Vargainen

Vargainen

Lexicon

  • After Sundering (AS): The common calendar of Vargainen. Roughly equivalent to the New Land (NL) calendar.
  • Al’Kash: The guards that protect Kash’Allum and Munta'Saf
  • Decade: A term that describes the Sept and the Dark Three as a single group of entities*

Dhatsaida: The nobility of Kash’Allum and Munta’Saf

  • Hemlock: Verduran warriors
  • Idda’Tan: A large structure, the hub of worship in Kash’Allum and the seat of power of the Voz'venzi
  • Idrecchi (Veil Walkers): Eldritch creatures that first appeared following the Reckoning
  • Kash’Allum: One of the two largest cities in Vargainen, nestled in a fertile valley. A city dedicated to the Sept
  • Khadi: Officers appointed by the Shade, used for handling low-level civil disputes. Rumored to be a secret police, informants and assassins for hire
  • Makjriba: A deep well located in Kash’Allum, used to conduct trials
  • Munta’Saf: One of the two largest cities in Vargainen, founded where powerful artifacts of the Dark Gods were discovered. A city dedicated to the Dark Three
  • Occasum Sole: The duration of Voz'venzi rule, either 7 years for a Voz'venzi from Kash’Allum or 3 years for a Voz'venzi from Munta’Saf
  • Pox: High Priest of Nox; an alchemist and mad thaumaturgist

Reckoning, the: The maelstrom that struck Vargainen following the end of the War of the Gods

  • Scarred One: High Priest of Grak; the Iron Chosen
  • Shevos: The diviner of the will of the Dark Three and ruler of Munta’Saf
  • Shade: High Priest of Darkness; arbiter of Munta’Saf
  • Voz'venzi: The monarch of Kash’Allum. The Voz'venzi is a Dhatsaida, who is elected by their fellow Dhatsaida
  • Yarrow: The spiritual leader of a Nomadic tribe
  • The Sundering of Vargainen: The destruction of the majority of Vargainen which occurred during the War of the Gods.
  • Hasanni: The good in something. The opposite of Sharunni.
  • Sharunni: The bad in something. The opposite of Hasanni

History

Vargainen was the first continent that mortals lived on. After the War of the Gods, the continent sank into the ocean… or so it was believed. According to the stories passed down from this time, the northern wilds of Vargainen remained while the rest of the continent sank. Kash Harad, a farmer by trade, led the survivors of the cataclysm that he found as a nomadic caravan. Many survivors perished from violence or disease during the treacherous journey, but those that did survive found hope when they were spared from a slow death by a verduran tribe.

The verduran people had stayed hidden away under the canopy of the wilds and managed to survive the Sundering of Vargainen. Erish, a prominent member of the verduran people, offered to lead Harad’s caravan to a distant, sacred, fertile valley. The verduran people escorted the caravan through the land and bonds began to form between the verdurans and Harad’s refugees. The journey was treacherous, but together, they survived. At the end of the journey was the promised valley, surrounded by three sheer mountain faces with a vast river running through the land mass.

The caravan settled there and began to construct housing, farms and soon a city was built, which they named Kash’Allum. Kash Harad was given the title of Voz'venzi and led the people for the duration of his life, dying a beloved and venerated leader. After he passed, the lesser nobles that Kash Harad had used as council, the Dhatsaida, selected one among them to become Voz'venzi. This tradition of one of the Dhatsaida being chosen by their peers to be the ruler of Kash’Allum, the Voz'venzi, has endured since the beginning of Kash’Allum. The Voz'venzi rules for the duration of an Occasum Sole, a ceremony used to divine the will of the gods and which city rules Vargainen.

In the beginning before the Dhatsaida firmly established their rule, the land was overrun with violence and beings struggling for survival. After the Sundering of Vargainen, snow goblins, orcs and other creatures of Darkness still remained. It was the first major act of the elves, humans, earthkin and verdurans to wipe out the creatures of Darkness. And so they did. The races of Illumitas joined together and hunted down every last creature tainted by Darkness and put them to the sword.

It was mere days later that the Reckoning devastated Kash’Allum. A black maelstrom of epic proportions smashed Vargainen with the fury of Grak’s axe. Another huge wave of lives were lost in the black, oily waters. The maelstrom lasted for several days and nights before retreating into the vast seas. The people of Vargainen had not even the time to mourn before they were attacked by terribly warped beings who rose from the sea like a cacophonic choir of chaos. The people of Vargainen called them idrecchi or ‘Veil Walkers’. The people fought back against the creatures and were only able to destroy them with powerful artifacts left behind by the Sept and Dark Three. Those individuals who were able to wield these artifacts formed a town guard that they termed, Al’Kash. The Al’Kash protected the city and it’s citizens diligently from all threats. However, the people of Vargainen soon learned that the biggest threat was not the idrecchi, but the dying lands around Kash’Allum. The wilds began to perish at an astonishing rate, leaving behind a desert with scattered oases in their wake. It was not long before most of the races could no longer survive outside the valley that housed Kash’Allum. Only the elves continued to push themselves to explore out of a sense of duty, and they suffered great losses. However, once the oases were mapped, the verdurans took it upon themselves to leave the shade and protection of the valley and they became the Nomadic tribes. Being resistant to the heat and energized by the sun, once the issue of water was resolved through knowledge of the oases they took on the task of gathering resources that cannot be found in the valley, clearing idrecchi from the surrounding desert, documenting the death of the land, and gathering the artifacts left behind by the gods. Over time, these artifacts' power waned and became barely capable of slaying the idrecchi. Afraid of becoming defenseless against the idrecchi, Voz'venzi Qismat coordinated a more systematic search of the wilds to find artifacts that still possessed the power of the gods. The Nomadic tribes were fortunate in their search and found ruins from the War of the Gods. The ruins held within them three powerful artifacts, one for each of the Dark Gods. The people of Kash’Allum took this as a sign that cooperation and oneness of all things on Novitas was required for their survival, even the Dark Three. After all, it was cooperation and oneness that allowed them to survive the journey to Kash’Allum in the first place. When they previously attempted to cleanse the land of the Dark Gods, they were struck with the Reckoning. In 9 AS (After Sundering), it was ordered that a temple to the Dark Three would be established over the ruins and it was ordered that the Dark Three shall be worshiped as equals to the Sept. On March 3rd, 59 AS, the city of Munta'Saf was officially established with the completion of the Kolbarian, the ornate temple to the Dark Three. Kash’Allum and Munta'Saf worked in unison, maintaining balance and order in all things. The Occasum Sole allowed for a peaceful transition of power and an understanding that infighting would bring only their extinction. This was until a group of Al’Kash accompanied a Nomadic tribe in search of more artifacts in 474 AS. This coterie of Al’Kash found a crown of warped, oily color changing flesh that was covered in a thick, black ink-like liquid. Everyone agreed that such a strange thing should not be the burden of one and they began their journey home together. One by one, they began to warp and change into twisted mimics of themselves. They were visited by terrible nightmares of black seas and writhing tentacles until only idrecchi remained among them - all but one. The one among them who remained humanoid was an individual named Vasiste. Vasiste was a Dhatsaida and Al’Kash from Kash’Allum, who was well-known for his philosophical musings and combat proficiency.

Over the next decade, Vasiste would act as a puppet master, establishing a cult to this new cancerous power. He began by ambushing Nomadic tribes and turning them as his compatriots had turned. After bolstering the ranks of his minions, he utilized the most cunning among them to recruit anyone who would listen. Vasiste’s influence spread through the city like poison through veins, until it was time to strike. Vasiste had become a hideous monstrosity with tentacles sprouting from where an arm should be, eyes randomly sprouting from appendages of flesh and many other warped mutations. In 484 AS, Vasiste and his army marched into Kash’Allum. Vasiste and his allies took the Voz'venzi’s palace and executed Voz'venzi Dhel and his family. Vasiste had declared himself Voz'venzi of Kash’Allum and began to exterminate those who would resist his complete and total rule.

Dhatsaida Mandalla took up the mantle of leadership of Kash’Allum and led the survivors of Vasiste’s insurrection to Munta’Saf. The strength of the two cities came together as one and marched upon Kash’Allum before Vasiste and his coterie could firmly establish themselves. The very next night, the population of Munta'Saf and the loyal citizens of Kash’Allum pushed Vasiste and his cult out of the city after a ferocious battle.

Vasiste and his cult plagued the city for another decade with raids from a hideout, deep in the crevices of the Broken Coast, where the ax of Grak sundered Vargainen. Vasiste’s cult was notoriously brutal and would fight until the last man or would successfully raid the city without allowing a living soul to follow them to their hidden lair. In 494 AS, The Shevos, High Priest of the Dark Three, cast a powerful ritual on three of the Al’Kash of Kash’Allum, which would allow their sparks to follow Vasiste’s cult. Sadly, this ritual would also destroy the sparks of those heroic guardians, yet they agreed to it to put an end to Vasiste. The Shevos’ plan worked to perfection and after a raid, the sparks of the Al’Kash were able to follow the cultists to their hidden domain and return with the information. Dhatsaida Mandalla marched an army of Al’Kash from Kash’Allum and Munta’Saf to the Broken Coast. The combined forces of the cities overran the unsuspecting cult in a decisive, bloody battle. Dhatsaida Mandalla fought Vasiste in single combat and slew the fiend with a cleaving blow from her blightsteel cutlass.

The centuries following were defined by a communal push for cooperation, a solidifying of the existing governing structures, and the arming of citizens with weapons and knowledge to defeat any current and future threats the idrecchi may pose. As time passed, the oases outside the valley that houses Kash’Allum continued to dry up and become more scarce. The elf families who had previously traveled with the verduran nomadic tribes found themselves no longer able to survive the treks between oases. Some families took up residence in Munta’Saf and Kash’Allum, and even now maintain at least one member of their family as a Dunestrider to commemorate their history. Other elf families refused to leave their stations and died out performing their duty to the people of Vargainen. The final family to die this way were the Ahkhari in 1052 AS. Many Nomadic tribes carry mementos from such families.

Military

There is no standing military on Vargainen. The cities and outposts that exist rely too heavily on each other for resources to risk open conflict. Kash’Allum and Munta'Saf have their town guard, the Al’Kash, which deal with the various monsters of the land. Each Nomadic tribe has its own warriors who defend them from wandering monsters, called Hemlocks.

Originally, to be Al’Kash meant that one would have to wield an artifact from the time of the War of the Gods. As time went on and the artifacts decayed and lost their legendary properties, the Al’Kash expanded to include the most skilled warriors and weapon masters. The Al’Kash are typically outfitted with a bow or crossbow, a cutlass and halberd. Armor is usually more personal, but the most common types are leather and chainmail. Plate armor is extremely uncommon because the intense heat and heavy weight can easily cause dehydration. The Al’Kash all wear sashes of white with golden trim as a badge of their position and so they can be easily distinguished by civilians for emergencies.

Economics

Vargainen has no formal currency, but relies on bartering. Verdurans began using jugs of water as a standard form of currency. The approximate value of a barrel of water in Vargainen is one exotic coin. A pitcher or one-tenth of a barrel is worth approximately one silver. Using water as currency was quickly adopted as a normal practice across Vargainen by all races.

Government

Kash’Allum

The city of Kash’Allum is ruled by a monarch, the Voz'venzi. The lesser nobility and council of the Voz'venzi is the Dhatsaida. Each Dhatsaida family has a home in both Kash’Allum and Munta’Saf with family members living in each city. If the Dhatsaida who is chosen to be Voz'venzi reside in Munta’Saf, they will move into the Idda’Tan in Kash’Allum for the duration of their rule. In Vargainen it is understood that there can be no good without evil and vice versa. The ‘Occasum Sole’ determines if the Sept or the Dark Three will have greater influence over Kash’Allum. The Occasum Sole is either a total lunar eclipse or a total solar eclipse that occurs every three or seven years. If it is a lunar eclipse then this means that the light of the Sept burns the corruption of the Dark Three and a Dhatsaida of Kash’Allum will become Voz'venzi. If it is a solar eclipse then this means that Darkness has covered the light of the Sept and a Dhatsaida of Munta’Saf will become Voz'venzi. The Voz'venzi rules for the duration of an Occasum Sole, meaning either three years if the eclipse was for the Dark Three or for seven years for the Sept.

After the outcome is known, all the Dhatsaida gather at the Idda’tan, in order to select the Voz'venzi. A Dhatsaida may not nominate themselves for candidacy for Voz'venzi; another Dhatsaida must nominate them. Any number of nominations are accepted, however there are usually no more than three or four nominations because the most prestigious of the Dhatsaida are known variables by their fellow nobility. A Voz'venzi can be elected for consecutive terms and this is a common occurrence. Once all of the candidates are nominated, there is a vote with no debate as it is expected for each Dhatsaida to be familiar with those most deserving among them. Perhaps, the actual reason is that it would be very distasteful for a Dhatsaida to go on about their own merit or to disparage a fellow citizen of Kash’Allum and Dhatsaida.

The Voz'venzi is given the responsibility to oversee the harmony between Kash’Allum and Munta'Saf. This harmony is accomplished primarily by protecting caravan routes and ensuring there is enough food and water for the cities. The Voz'venzi is in weekly communication with The Shevos of Munta’Saf via messenger crows. Once every two months, the Voz'venzi and the Shevos meet in the subterranean caverns between the Kolbarain and the Idda’Tan to discuss the needs of Munta’Saf.

The noble Dhatsaida families oversee everything from agriculture to resolving mercantile disputes. Each member of the family, from the head of the household to a newborn child, is given the title Dhatsaida. Each Dhatsaida works diligently alongside the rest of the citizens; even with the food and water that can be gathered from the oasis, cooperation and mutual respect is necessary.

Munta’Saf

The Shevos is the undisputed ruler and spiritual leader of Munta’Saf. Where the Voz'venzi is among their people, the Shevos is never seen in public. The Shevos lives in the heart of the Kolbarian among a handful of servants who are never permitted to leave the temple. The Shevos' primary duties are to divine the will of the Dark Three and meet with the Voz'venzi to discuss the needs of Munta’Saf. Many believers are convinced that there are as many parts to the Dark Three as there are to The Sept due to the imbalanced nature of the gods - they just have not revealed themselves yet.

A new Shevos is not elected, but selected by the current Shevos. The Shevos rule Munta’Saf absently, but should they make a decree in the city then it is immediately enforced without question by the residents. The method of selection is not known to the public, but it is a ritual that allegedly divines the Dark Three’s will. What cannot be disputed is that the Shevos names an individual and at times, individuals that the Shevos had never met. The Shevos may divine that one from Kash’Allum will become Shevos and in this case, the individual is notified and given three years to get all their affairs in order. On the last day of the third year, the newly elected Shevos must arrive at the Kolbarian and begin their duties. No individual from Kash’Allum has ever resisted, believing this step is needed to maintain balance amongst the Decade.

The Shevos is not without assistance in their duties.The Shade, the Pox and the Scarred One are the high priests of the Dark Three. The Shade handles all matters of commerce and civil disputes, acting like a judge or arbiter. The Shade employs officers called Khadi, who are capable of handling civil disputes throughout Munta’Saf, and are responsible for apprehending anyone who has been summoned to Kash’Allum for trial. Following the trial, the individual is found guilty then they are sent back to Munta’Saf. If a dispute cannot be settled with words or contracts, then it is typical for parties to seek the Scarred One. The Scarred One is a mediator for trial combat, who will establish a fair and proper situation for the offending parties to settle their issue. The most typical manner is a duel to third blood, but for serious matters, there is always an option to battle to the death in the Bronze Ring. Located at an edge of Munta’Saf, the Bronze Ring is a large ring of bronze inlaid in the ground. There are no seats or comforts for the observers, but rather spears. It is expected that should a combatant come within spear length of the edge of the ring that they will be run through by the crowd.

The Pox is the least involved with the city, but plays a crucial role in discovery. The Pox is a brilliantly mad scholar and alchemist, typically expanding Vargainen’s knowledge in poisons and alchemicals. It was Pox Yysyf who discovered blightfyre nearly a millennium ago. The Pox resides in an ancient laboratory within Munta’Saf that contains all of the knowledge and studies of past Pox.

Religion

The people of Kash’Allum revere no god over another, but view all gods as divine and each having its purpose to maintain harmony. Vargainians refer to the worshiped gods collectively as ‘The Decade’. The Decade is invested in Novitas for good or evil, but they are present. For this reason, The Entity and Draconus are not included in The Decade because of their absence or their alien nature.The Decade are paired in ways that help one better understand their divine nature and how they are connected to every individual. All things are cyclic and are bound by the fundamental nature that comes from The Decade. The duality of all things is described as Hasanni, the good and Sharunni, the bad. The Decade: Nox is the nature of disease and rot. Nox is necessary to return things to the earth, so that it may be born again. Nox is viewed as a reaper, who harvests the field of life and this is its Hasanni. Yet, Nox also creates horrifying corrupted corpses and corrupts sparks. The ravenous undead and suffering are its Sharunni.

The Mother is the warm embrace that comforts us in our darkest moments. It is the tender touch to the spark that heals the body and breathes life back into the dead. This grand mercy is the Mother’s Hasanni. The Mother is the nature of life. However, the Mother denies death and thus does not allow the cycle of the Well to continue; this is the Mother’s Sharunni.

The Knight is virtue and order incarnate. The Knight is putting one’s own life at risk for the safety of others. The Knight protects those who cannot protect themselves. This righteousness is the Knight’s Hasanni. The Knight’s Sharunni is facism and bondage. The Knight creates order unrelenting, which snuffs out creativity and growth.

Grak is savagery and willpower. Grak is standing strong in one’s convictions despite overwhelming odds, or even challenging great odds to better oneself. It is most divine to push oneself to being the best version that one can be and this is Grak’s Hasanni. Grak’s Sharunni is his lust for bloodshed and battle. Forever improving oneself in battle will lead to cutting down promising sparks before they have fully blossomed.

The Elemental is wildness and beauty made form. The Elemental’s Hasanni is everything that is physically beautiful in the world. She painted the sky a wondrous azure hue and gave us cool dew in the mornings to lay upon. The Elemental is also unrelenting expansion and growth. She is unending passion, which causes infidelity and heartbreak. This unsatisfiable hedonism is the Elemental’s Sharunni.

The Soldier is strategy and completing one’s goals no matter the cost. The Soldier’s Hassani is his ability to meticulously plan, finding all weaknesses in a particular path and best serving to bring spoils to his followers. The Soldier’s Sharunni is victory at any cost, which the people of Vargainen find distasteful. If it were not for this ideal then Vargainen may still be whole today.

The Scholar is knowledge and intelligence. The Scholar’s Hasanni is his ability to draw logic and reason through rigorous study. The Scholar inspires people to focus and think of new solutions to problems. The Scholar’s Sharunni is devious schemes and manipulating the will of those less intelligent for personal gain. Darkness is wisdom and envy. Wisdom is Darkness’ Hasanni for there is no entity with as much wit and cunning as Darkness. Darkness maneuvers the divine realm with a web of schema that would rival the Scholar’s cognitive abilities. The nature of Darkness is the insidious and precise corruption of everything. Darkness’ Sharunni is covetous envy. Darkness wants to take everything for itself and turn it to it’s image, but cannot create anything of its own.

The Stranger is the guide of the dead and the keeper of secrets. The Stranger’s Hasanni is holding the hand of the frightened during their final moments. She guides sparks with a loving embrace towards the Well, so that the cycle of life in Novitas may continue. The Stranger’s Sharunni is her nature to conceal to the point of detriment. The Stranger will take secrets of enemies and allies alike to the grave.

The Craftsman is creation and obsession. The Hasanni of the Craftsman is his ability to forge connections between individuals and communities. The Craftsman’s Shuranni is his obsession with perfection to the point of inaction. As nothing can ever truly be perfect, this type of mindset would lead to forever questioning one’s own works and progress.

The Dark Three are the focal deities of Munta'Saf, with all three gods worshiped in equal measure. All worship of the Dark Three is done in a single temple of Munta'Saf. The temple is named the Kolbarian, for Kolbis the Bold, who founded the Templars of Wahkarn. The Kolbarian is a vast, elaborate network of obsidian spires that pierce the sky.

The spiritual leaders of the Dark Three are broken up into four distinct positions. The Scarred One is the most revered of the Grak Worshippers, who earn their position through deeds of conquest and violence. Annually, a challenger faces the Scarred One in mortal combat for the right to wield Ascia, a chipped and ragged black-iron axe. The axe is a relic with a storied history of great warriors dating back to the Time of the Gods. The Pox is the herald of Nox, who grants forbidden knowledge, which sinks into the minds of the faithful like the most potent of poisons. The Pox lives in a constant state of decay and suffering by ingesting a concoction of bile, which grants them mad insights into Nox’s will. These mad insights led to the discovery of blightfyre and blightsteel balm.

The Shade is the grand schemer of the worshippers, who has proven their ability to outwit and outthink their peers. The Shade exists only in the blackness at the heart of Kolbarian. There, the Shade reads ancient texts without candle light to guide them. They become completely nocturnal and only appear on moonless nights to give sermons.

The final and most revered of all the leaders is the Shevos. The Shevos takes no part in prayer, nor in celebrations. This individual's purpose is to divine the will and nature of the Dark Three. At any given time, only the Voz'venzi knows the identity of the Shevos.

The most holy of events is the yearly pilgrimage to Wahkarn. The caravan begins at the Kolbarian and is required by any true believer in the Dark Three. There is a carnival-like atmosphere with magicians and soothsayers performing in the streets of Munta'Saf. The celebration lasts for an entire day until nightfall, at which point the pilgrimage begins. The head of the caravan is led by the three high priests of the Dark Three, the Scarred One, the Pox and the Shade. During this time, the Shevos remains in Munta’Saf, and it is rumored that this is the only night in the year the Shevos walks the streets of the city.

Cultural Values

Following the Sundering, leylines to and from Vargainen were severed or concealed. This resulted in a weakening of all magic, and the mages soon discovered that they could no longer cast their most powerful spells. While many vital abilities were lost, the most impactful change was the inability to heal those killed in combat. The survivors of the Sundering were scattered across what remained of Vargainen, and many more died in the following weeks as they adjusted to their new reality. This made cooperation a requirement for survival. In general, all individuals on Vargainen are treated with respect, from the Voz'venzi to the most lowly of beggars. In the eyes of those from Vargainen, everything is a creation of one divinity or another and therefore is worthy of a fundamental respect. If your neighbor is hungry, then it is your duty and privilege to feed them. This level of cooperation is not only a moral responsibility, but a necessity for survival in the harsh land of Vargainen.

Kash’Allum

Culture - Kash’Allum was built around the largest persevering oasis in one of the only fertile areas on Vargainen. The center of modern civilization, Kash’Allum is on the route of every Nomadic tribe and merchant. Vast markets serve as both resource distribution centers of necessities for its citizens and trading posts for those looking for specifics brought in from outside the city. Haggling is expected, and parties rarely fail to find a compromise that leaves both happy.

Consistent with Kash’Allum being the hub of resource distribution, the people are kind, open, and trusting. They tend to be upfront, preferring difficult confrontations over deception or undermining. They take each other at their word, putting great importance on honesty and honor. This makes it difficult for citizens of Kash’Allum to integrate into Munta’Saf, and rarely choose to visit their neighboring city. With the amount of trade that occurs within the city, clothing is often eclectic. The clothes tend to be looser, reflecting the trends of the Nomadic tribes more than the styles of Munta’Saf. New fashions come and go quickly, and the only uniformity between individuals is the tendency to wear bright, patterned clothing and headwraps. When pigments or dyes become available, they are often in high demand.

Trials and Crime

As resources are openly shared among all citizens of Vargainen and there is such an emphasis on mutual respect and social support, all crime is rare. When an individual is suspected of having committed a crime, they are brought to Kash’Allum either by an Al’Kash, priest, Khadi, or Hemlock. Trials are held in the Makjriba, a deep well located beside the Idda’Tan, and overseen by the Dhatsaida. While these trials are held outside of the public’s view, they are announced ahead of time and any are welcome to attend. When the individual is found innocent, they are promptly released. When found guilty, the individual’s fate varies by where they are from. If they are from Kash’Allum, great efforts are taken to work with the citizen to ensure they are safe to be released. Few are found to be irredeemable, but for those few there is no place for them within Vargainan society and they are quietly exiled to the wilds. If the individual is from Munta’Saf, they are sent back to negotiate reparations or punishment with the harmed party or, if no such arrangements can be made, sent to the Scarred One.

Some special leniency is given to citizens of Munta’Saf who commit crimes in Kash’Allum, as the important role they play in keeping faith balanced within the Decade is well known and respected. These leniencies are given to crimes that involve legitimate worship of an aspect of Dark Three. Individuals in such a situation may be sent back to Munta’Saf with a warning that they will not be tolerated within the confines of Kash’Allum until a certain amount of time has passed. Full banishment from Kash’Allum is seen as shameful in both cities, and it rarely occurs.

Juvenile crime is also given special accommodations. Punishment is not considered an appropriate response, and instead the child engages in extended meetings with the harmed party to come to an agreement of what steps to take next. Community projects and shadowing of the harmed party are two of the most common outcomes of these meetings, and these juveniles often leave the experience more connected to the community than they were before.

Education

All children of Vargainen are taught in the academies of Kash’Allum. Each child of Kash’Allum and Munta’Saf is provided education starting around their fourth birthday and continuing through their 16th. Every child is extensively taught about the Decade, the importance of maintaining balance between the gods, the Sundering of Vargainen, the Reckoning, literacy, arithmetic, and the cultures of Kash’Allum, Munta’Saf, and the Nomadic tribes. Each is also provided with a basic understanding of magic, even if they have no proficiency in the art.

As their education reaches its end, it shifts to more heavily emphasize combat and survival. They begin to learn about the ways to defeat idrecchi that roam Vargainen. It is understood that all must be ready to defend their cities from these creatures. All develop some way to contribute, be it through magic, alchemical creation of blightfyre or blightsteel balm, combat or healing.

Family life and community are important, so children live with their parents throughout their education. It is common practice for families to take in children of Munta’Saf and verduran saplings from the Nomadic tribes, and the bonds developed from these years of schooling are strong. Any children discovered without a guardian are brought to live in the academies, and orphans are quickly adopted by Kash’Allum families. Children from Munta’Saf are given the option to return to their families once their education is complete, and while a majority do so, it is not unusual for them to choose to either remain with or at the very least maintain ties with their hosting family in Kash’Allum.

Munta'Saf

Munta’Saf consists nearly entirely of worshipers of the Dark Three, with few others being able to successfully navigate the politics and customs. They are heavily secretive, and corruption is expected from people of all walks of life. Large factions or parties rarely form, as each individual, like each separate part of the Dark Three, prefers to hoard any power for themselves. The people of Munta’Saf are heavily influenced by the philosophy of religious balance, wherein they diligently carry out the necessary role of ensuring sufficient worship of the Dark Three. It was the rejection of the children of Darkness that caused the Reckoning, and so they fully embrace their responsibilities. The teachings of the Dark Three are woven into the everyday life of each citizen. It is common for there to be open worship throughout the city, which includes rituals, frequent one-on-one fights for the challenge or to establish dominance, and ensuring the prolonged suffering of rivals in all walks of life. While all citizens worship the Dark Three as a whole, it is not unusual to have a particular affinity for one of the three gods. As long as the Dark Three is worshiped, as long as a balance exists within the Decade, the citizens of Munta’Saf have accomplished their goals.

Struggle and survival is part of their heritage and values. Although all food is distributed at the Kash’Allum markets, most citizens of Munta’Saf feel it is their duty to fend for themselves for other resources, and they take pride in what they themselves can accomplish. The people of Munta’Saf will often look to forming new alliances or making pacts before seeking further help from their neighboring city. The Dhatsaida of Munta’Saf are known for their frequent alliance formation and betrayal in pursuit of influence over each other and gaining the favor of the Shevos. It is believed that everyone is seen at all times by the Shevos while within the borders of Munta’Saf. This means that every deception and every nefarious scheme is seen by the Shevos and more importantly, the Dark Three.

Marriage is a political move, and extramarital affairs are commonly used as a way to gain influence over the participating party or their spouse. While the murder of one’s spouse is considered taboo, untraceable ‘accidents’ are not uncommon within the more powerful families of Munta’Saf. Children are viewed as useful bargaining chips. As such, all children, regardless of the status of their parents, are sent to live in Kash’Allum until they come of age. When one such child does choose to return to Munta’Saf as an adult, their family celebrates with initiation rituals, challenges, tattoos, or any other tradition the family holds.

The appearance of control is desired, and this is reflected in the clothing styles in Munta’Saf. Their clothing is commissioned to fit the individual perfectly, and care is taken to make sure their entire appearance is unified and well-groomed. Stark whites are preferred to tans or greys because they are more difficult to keep pristine, but highly contrasting accessories such as black, red, or purple scarves are worn by the Dhatsaida. Families may demonstrate their strength by coining a particular style or item of clothing, and some of these traditions have been passed on along a bloodline for hundreds of years. Many who betray a powerful individual’s trust are publicly condemned by being stripped and left in the Munta’Saf market district. While physical injury is easily healed, the embarrassment and public scorn from such an event can be difficult to recover from.

Tattoos are used as a way to denote loyalty to a particular person. They can serve as the code for deciphering messages from the individual, and knowledge of tattoos used by the Dhatsaida is highly coveted. If trust is broken, tattoos are removed through burning, flaying, or tattooing over the original until it is no longer identifiable, coupled with anti-restoration rituals to ensure permanence. Before forming alliances, individuals involved examine each other for signs of such betrayals.

Intricate and complex art and sculptures are popular throughout the city, often used as a way to communicate subtly between individuals or families and only decipherable by the intended receiver through codebook, tattoo, or companion piece. In times of political unrest or directly preceding the choosing of a new Munta’Saf Voz'venzi, nearly every wall is decorated in some way to issue secret orders, and clever sabotage of such messages is both cursed and admired.

Nomadic Tribes

The Nomadic tribes of Vargainen, composed entirely of verdurans, are vital for the survival of Kash’Allum and Munta’Saf and as such are highly respected. These tribes travel throughout the wasteland of Vargainen, from oasis to dwindling oasis. Through their travel, they provide the cities with valuable resources and information, exposing themselves to the dangers of travel in the Vargainen desert. In addition to the harsh conditions, they also face the dangers of elementals, mummies, and wandering idrecchi. It was through the Nomadic tribes’ constant struggle against these enemies that the residents of Vargainen were eventually able to combat them effectively.

Due to verduran culture and their life cycles, a meeting of tribes is like a family reunion. Water is readily shared, along with stories and warnings from their travels. Saplings are heavily socialized, and unless there is urgent need otherwise the first few minutes of every meeting is devoted to becoming familiar with these new members. If there is sufficient water, or if the meeting is at an oasis, Nomadic tribes may spend hours reconnecting. Once the tribes are ready to move on, it is not uncommon for at least a couple of regular members to depart with the other tribe.

Clothing

Nomadic tribe clothing tends to be simple, comprised of layers of solid colors. A common style involves a tan, white, or grey base layer with a darker layer on top. These are accented with elaborate jewelry.

Tribal Differences

The tribes are primarily distinguished from each other by purpose, with certain groups traveling through the Vargainen desert for different reasons. Some travel between outposts, gathering and sharing important information as they pass through. Others travel to the coasts to gather things for trading in Kash’Allum or to fish. Many are dedicated to the collection of artifacts abandoned by the gods, and a few commit to accompanying groups traveling either on the pilgrimage to Wahkarn or to the Broken Coast. While most members will remain with a tribe for a few months before switching to a different group, the Hemlocks and Yarrow are permanent members until death.

Oases

Oases are vital for the survival of the Nomadic tribes, and they are carefully monitored to ensure that their disappearances are not exacerbated by overuse. When oases were more common, members of other races could be seen traveling with the Nomadic tribes, but as time has passed and as the environment has become more harsh only verdurans are capable of consistently surviving the trips. Oases are also some of the few places Saplings are able to sprout. As such, each oasis is guarded by a Hemlock to ensure no fire elementals destroy the new growth. When a Sapling is able to become mobile, they remain with the Hemlock until the next tribe visits the oasis and takes them in.

Saplings are free to remain with the Nomads for their entire life, but a vast majority are left with a family in Kash’Allum for their education before rejoining the Nomads. Few to no saplings remain in Kash’Allum on a permanent basis following their education, though they always visit their host family when their tribe returns to trade.

Because of this, there is a very strong connection between the Nomadic tribes and Kash’Allum. The relationship between the tribes and Munta’Saf is positive, though more varied among tribes. All Nomads are treated with respect when they travel to Munta’Saf, and the tribes that aid in the pilgrimage to Wahkarn often form close relationships with those they are escorting. The tribes with the least amount of member switching are those that escort these pilgrimages, and they often speak to an enhanced sense of purpose and connection to the Decade.

Species

Humans, elves, earthkin and verdurans are the only civilized races on Vargainen. Humans, elves, and earthkin mostly populate the two cities, Kash’Allum and Munta’Saf while the verdurans remain almost entirely among the Nomadic tribes. Creatures still remain on Vargainen, but they are few and far between. The most common creatures are reptiles, insectoids and elementals. Less common but more lethal are the idrecchi, who arise from the coasts and subterranean lairs. Mycanoids, undead, and constructs are more rare. Vargainen is completely devoid of fae, goblinoids including snow goblins and orcs, lycanthropes, drakes, and piscenes. Humans are generally very even-tempered due to how heavily they must rely on all the races for survival. Humans from Vargainen do not have the cultural differences that exist on Novitas, which is another reason for their more neutral mannerisms. They are humble and often praise the gifts of other races: the long lives and wisdom of the elves, the precision and mastery of the earthkin, and the verduran ability to survive with only water and sunlight. Humans are often chosen as mediators in times of conflict, and their adaptability is valued. The elves of Vargainen have the most distinct differences of all the races. They are meticulous, but not to the point that they would destroy nature for their vision. The elves of Kash’Allum are community oriented and view the other races as equals, rather than as lesser beings or pets. On the other hand, the elves of Munta’Saf are cunning and ruthless, exploiting their extended life spans to outmaneuver the other races. For a time following the Reckoning, elves were found among the verdurans traveling Vargainen looking for oases and artifacts. However, as the continent became less hospitable, they were no longer able to survive the trips, and those families took up permanent residence in the two cities.

Dunestriders have an honored and ancient history in Vargainen among elves. The term Dunestrider had been used to honor the ancient elven hero, Balin Dunestrider. Balin Dunestrider was the first to venture out into the deserts of Vargainen with the purpose of mapping out the permanent oases. From these travels, he was also able to predict the formation of temporary oases that would appear periodically throughout the year. It was only through his efforts, and through the sacrifices of those who joined him in this task, that the Nomadic tribes were able to begin their longer-term explorations for resources and artifacts, following his maps and oasis schedules. As time went on, he also gained recognition for his combat ability when dealing with idrecchi he ran into along his journeys, eventually developing his own martial style. When Balin’s spark passed on to the Well, he was honored by all elven warriors referring to themselves by his surname from then on. Though the elves no longer travel with the Nomadic tribes, families maintain the tradition of having at least one member with the title of Dunestrider. This person is responsible for ensuring traditions are upheld and overseeing additional martial or magic training following a child’s education.

Earthkin are highly focused on efficiency and teamwork. They live alongside their fellow citizens in Kash’Allum or Munta’Saf. The earthkin affinity for craftsmanship and drinking are the stuff of legend amongst the people of Vargainen. Gabbro Mittmite is the most famous of all craftsmen, for he crafted Dhatsaida Mandalla’s blightsteel cutlass, Witherbrand. This alone would be enough to make an earthkin a timeless hero, but Gabbro also crafted goldbrew, the most potent and flavorful of all alcohols on Vargainen. In Kash’Allum, earthkin are often the ones coordinating resource distribution, planning celebrations and social gatherings, and work heavily with those convicted of crimes to rebuild community trust. In Munta’Saf, the earthkin are highly loyal within their families. Earthkin Dhatsaida from Munta’Saf are the most well-connected, both through mutual favors or blackmail, and are disproportionately chosen for Voz'venzi through the manipulation of these social bonds. Each earthkin family from Munta’Saf is expected to be self-sufficient, with every member playing a vital role towards this goal.

Verdurans have flourished on Vargainen far more than any other race. The harsh climate and lack of natural resources have had nearly no effect on them. The intense sun nourishes their bodies, leaving water as the only other requirement for their survival. The constant search for oases and artifacts has led to the nomadic lifestyle of the verduran cultures. The most common way of life is drifting from oasis to oasis across the deserts. A single temporary oasis can sustain a verduran tribe for weeks if rationed appropriately.

Verdurans are a mostly gentle race, but their warriors, Hemlocks, are known throughout Vargainen as supremely lethal. Traditionally there are no more than four or five Hemlocks per tribe, and their great weapon techniques are heavily guarded secrets. Two Hemlocks will patrol the wastes near a campsite at night while the remaining Hemlocks take turns standing guard. New Hemlocks are typically selected when the role needs to be filled, and a chosen sapling’s training takes precedence over the education they would otherwise receive in Kash’Allum. Unlike other verdurans, Hemlocks remain with a single tribe for their whole lives.

Verduran Yarrow are the shaman and knowledge seekers of their tribes. A Yarrow usually has an affinity for magic, typically utilizing the schools of Aegis, Battle, Nature and Restoration. Yarrow are leaders in their tribe, often some of the oldest verdurans, and are on a constant search for knowledge to assist with their goals. This knowledge can range from trade opportunities to new methods of crafting or anything else that will help their tribes.

Verdurans don’t reproduce like other sentient races. When a verduran wishes to reproduce, they will remove a part of their body. Sprouts are created through the grafting of at least two of these parts from different verdurans. These sprouts are planted and, once they are able to survive outside of the dirt, are cared for by whoever first finds them. This process is very common, and the decision to reproduce does not carry the same weight as it may carry for the other races. As such, verdurans do not form familial units that would be typical of other races. Instead, they are all considered equally connected, divided by generations. Gender presentation of verdurans is not associated with their ability to reproduce.

Verdurans don’t age the same way other races do, and their expected lifespan is around 30 years. They mature to young adults by the age of 2, and are considered full adults by age 5. Before the age of 5, they are considered saplings. During that time, they are exceedingly curious and able to take in and remember vast amounts of information. No other race compares in regard to cognitive development at this stage. In adulthood, while some show signs of aging consistent with the other races, such as what appears to be wrinkling skin, the only indicator of age they all experience is a stiffening of their bodies and an increase in fragility. When a verduran dies, they are returned to the ground at one of the Oases. In this dirt, new sprouts are planted, new saplings grow, and this cycle is revered. Some verdurans have been carried by their tribe for weeks to be properly buried, and tribes have been known to abandon their usual routes to accomplish this task.

A trait in verdurans that often puzzles the other races is what is described as ‘ancestral memory’, in which a verduran retains some degree of memory from their ancestors. The quality of these memories varies, with some able to fully recount events and others only able to recall smells, vague images, or feelings. These memories are common within the population, and tend to be clearest the more recently the memory was initially created. Culturally, these memories are considered a part of the individual. Verdurans from Vargainen have a deep appreciation for the stones and gems they find on their travels. They are known for their jewelry, which they rarely sell. Being gifted a piece of verduran jewelry is an honor. Verdurans tend to wear layers with solid colors to better draw attention to the jewelry. Unlike their counterparts in Novitas, verdurans from Vargainen are not immune to poison. It is unknown when or why they lost this ability.

The Entity

A foreign deity from a foreign land, worshipped by only those it befouls
Dominion:None
Precepts:Unknown

Vargainen is not without its own unique deity and prophet, and was discovered through the experiences of the now despised figure Vasiste. Vasiste was a revered member of the Al’Kash. He had heroically battled idrecchi, elementals and had even slain an Archon in single combat. This all changed when he found an artifact of the Entity that warped his mind, plaguing him with maddening visions. Shortly after, his body followed suit: eyes, tentacles, and other eldritch features warped and burst from his body.

This process was all documented through the journals of his followers. The days before Vasiste was slain by Mendalla he received his most prophetic, insightful, and disjointed series of visions. During this time he would be struck with sudden bouts of intense fever, convulsions and, save for small fragments of speech, a total loss of control of his body. Vasiste’s closest disciples scribed these fragments of speech, and as the days went by their minds also began to warp. All of them took their own lives, and only the most mad of historians claim to have exact knowledge of what occurred the days preceding Vasiste’s demise. When these writings were first discovered, any who spent too much time deciphering the text met a similar fate to Vasiste’s disciples. Once sufficient information was gathered about the Entity, the journals were locked away. They are now guarded in a chamber within Kolbarain, read only by the Shevos and the Voz'venzi.

There are those who would whisper the true name of the Entity, yet their mortal lips fumble upon the alien sounds with faux understanding. Even more laughable and pathetic are those who pretend or have foolishly tricked themselves into believing that their feeble minds could understand the nature of It. That is the folly of those who entertain the notion that the Entity could be understood. The Entity is as mysterious as He Who is Made of and Dwells in Darkness and as foreign as Nox, the Insane Herald of the End Times.

The Entity is the gnawing in the back of the mind of all geniuses, for a stroke of genius is merely insanity made worthy through warping what is and what could be. The power and scale of the Entity is unknown, but what it is known is that it is unrelenting. That is the trouble with change - it does not end. The Entity is cancer incarnate. It is the changing of flesh, bone and sinew into bubbling masses of oily tendrils. It is the ever contorting primordial Entity, which exists beyond the veil of Novitas.

"...the heralds of the outer court dance their fingers on the stringed instruments of discordant harmonies. It’s song cracks the sky. It’s procession manifests the liminal blinking eye of the dying Sun. It sits perched upon the throne that sits between the horizon.."

-translated from Andaranian, the written language of Vargainen

Places of Interest

Kash’Allum - Kash’Allum is the largest settlement on Vargainen. A lush river runs through the city giving the city fresh water for the population and crops. The Idda’Tan, the hub of worship to the gods, sits in the center of the city above the river, adding a majestic alabaster centerpiece to the surrounding tan and brown domed-buildings. Nearby is the Makjriba, a deep well used by the Dhatsaida to hold trials for any individual brought to the ruling family accused of committing a crime. Kash’Allum is meticulously planned, streets and buildings forming complex symmetrical geometric patterns only fully realized when viewed from the peak of the Idda’Tan. Fig, date and pomegranate trees line the streets, bearing their fruit for any resident who goes hungry. Kash’Allum is truly a paradise in an otherwise barren landscape.

Munta’Saf - Munta'Saf was built following the discovery of a secret cache of weapons created by the Dark Three, hidden away before the Golden Age. It is unknown what structure or magics protected the artifacts for so long, for by the time the Al’Kash made their discovery only ruins remained. As excavation started and more relics were found, the site continued to grow. The faithful of Kash’Allum took this as a sign from the Dark Three to establish a temple for their worship, and thus the temple of Kolbarain was constructed. A vast collection of intricately interwoven obsidian spires, Kolbarain looms over the city of Munta'Saf from a distance, inhabited by the Priests of Dark Three and utilized as a place for worship, politics, and securing or betraying alliances. Munta'Saf does not possess the luxuries of Kash’Allum, which is preferable to the residents who understand that the Dark Three gives nothing willingly. In place of waterways and fruit trees are maze-like alleys and secret passages. It is rumored that these extend underground and connect to the base of Kolbarain, to be used by the Al’Kash of Munta’Saf when apprehending criminals.

Wahkarn - Colloquially referred to as the ‘City of Ghosts’, Wahkarn is the fortress built over the bottomless pit that once imprisoned the Dark Three. It is located on the Southernmost tip of Vargainen. Following the abandonment of Vargainen by the gods, the Templars of Wahkarn restored it and have maintained the fortress since. No magic exists in the area, and even the sparks of those who have passed there remain trapped, unable to find their way to the Well. Outside visit is now restricted to the priests of the Dark Three and any who accompany them on their yearly pilgrimage. Much of the Munta'Saf population joins the priests, and to them Wahkarn is considered the most holy place on the continent.

Five Sisters - Five Sisters is a set of five small islands located off the Northern side of the continent of Vargainen. After the war, a group of elves and verdurans worked together to cultivate what they could, with moderate success. While they were temporarily self-sufficient, as the population grew and the death of the continent began encroaching on their land, the people of Five Sisters relied ever more heavily on resource support from Kash’Allum. For hundreds of years, Five Sisters was an up-and-coming town, popular for its proximity to the ocean and the wide array of beautiful shells that fishers polished and sold. Then, in 471 AS, all merchants scheduled from Five Sisters failed to arrive at Kash’Allum. After a few days, the Dhatsaida sent a team to investigate. They arrived to find each island devoid of citizens, with no signs of struggle or conflict. The only oddity to be found was that every piece of parchment within each house and store was completely scribbled over until the paper was black and torn from wear. The islands have since been condemned, only occasionally visited by scholars or priests.

The Broken Coast - Created when Vargainen was sundered during the war, the Broken Coast is treated both as a place of sorrow and of celebration. For the people of Kash’Allum, it serves as a reminder of all the lives lost. The people of Munta'Saf, on the other hand, tell stories of how the sunder came to be through a mighty blow of the Hammer of Grak, and rejoice in this display of his power. Accordingly, ceremonies to the Decade that take place at the Broken Coast vary by who is in attendance. The only structure that stands on the cliffs is a small temple used to house the priests of the Decade and any visitors they host. The sheer cliff face extends hundreds of feet above the rough ocean, and it is said that the specks of white visible in the water when looking over the edge are the bones of the snow goblins and orcs purged from the continent before the Reckoning.

Notable Historical Figures

Kash’Harad: Human male who leads survivors from the War of the Gods in a caravan north. Erish: Verduran female who leads the caravan to the fertile valley that becomes Kash’Allum. Vasiste: Human male who becomes the Prophet of the Entity. Attacked Kash’Allum and nearly conquered it. Mandalla: Terran Female Dhatsaida who slain Vasiste with her blightsteel cutlass, Witherbrand. Voz'venzi Qismat: Terran female responsible for ordering the search that resulted in the discovery of the site for Munta’Saf. Pox Yysyf: Elven female responsible for discovering blightfyre

Categories: Game Setting | Places

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