send it back to the Inferno from whence it came. Alcohol, gambling, and prostitution are forbidden within Viole's borders. The sentence for anyone caught in the last two acts is death; the sentence for anyone caught drinking alcohol is to have their tongue cut out. Viole...does not mess around. The King is also the head of the Violan Church; very few ever even catch sight of Him. He is appointed by a Royal Council that convenes when the previous King-Priest dies: it is made up entirely of priests who almost always elect one of their own to the throne. Violan priests, unlike priests in Serenia and Westerne, are required to be celibate, and so there is never a biological claimant to the throne (supposedly...).
- The People's Glorious Land of the Brotherhood: Formerly High Terentsia, this is the utopia for all you communists out there. In our world, communism does not work because those in power do not wish to ever give it up. In the Brotherhood (for short), those in power did exactly that. Everyone shares and is considered equal; if you have something your neighbor needs that you do not, you give it to them. They will do likewise in return for you. Everyone thought that, when the revolution came, it would be bloody, bitter, long, cruel, and end up in a police state similar to the Imperium. But the revolution was entirely bloodless, though still violent: the nobles of High Terentsia, who had long abused their power and their serfs (it was very much a feudal state at the time) were chased off at sword and spear (and pitchfork) point, and the Brotherhood set up. That was over a century ago and things still work well. Oh sure, sometimes your requests get caught in bureaucratic committees and red tape, but that's not really so different from most other places, is it? Overall, people are happy, crime is low, education and employment are high, and the Brotherhood is a great place for mass-produced utilitarian items. They worship no God or Gods; if you do, that's fine, but please don't do so in public. To say that the Brotherhood does not get on well with Viole is a bit of an understatement, but though Viole saber-rattles often at its south-western neighbor, no war has yet come of it. The Brotherhood maintains an army and navy though...just in case.
- The United Kolead Republics: The UKR is a collection of five nomadic tribes; its member "nations" are really delineated by the traditional grazing grounds of their peoples, but they mix freely and often and travel amongst the UKR's territory as well as to the Brotherhood and further south. They never go farther north than the Brotherhood, because the "Kolead" in the UKR's name indicates the tribes' shared belief in Kolea, the avatar of their Goddess. Kolea was an actual princess (many of the tribes claim she was "one of them"; the tribes intermarried just as much back then as they do today, and so she probably did have some relation to each of them, if the lineage is traced back far enough) whom the Goddess chose to be Her mortal avatar. She possessed Kolea and worked through Her, turning parts of the once-barren rock and sand into fertile grazing grounds for Her chosen peoples. Kolea convinced the tribes that they were strongest together and it was She who formed the UKR all those centuries ago. She had many children with Her husband, but the tribes' leaders all trace their lines back to one specific child of Hers who came to rule their individual tribe. Kolea represents Hope and the Best in Humanity, which is sometimes forgotten in petty tribal squabblings. The people of the UKR make excellent merchants, but given that Viole has declared Kolea a heretic and belief in Her to be anathema punishable by (what else?) death, they will refuse to set foot in such blasphemous borders. Believe as you will, but do not slander Kolea within the UKR; they can be just as fanatical about Her in their own way.
- Senikal: The leaders of this tribe trace their lineage back to Seni ak Kolea, a talented tactician. They can be fierce warriors and you don't want to play any strategy games against a Senikal. Their traders are also very shrewd (some would say that they're swindlers) and discerning. Their symbol is the Scales.
- Turay: The Turay hail from Tura ak Kolea, and are known for their herb-gathering and all the things they can do with the herbs they find. Spices, healing droughts and ointments, gorgeous garden plants, and, of course, some plants of a more...recreational nature. Also, of course, poisons and drugs of the less savory kind. Their symbol is the Double-Edged Scythe.
- Pheridoun: Pherido ak Kolea was this tribe's ancestor, and he was the best and most honest merchant there ever was (say their own legends). He was well-traveled and listened to the tales of the people everywhere he went. He learned their cultures and knew well the value of their goods. Highly skilled in mathematics and astronavigation, he was never lost, always gave the best prices and made the most profit. Though obviously there are many merchants in the Pheridoun tribe, there are also many guides and mathematicians. "You will never be lost with a Pheridoun by your side" is the saying. Their symbol is the Astrolabe.
- Exitar: The Exitar go back to Exita ak Kolea, the only female progenitor. She was a wise and learned woman, quiet, observant and very clever. She was second only to her brother Seni in tactics, and she survived assasination attempts against her by zealot groups who did not like a female chief. It's hard to double-cross an Exitar; they are always watchful and keen. Female Exitar are especially prized as brides in the other tribes, but most female Exitar would rather marry a mule than some man who wants them only for breeding. Their symbol is the Hawk.
- Jurinam: Juri ak Kolea was the runt of the litter, as it were. Picked on by his older siblings, he had to grow up tough and strong. Jurinam people are not known for their subtlety, their tact, or their thinking prowess: they are known for their brute strength (despite their sometimes small size) and their blunt tongues. You won't get much in the way of deceit from a Jurinam, and you always know where you stand with them. They value a hard day's honest labor and like having something to show for their work at the end of the day. They make great builders and smiths, and though the reputation has them pegged as little more than dumb brutes, they can be quite clever when you least expect it. Their symbol is the Hammer.
- Louysius: (Lo-wish-us) Louysius is essentially the "settled" version of the UKR. They follow the teachings of the Kolead religions but aren't nomads. "The Desert Oasis" is the nickname bestowed upon Louysius, for it has beautiful flowering gardens, ornate water fountains, and is covered with gold and jewels. Its image is carefully crafted to only display wealthy opulence and lavish luxury, but there is a servile underclass in desperate poverty that is never spoken of to outsiders. The nomads of the UKR know of it and will speak of it amongst themselves but will almost never mention it to ikarim - those who do not follow Kolea's teachings - because Louysius is also the site of many holy grounds, relics and libraries of sacred and ancient texts. Denouncing the home of so much that is held so dear is considered, at a minimum, extremely rude. Still, when most people on the Eastern Continent think of the south, the images that come to mind are the decadent scenes of Louysius.
- Derrest: A small, scrappy country carved out along the western border of Louysius by those of the underclass who have managed to escape their bonds. While it is VERY small, little more than a tattered bit of coastline and some farmlands, it has one big advantage: it is on the other side of a nearly impassable mountain range, the Derrestian Peaks. Citizens of Derrest are the only ones who know the single safe pass through the Peaks, and it is well-hidden. Any other attempt to cross almost certainly ends in death unless one is very lucky. Bringing an army through there would be suicidal. Most of the Derrestian citizens were born into the Louysian underclass and many work still to get friends and family out. More and more children are being born to the freedom of warm beaches and fertile farms secured by the mountain. Some still worship Kolea, but many have turned their back on Her and the Goddess of whom She was once avatar. They view it as payment in kind for how long the Goddess has turned Her eye from their own suffering. They just want to be left alone, to live in peace. Traders wishing to do business should come at Derrest from the northern UKR border; most hug the coastline, afraid of being seen entering Derrest by any Louysian guards. The UKR guards the border with Derrest (where the Peaks give way to foothills) quite fiercely to ensure there is no Louysian interference: it is their one acknowledgement of the sad state of affairs in their holy land.
- The Merrentine: The southern variant of the Ice Wastes: mostly tropical rainforest instead of glacial tundra and snow. It eats up the entire lower quarter of the Eastern Continent and it carries with it a powerful siren song for adventurers. There are various "savage" tribes dwelling within the dark heart of the Merrentine, but also fabulous creatures, magical plants, and the ruins of lost civilizations overcome by the jungle and its inhabitants. The Kolead and Deitian teachings both refer to the Merrentine as a dark place: the Kolead hold that the Goddess turned Her back on this place for its savagery, while the Deitian believe that it is a place of unholy magics, and quite possibly the gate to the Inferno itself.
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