Bronzimm Concord - Aethalassar in Aetheus | World Anvil

Bronzimm Concord - Aethalassar

The Bronzimm Concord is an confederation-alliance of city-state factions and the descendants of goblinoid revolutionaries breaking free from the Hobgoblin Banaethlin Empire of old, based in the southern temperate jungle-subcontinent of Aethalassar. The successors of the Three Great Revolutions unified and expanded from the ruins of different Hobgoblin strongholds and reclaimed a series of abandoned Ophidian Yuan-Ti temple ruins and Tortle settlements - the most powerful of these cities were the Carpe Maris, Carpe Roke, Carpe Tortollan and Carpe Athlass. The Concord was formed in the 2nd century after the Century of Broken Magic and has thrived under different rules, originally named "Bronzimm" after the newly favoured bronze armour and weapons taken from the ancient Ophidian temples, and the hissing sounds it made when running through the brush, like snakes.  

GOVERNMENT & POLITICS


The Bronzimm Concord is ruled by the individual rulers and elite councils of separate mercantile city-states, known as Carpe's, in a collective. The individual rulers equate in status of human rulers to that of a powerful Marquis, known as a "Zimmark", who are electoral-princes that run the merchant guilds and military in their respective city - in that they can only be appointed by the vote of all other Zimmarks of the Concordat; usually coming from well-established, rich and powerful families of their particular city-state. Making it an oligarchic rule of the rich and powerful elite.   The Councils of each city-state, are known as the "Cloud Courts": referring to their high positions in society, and their physical positions in society where meetings take place within the higher sections of prominent ziggurat temples of their respective Carpe city-states. Each council has usually 4-9 seats of members, depending on how monopolised trade and power is within a single Carpe. Members that attend usually consist of the most powerful trade-masters, judges and political elite that represent both the people and merchants of each city state. These Councillors have become reputed as 'Skypelts', for their ceremonial garb indicating their station, made of light-coloured and exotic animal-pelts. Each Cloud Court of Skypelt members are led by a single Zimmark, but they represent the collective interests of their city and surrounding territories as a whole; their purpose is to advise and inform them of the happenings of their city, and to work for the betterment of their cities or other Carpe's. The five Zimmarks of the Bronzimm Concord, although they rule individual city-states, elect a single member to represent the entirety of their Concordat every 5 years, known as the "High Zimmark". This position was only considered in the aspect of war, and in times of great emergency, where the Zimmarks would unite together for the collective relief of all the Concordat - and would act as the war leader. Otherwise, this position was largely ceremonial and could declare acts of war on other kingdoms and civilisations.   The duty of every Zimmark is to ensure the prosperous trade of each city state, to keep the peace, the protection of each city and to uphold the law and traditions of their city-state - all religious practice is held in private, and all evil-deity worship is considered a crime.   The Cloud Court and Zimmark lead and control privately trained mercenary groups (the city-guard) from each city-state with their own varying colours and standards, devoted to the word of their Zimmark, but also the highest bidder, but all otherwise know them as the "Chalicozzi" (combination of 'Chalco' or 'copper', and Condotierro). In the event that a Zimmark or even the Cloud Court is considered to have acted against the collective interests of the people, in times of war or emergency; the Chalicozzi Captain may issue emergency powers to take command of the Carpe to establish law and order for a month, in order to allow the public to elect a new Zimmark and Cloud Court. The Chalicozzi can be considered the Concord's private city guard and knighthood, but without ceremonious honours or titles - their duties are, first and foremost, to protect the interests & livelihoods, citizens of their Carpe, uphold the laws of the Cloud Court, abide by the will of their Zimmark.   The Chalicozzi are distinguished by finer and polished bronze medium and heavy armour, serpent-coiled rapiers, special hand-crossbows that shoot acute-poison darts and feather-plumed helmets, as well as their tanned dino-hide leggings.   Each Zimmark is also in partnership with a mutually cooperative third-party organisation and special secret police, working to fulfil a much wider scope of accountability & responsibility across all Carpe's in the Bronzimm Concord. They are an organisation of Goblinoid monks (originally trained by the Tortle, whom in turn was trained by the Imperial Coatl) known as the "Iron-Fists", or historically, "Aevonfists". Special martial-arts experts that existed since the Three Great Revolutions and act as the agents of justified law and order, protecting free trade and investigate suspected threats to the peace of each city-state and uproot corruption on all levels of society. Following the pure example exuded by the teachings of the Serpent's Sublime, they allow people to be free, to be protected and to prosper. They do not involve themselves in profit or business, rather, in information-gathering and espionage of the higher levels of society. The Iron Fists usually appear as unarmoured individuals, dressed in light-green diamondback hooded robes, black iron headbands and ornamental body tattoos (usually patterned with snakes, tigers, peacocks - always one arm being completely covered in tattoos, to show they are proven monks), with coloured arm-wraps denoting their rank: white, initiate - blue, apprentice - yellow, student - green, 'teacher' - black, master.   The last arm of Bronzimm government consists of the Xoatl, the High Priest to the Serpent's Sublime. Through the Xoatl, the Zimmarks take heed to the call of the Imperial Coatl that have blessed and protected their Concordat since its inception in the Three Great Revolutions. They act as the spiritual guide and lawkeeper of the Bronzimm Concord, recording their decrees and protecting the celestial messengers. The Xoatl can intervene mainly in matters that disturbed the collective spirituality of the Goblins, and sought to aid them in their plight and curse under Bane, the Curse of Strife. To ensure that the dead were properly buried, that practises of undeath were outlawed and punished righteously by the Coatl'Anzi (Hands of the Coatl), and that the peace was kept between the people. Frictions or competition between any and all Carpe's would be judged by the Xoatl as an impartial judge, and representative of the Serpents Sublime.  

SOCIETY


SOCIAL HIERARCHY
  • High Zimmark
  • Xoatl
  • The Mercantile Nobility
  • The Chalicozzi
  • The Aevonfists
  • The Urban Commoners
  • The Jungle Tribes
  THE CARPE      

ECONOMY


Under the Bronzimm Concord, it acts under a free-market economy - where the people determine what goods get produced and who buys the goods. There is no central government intervention, as most are out for a profit, and the government are themselves independent businesses. Operating a policy of 'laissez-faire'. Businesses and guilds produce profitable goods and services, competition for resources leads to the most efficient use of factors of production as businesses are very competitive. However, as a factor of the fierce competitive nature of a free market, they will not care for the elderly or the disabled. The market is driven solely by self-interest, and takes priority over social and human needs, like providing healthcare for the poor. Many are exploited by the monopolies of the system.   There is a clear gap between the rich and the poor, and an overpopulated region most particularly in urban sectors, and spread out and diverse across the jungle in and of itself.   The Bronzimm Concord operates on the Gold standard of Gold, silver, copper coinage.  

MILITARY


The collective armies of the Bronzimm Concord are known as the Bronze Regiments - composed of numerous goblin, bugbear, tortle and even human units. They are those that volunteer to bring prosperity to their collective alliance and their respective Carpe's. Distinguished by their bronze chain-mail, bleached-white leather armour, wide-brimmed helms and green-red cloaks; usually armed with spears, shields and short-swords. Commanded by Admirals, and their admiral fleets are otherwise known as the Compass Companies. Their ships distinguished as wide-trading vessels with three triangular sails, usually in green-orange sail cloth - with serpentine ship figures at the front of their boats.  

RELIGION


The foremost practise of the Bronzimm Concord is not limited to per se, but its widest worship is to the Serpent's Sublime, and in combination, is Pelor. The worship of the Imperial Coatl is managed by its high priest, known as the Xoatl, a ceremonial title and of one that worships the greatest and is most in tune to their lawful and ordered nature. Their central temple lying within Athlass, the Serpent Lake City. The Imperial Coatl were the representatives of the farmers, the hunters, the warriors, the traders and the nobles of each Carpe. They brought sage wisdom, law, order & blessings to those that are worthy and just. They ensured and promised that the Goblins would be allowed passage to the heavens if they followed a good and moral life, as opposed to suffering the fate of their curse to serve Bane as his eternal slaves in combat.   Other gods worshipped here are Avandra the Changebringer, though her worship has depleted over time; merchants, businesses and traders carried her religious idols and amulets as a measure of good luck to their fortunes.   Toridon the Tidebreaker is the patron deity of the Tortle & the sailors that travel through the rivers of Aethalassar and the seas of the world, offering fealty for good winds and safe harbour, and the promise they uphold to return home to their families.   ShelĂșne the Moonweaver, though looked upon by her nature as the goddess of navigation and guidance, the Goblins believe that she holds secret power within the forest and the beasts - and give her fealty so that they are protected during the night from predatory creatures & evil spirits.   Romeus the Heart-Martyr, the patron of sorrow, grief, love and joy - the Goblins and Tortle follow this deity due to their extensive families across the Bronzimm Concord and the polyamorous relationships they have with one another.   Gazenaroc the Shapeless One, the patron deity of beasts and animals - those who grant their prayers to this deity hope for good fortune, good hunting and protection from the deadliest of creatures within the forest.   Gwynndrassil the Spirit Tree, the Concord offer the spirit fealty in order to capture their souls in the forest and savour their old worship of the Loa, and appease their ancestors of the past.   Melora the Wildmother, the Concord offer the Wildmother worship for the bountiful land and calm seas she brings to the world.   They do not appreciate the worship of Quorlinn, but is shown through the poverty of the masses. Ergo, Pygmea, Promethea, the Season Riders, Erathis. They are not fervent practitioners of Erathis, but emulate and implore her rigid and consolidated rule of civilisation, as favoured by the Imperial Coatl.   They abhor the worship of Bane, their jailer and curse. As well as Zehir the Cloaked Serpent, Torog the Crawling King, Asmodeus the Lord of the Nine Hells - but most vehemently, is Eostara, the Spring Maiden, and her association as Persephone the Underworld Queen.  

HISTORY


Originally, this land of the Bronzimm Concord was the most newly consolidated territory of the ancient Hobgoblin empire of Banaethlin during the 1st Century PD - the centre stage for a full advance to the kingdoms of Aetha'Shar & the northern continent of Lorthal northward. The Supreme Ruler desired to achieve Bane's dream to conquer the world, and thrive under a single and great rule. As the Banaethlin colonisers advanced, and waged war against the hidden and isolatd Yuan-Ti, claimed territory after territory, they consolidated their rule through enslavement and terror. However, the Serpent's Sublime sought out to de-stabilise the threat of the Hobgoblins, and bring freedom to the Goblins, for whom they took pity upon. Through their influence, and visions bestowed upon those that they found to be worthy that showed a life without enslavement and discrimination, they wove the seeds of rebellion. But after a series of insurrections (The Years of Chain-Breaking) from the goblin and bugbear slaves successfully overthrew the unprepared legions, escaping into the jungle wilderness and using the region to their advantage, then destroying the hobgoblin stations and strongholds through the works of three legendary goblin heroes (good, bad and ugly).   After the successful tide of the Years of Chain-Breaking and the Three Great Rebellions, came the subsequent "Breaker War". The newly freed goblinoids toppled down the symbols of oppression and the old order and fought back against the surviving lines of Yuan-Ti, the sense of liberty and union between them did not last. Soon followed a period a psuedo-anarchy, where the many bodies of the dead in the war numbered in the thousands, disease spread and worsened for the newly liberated goblins. The Hobgoblins were no worse off, and their numbers had been reduced dramatically, and feared the dishonour and punishment in store for them once the Supreme Ruler heard of their great failure. But with aid from the Imperial Coatl, the slow establishment of the people of Bronzimm came to be (as they were equal to others in slavery, becoming brothers and sisters in arms, united in purpose). Many goblins died in this instance, and the Rebellion took a toll on the enslaved Goblins - the Banaethlin Empire attempted to send reinforcements to the colonies and establish order, but the fleet was scullied after a terrible storm erupted in the Cimerus Ocean and were scattered. The present leaders of the New Banaethlin colonies, the High General, summoned the use of the Devastators (hobgoblin wizards) and the Iron-Shadows (secret police) to put down the threats and bring peace - the southern lands were the most tumultuous areas, at Nat Dokkaebi and Ban Jokkata were overthrown in the depleting chaos and anarchy of the rebellion. The Rebels had made use of their newfound freedom, and sought to liberate their fellows across the jungle, and tamed the great beasts to aid them in their plight. Through a series of luck and heroic display, the Imperial leaders of Banaethlin were captured by the rebels, they were put to the public, whom mauled and executed them in bloody fashion, their bodies paraded in the streets with joy and glee. The Banaethlin outposts were put to flame, even the forest caught in the wildfire, and burned for 7 days - many Highborn hobgoblins were captured, some lowborn hobgoblins joined the rebellion. The Devastators were eventually overwhelmed - but they implemented in times of stress and due danger, a series of suicidal pacts that resulted in the great devastation over the strongholds; when things were dire, the officers charged the soldiers to destroy any and all materials of value to the Empire that would be vital or resourceful for the rebels. The Iron Shadows seemingly disappeared and scattered - operating in hiding within the jungle, or retreated out of the land. The majority of the Legions did not desert, and fought to the last man standing - engaging in tactical sieges that proved to be largely successful for many months, until they started running out of food and the rioting ire of the goblins stewed; some rebels collapsed the buildings around them.   The Breaker War lasted for nearly 3 years. (56-59 P.D)   The new order did not become established for over the next 20-30 years (60 P.D. - 90 P.D.), where it seemed to be the division of macrocosms of the three rebellions; the Worghests, the Ironfists, the Unbound and the Sombraden.   All groups sought to establish their own claims in the regions of Aethalassar - the Worghests had suffered the worst of the diseased inflictions that spread because of the war, their leader pleaded for someone to save him and his people. It was there, he uncovered a vision of a red eyed Worg stalking him in his dreams, and told him to find him in his lair within the jungle. So the leader had, and met with the great Worg, and made a deal to end his suffering, if he would accept his offer of blood. Taking this bargain, the leader transformed that night into the first Worghest, and began to spread their lycanthropic affliction to his clan to save them (the Ghesting). It only served to change them into darker, more insidious creatures, and directed their ire against those who did not aid them, and wished a curse upon them... to which the Red-Eyed Worg returned once again, and offered more power to never be as weak as he had been as a slave, to maintain the power he held as a new and free soul. He demanded that the weak needed to be culled, and sacrificed to him. Nurturing further their dark arts and promises of demonic power, with worship of both Infernal and Abyssal forms... slowly swayed, the Worghests grew into a dark Warlock power, worshipping the rise of a greater sentient Worg who desired to become a demi-god amongst them. Practising bloody rituals, hunting like wild crazed animals and the seeming rise of a new but different warlord: Ichabog Zasto, the Black Worgfather of Strife. Lairing in their dens and domains and 'hunting grounds' across the coastline, particularly in the Bleaker Cliffs. Building within the caverns places of worship and devotions to the tyranny of the dreaded Worg, understanding the new rule being the old rule, the rule of the strong. The Rivercut Run was their domain primarily, and the Pallid March.   The Ironfists sought to enlighten themselves and nurture their freedoms given to them, and made much dealings with the old Tortle inhabitants of the coastline within the west and hinterlands, within the Everglades. Learning wisdom and practising in isolation, trying to combat the curse of strife that loomed in all goblinoids. Living simpler, humbler lives devoted to spiritual development and nomadic styles of protecting their home, clan and memories. Never forgetting the evils and slavery invoked upon them. Inhabiting the old waterways and dead coral forest, leading towards Athlass, the central jungle and lost lake city connected by the heart of all rivers. Working in tandem with ancient spectral spirits, and discovering the lost spirit and near deific imperial Coatl's, "the Serpents Sublime", and finding a connection that would not damn them to punishment within the Iron Heavens promised by their tyrannical Supreme Emperor. Realising that their paths did not end in misery, but their path to freedom opened a new place of rest from the words and guidance of the angelic-serpents. With it, the first founding of the Bronzimm Concord was founded by the students of Aevol Ironfist, the student of the Tortle Master Haerod Strongback, the student of the Serpents Sublime. There they formed the Coatl'Anzi (Hands of the Coatl). Bringing order and peace to the lands, offering others the same promise given to them; giving companionship, prosperity, structure, routine and law, working towards a degree of self-respect and the prospect of pride. Helped and aided by the Tortles, who in turn helped them, giving and be given thanks to help pacify the darkness in the Goblins hearts.   The Unbound were a group of loyal comrades and clans nurturing a brotherhood and sisterhood under the example of Shivo the Brave - building a foundation of community in the north-west, though sparse and desolate in the hunger against one another. Breaking the chains of those loyal to the Empire and smiting the remnants... having to account for the remains of the Goblin Empire and form a new boundary. Some slaves that were time-honoured loyalists and those who were lowborn squalor-dwellers didn't see eye to eye, and rivalries became apparent. It became necessary to settle differences between one another. Initially, duels became a clear way to settle scores - but fighting one another harkened to the days in the arena - instead, they decided to use the beasts that once hunted them. But this was still a breaking of free will - thus came to be a fellowship democracy of sorts (think Presidential Debates in an amphitheatre), the groups would debate in the halls, seek proof, debate the proof, then decide unilaterally on the problems and what degree of problems and what degree of punishment needs to be meted out. But usually, ended in blood. Their standards were still brutal, and many of the Highborn that couldn't prove themselves had to flee - left to their own devices, the group ironically became bound into 'Collectives', usually those armed, mean and strong in number (mob rule). Shivo started the revolution - but then came the Bronzebraves, the new communal families united by their experiences and respects for one another, and the power of their beasts, not shying away from the carnivores but conquering them. The Unbound and Bronzebraves of the north-west, much like their old slave lives, utilised and tamed the creatures of the jungle - starting with the smaller creatures first, then boldly attaining bonds with the larger and more dangerous creatures in tow. Consorting with little Fey pests like Boggles, taming docile raptors and large spiders, eventually moving to Ankylosaurs, Triceratops, Stegosaurs and the most prominent managed to tame and placate the Allosaurs and T-Rex. Referring to them as the Thunderbeasts.   Though the brotherhood struggled to last - it seemed to follow a peacekeeping order and the power vacuums were being filled by the strong, the cunning and seemingly the ruthless - essentially the crime lords (Big Bosses or "Sachems") fitting into their domains. Bribery became commonplace - then came the problems of storing their own prized possessions of the groups, and hiding them in the dens; stories of some of these bands grew: Clubtails hiding their treasures under the hollowed shell of Ankylosaur, the Windfurys climbing into coastal cliffs to hide their goods in nests and coastal eroded caverns and coves.   But despite the rivalries, all respected that injuries dealt were bandaged, any food needed would be spared if necessary, any threat will be dealt with universally... But with the strengthening (after the rivalries spilt over between the different clans) of the Bronzebraves - came an elected ruler by the group, and settling in the marine ruins of an old stronghold came the First Zimmark ("Prime"). The First Zimmark, was Antoc the Bronzebrave. The first to unite the clans after the first civil fighting (the Zimmark Revolution, 108 P.D) that nearly led to great upheaval and return to feudal enslaved service by the Gorging Prince Xaran leading a peck of Worg-riding brutes of the Gorgebellies. To which they were put down, and the Bronzebraves established order - unifying the many families and martial their strength, similarly to Hobgoblin legions but with more versatile freedoms and meritocratic hierarchies. Their influence slowly spread and became consolidated through the utilisation of the old Legion Roads, being rebuilt and reformed - displacing many buried Hobgoblin legionaries by the roadside; those refusing to contribute to the hard work would be tried and potentially imprisoned within the Pits founded in old Ophidian temples. (The Braveway)   The Sombran, led by their old and ancient archdruids - making their home in the seemingly living trees, connecting with nature and ancestral worship; seek to restore the bounty and splendour of the wilderness, and to balance the ebbing power of the world after the great scars cast by the Betrayer Gods (or simply keep them at bay) and the complete subjugation of the once prominent beasts that dwelt within Malevolem. Fostering their strength, clinging to the shadows, and preserving the balance - that is what they know, that is the Way.   Depleting the strength of the Empire was a step too far by the zealous Sombran and too much of a threat to target themselves with against the Supreme Emperor.   Though they have learned to adapt - relying on pure instinct and the wisdom of experience, and adapting to their new threats; they are still thought lazy, careless, brutish and temperamental to their emotions - and crave bloodshed. Though not entirely wrong - they have the civilisation that destroyed the land with the ugly fortresses, stone roads and broken treelines, the smoke from forge and wastes that poison their land... even the occupation made by the interloper deities of the Coatl's. Seeking to dissuade their younger cousins in Athlass. But they are more tolerable that the monstrous Worghests and beasts of burden and woe spawned by the Great Worgfather ... relying on the base nature's and sickening ties to the Abyss, to Acheron, to Gehenna...   Their methods are subtle - subterfuge, distraction, stealth, spying, assassination - the woods are their eyes and the beasts their ears. The Sombran Shadowmanes use the druids zealots that wish to end all of civilisation, manipulating the beasts to supplant and risk their lives against the growing menace.... though others belonging to the ancient Circle, the Stripebacks and Melodene, prefer to rest in their hermitages and protect the territories they have inhabited in peace for centuries (Princess Mononoke/ Planet of the Apes). Led by the Great Chief, the seemingly immortal warrior-philosopher Kaizer Longarms, a 10ft tall bulging mass of tattooed, fur-braided muscle, two long sabre-tusk teeth, pure green eyes and a mantle of bright red mohawk hair, with an antlered helm, clad in boiled T-Rex hide and many ritualistic scars; a giant aged club barbed and pointed with teeth lining the edge, its handle bearing an old rune-stave, an Earthshaker totem with the power to bend the earth to his will. Living alongside Girallon - dinosaurs; festering an tree-top villages and a settlement built upon the edge of a cliff. Nestling in a sanctum within Malevolem, behind a great waterfall - the Sombran Sanctum, the Hidden Grove.   The Concord after the initial establishing of the cities and factions (98PD-121PD) - the Great Chief forms an eternal bond with the Coatl'Anzi, mutual agreements to bring peace to the land - the denizens of the Wild Worghests are put down in a conflict known as the War of Worgs (115 P.D) during the Century of Broken Magic; aided by the unity of the Unbound and Bronzebraves. In the aftermath, the Worghests are depleted and subdued, but the affliction grows and are submitted to purges (Ghest Scourges), ending the blood worship and their lands isolated them from corruptive nature of the Abyss by the Sombran.   From there, at the hallowed grounds of the sea, in unison with the Tortles, Sombran, Bronzebraves and Athlassan... they erect a great totem pole and bury their spears, hatchets and clubs to mark the end of a conflict - and warp ceremonial ropes tied to each direction of the people's respective homelands and people's - the smaller Totems - the bronzen mithern of the Great Dinosaurs of the Bronzebraves. The natural growth of a runic and classed tree in ritualistic patterns and gathered stones for the Sombran, the earthen mound carved and painted with dedications to the Serpents Sublime and the last - the Tortle idol, a gathering of long kite shields a ivory coral tree carried from the coast and decorated in sacred pearls mark the signing and solemn oath of the Concord. The Bronzebraves brought the promise of law, community and prosperous trade, following the ancient roads and respecting the territorial boundaries - the word of growing democracy by the promise of the Prime - the Athlassan give the word of friendship, order and balance, an end to tranny and any enslavement of free wills and promises to dark powers so long as people have voices and wills and fists - the Sombran promise sacred sanctity of the land, to abide by the promises and to root out corruption, evil and trespassers, and the harmony of nature, and the oath of purity of the elements and teachings of the traditional way lust to the Goblins since Banes cardinal sin. They vow, with the Tortle, to rebuild and reclaim the lands lost, and founded again - to share, to guide, to teach and to forgive.   The Bronzebraves there and then elected a series of Zimmarks for the corresponding cities and factions, one for the north-west, one for the west, one for the east, two for the south - and to aid them and keep the powers in check, to represent the people and interests of the cities, came the Skypelt Councils, positions formed initially by the powerful and influential figures within the goblinoid collectives and groups. Deciding that the central power of their alliance and concord will reside in Athlass, the most defensible position within the Concord. Sealed and signed on 121 P.D.   120-130 PD: Dealing with the remnant Hobgoblins and Iron-Shadow plot.   145-210 PD: Trade establishment, discovery of copper mines and tin, the Cult of the Serpents Sublime. The Yuan-Ti Skirmish (the Venom War). The Undead Hobgoblin legions arise from the Braveway - resulting in the first struggle of the Concord in unison.   214-222 P.D: End of the Century of Broken Magic - the Nilbog Incursion. Afterward, the Nilbogs became prominent Goblin mages. In 221, the century anniversary of the Concord, the Zimmarks open up the leap-year Bronzimm Games - a widespread celebration to which commemorate their current victories, celebrate wealth and trade prospering in the region, and city-states compete to gain status and glory amongst each other and earn the prime boon of Melora and the Serpents Sublime: the Rex Decorum.   245 PD: The Pearl Revolution: The Tortles have mastered a practice of crafting through their travels and access to the sea, how to effectively produce 'Pearls of Power', that become more common in trade amongst the Concord. Spreading the use of magic.   270s PD: The Merchant Tides - the Concord expands their areas of influence, focusing on commerce and diplomacy, seeking strong allies and trade-partners; forming a tie with the Tabaxi Prides of Ankh'hera, even with the Blue Dragon Dragonaught of Ozon'Cerull residing across the mountains in Duat'Terra and the Copper-Dragon Dragonaught of Hennaead. The primary relations grew out of Carpe Maris - Tortollan - Roke. Riches began to pour into the Bronzimm Concord, and there they prospered in a renewed golden era, the first of its time. (270s-350s P.D)   350: The Rise of the Brave Armada - In the rise of this prosperous era, the Skypelts have invested towards a protective fleet for their merchant vessels, attempting to develop successful trade routes and protection upon the sea, guided by the High Zimmark. Through these groups and rise in mercantilism and trade - so came the rise of crime, smuggling, racketeering, piracy, taking the form of criminal bands and selfish greed; the early forms of the "Requisition". The entrusted monopolies of trades between the cities began to compete with one another, some would utilise methods to get ahead of their competition but protect their members. Other threats came in the form of foreign invasion, from the silent Banaethlin Empire - the ocean-dwelling Sahuagin - dragons. They need to be prepared against this.   380: The Ironfist-Cobalt Soul Alliance - in secrecy, the Tabaxi of the Cobalt Soul and the Goblinoid Ironfists formed a bond and hidden alliance, as a means of formulating a wider network of privileged secrets, information and espionage across the realm; they share information out within the world and keep a true watch on order and law in the world, rooting out tyrants and criminals. Fostering a closer relationship between the Tabaxi and Goblins.   420s: The Bronzimm Concord form an allegiance with the Copper-Dragonaught of Chutzpahzaar after delegations between these members were passed on - becoming fruitful instruments to fight against the Banaethlin Empire, as their power was reaching its peak. Though this struck a cord against the Blue Citadel of Ozon'cerull, shaping its regions beyond the northern mountains into Duat'Terra. Seemingly the Concord was thrust onto a potential conflict with a war-front from the north to Duat'Terra, and a war front in the south, by the Nepoltic Ocean. Here, the Bronzimm Concord began to martial and expand their defences to the mountains - centring within the Red Cascades and the Hollahrer Heights; routing the long expanse and developing a new beast-tamer group for the Bronzimm military, the Dreadwind Knights. A dangerous job of domesticating the Pterosaurs that occupy the Red Cascades, managing to grasp a series of flying warriors, and begin a programme of developing a flight programme in anticipation against the potential assaults of dragons. Beginning a series of competing researchers across the Bronzimm Concord into these methods - giving rise to the Mirage Lodges (think of hot-air balloon transports, skydive suits, parachutes, air-rafts).   470s-560s: The Cascade War - the first instances of the Blue Dragons assault appeared and martial against Carpe Roke, the centre of the Bronzebraves; bringing lightning storms and devastation, conjuring terrible weather. Furthermore, those dragons that settled upon the central peaks as a front - performed a great ritual that brought a terrible and endless storm across Athalassar, sometimes referring to this period as the "Years of Flooding Rains". Here, diseases spread under the constant wet weather and sickened the groups - much was done by Carpe Tortollan to aid the goblins as they provided healing; the Imperial Coatl left their great temples for the first time in decades and fought against the Blue Dragons. Floods were sporadic and caused a few natural disasters, washing away through Carpe Tortollan and Maris, Carpe Som was saved by its high regions - but the result devastated the known Braveways and Legion Roads, raising the levels of the swamp water-table; wild animals became frantic and more dangerous. Shelters were hard-won in this time. The efforts to aid the Dreadwind Knights were prioritised - their focus in defeating the dragons were met with resistance, the cunning and illusory Blue Dragons were brought to the front. Carpe Tortollan was assaulted by a group of Sahuagin in this watered age. Then came the Blue Dragonborn travelling across the mountains, and cutting swathes across the region - though with great difficulty to endeavour through the region - the Stormhorns. Setting themselves up within the mountains, digging tunnels and circumventing the mountainous underground; aided by wild Gnolls. The greatest test faced by the Concord so far. They sought aid from Chutzpahzaar and Ankh'hera, receiving aid from the Triad of Prides and the Reignarate of the Gnolls, as well as prominent masters within the Copper Dragonborn. Settling within Carpe Tortollan and Carpe Som, one adult copper-dragon known as Lor'Ordon, founded and divulged a prominent secret from his tradition of bladesmithing - teaching the Tortles the secret to the Dragonpoints, prominent magical smithing that harness the edges of metal blades and arrow-points or spearheads with draconic magic, pairing them with elemental energy. Helping towards the war effort, but honouring the decree to follow the path prescribed by Lor'Ordon. This production of Dragonpoints aided the Concord in the war-effort, especially in aerial combat - and piercing through the harsh dragonborn armour, aided by the fact of the heavy armour encumbering the forces of the Dragonborn and their slow assaults. Further aided by the ambushes provided by the Sombradan, and the poison oiled over the weaponry. To the end of this, the Cascade War was hard fought - and the weather returned to normal after such a long time... but the consequences of this led to a upsurge in the prominence of Dragonshards within the region; entering the smuggling ring of the Requisition, and potential studies led to disastrous experimental results within the Mirage Lodges.   480s-520s - The Arcanum Institute of Martzhein & the Voromyran Retreat. Propositions were made between the Circle of Mages from Canterune, Martzhein and the lesser north kingdoms of man to find a united and interconnected effort of mages, trading knowledge and culture - most particularly headed by the Carpe Tortollan. Aiding the Mirage Lodges, as they prominently researched further magical means and recovering knowledge from the Arcanum Age - thus giving the Zimmark of Carpe Tortollan the moniker of the 'Everglade Mage'. Fostering new relations with these groups, though tenuous at the beginning, have further expanded the range of trade available for the Concord. With the end of the Black Crown Wars in the North, the refugees fleeing Voromyra sought sanctuary within the lands of Isla Bahatoor, away from the persecution of the Red Inquisition... not to say that the Devilbinders have not found prominence amongst this region, and have worked their way through the Requisition into these lands. Regions have been flagged as centres for growing prominence of devil-worship, and have been hunted down and considered deadly by the Concord. Some, even during the conflict with the Dragonaughts, arranged potential witch-hunts against these figures following any tell-tale signs of insurrection under the purview of the Cobalt Soul.   570s: The Coming Storm = The Banaethlin Empire has been developing and making moves against the Bronzimm Coast and the island nations of the south from their south-westward expanse - threatening the peace of the Ringfire Archipelago, the Island Nation of Bahatoor, the Island Nation of Promethea, even the magocratic thalassocracy of Manciore. The Bronzimm Concord has worked in tandem with these island nations and offered support - though considering plans to use these regions as buffers and strategic defensives before reaching the shore-line of Athalassar. Still recovering from the financial ruin caused by the Cascade War - essentially indebted to the bank-families of Bahatoor, and thus worked more closely with their group as penance, without becoming a financially ruined state.   586-671 P.D. (85 Year War) The First Goblin War: The Supreme Emperor has made his move toward assaulting the island chain between Banaethlin and the Bronzimm Concord - seeking revenge after nearly 5 1/2 centuries of dishonour against them. Planning and plotting an advance against them with the Iron Armada. Making use of strange elemental war engines, heavy armour and alchemical fire. Bringing largely into conflict the great Copper Dragons alongside their efforts, though smaller in number after the Cascade War. Aided by Oathbreaker Knights of Bane, the mutations and hulks of failed Hobgoblins, monstrosities and captured monsters from across the world - the first 20 years of the war devastated the islands, causing a trade block across the south and causing devastating ruin to the island nations. Bahatoor called for the aid of the Bronzimm Concord, calling in their debts in full - to which the Bronzimm Concord could not provide, but they could not necessarily be given consequences against (except being Black-Listed from the Iron Bank of Bahatoor). Though defences were made ready, the Banaethlin Empire had forged frontiers on the Ringfire Archipelago - meanwhile, the Concord had finally launched its first prototypes of 'zeppelins' and 'floating ships' and hot air balloons, alongside the Dreadwing Knights. A debilitating defeat by the Ringfire Archipelago was caused by a tactical blunder of one of the Zimmark leaders of Roke, earning them a troubling reputation - which helped turn the tide for the Empire, firmly established within the Ringfire Archipelago. The Promethean Halflings held off by themselves as an island fortress, and engaged in sea skirmishes and beach-landing defensives, with a renewable source of metal, heat and to a point (food).   The Copper Dragons methodically sank fleets of ships, and broke through many barriers - but many of the minor Dragonaughts fell to the sea and crashed in the depths below, unleashing a great explosion at times that even summoned great storms and tsunamis across the ocean that sank a great number of ships both Concord and Imperial (the Great Tsunami of 614 P.D).   Further conflicts engaged across the fronts headed to Manciore and Bahatoor, the latter being the Concord central command within the southern sea - engaging in aid with the Requisition in becoming pirates over the maritime territories of the Concord - aiding in both sides; providing distinct information through ties with the Cobalt Soul, combating against the Iron-Shadows of Banaethlin. Magic seemed to develop from the Concord, but couldn't match the destructive powers of the Hobgoblin Devastators - becoming a near arms-race between the goblinoid factions as both sought to find new ways to destroy one another and meanwhile counteract each other's new developments with defences and otherwise - the Hobgoblins refused to show fear, the Goblins refused to give up, but even though their talents were lacking... the Goblins soon developed both technology and ingenious new magics to counter against the Empire. Known as the Mirage Renaissance between 630-660 PD; but from 661 PD the Sea Wizards of Manciore managed to bind and summon the will of a powerful and deadly Red Dragon Rennoroth and a Kraken, which won a great push in destroying and disarming all sea routes from Banaethlin to the Ringfire Archipelago - with renewed efforts by the Bronzimm Concord they managed to retake the Archipelago and make a push against the Banaethlin coast in 662 PD. In the Great Beach Offensive, aided by Tortles, Copper Dragons and Goblinoids, the Concord managed to push back in three months a landing point in Banaethlin and consolidate their positions; but the push was slow and the Legions took 20 lives for every hobgoblin - and the beachhead had been reinforced inland by tactically positioned strongholds, strange points and reinforced positions... the Banaethlin Campaign of 663-669 P.D. They managed to reach the dark and desecrated lands of the Hobgoblin capital - but the Concord was buffeted and weakened by the onslaught of many slave-legions and monstrosities born for war against them. Here, the Supreme Emperor was eventually found, and upon his defeat and slaying by a Goblin hero ()... it was only for the next two years that the Banaethlin Empire truly collapsed, falling into the hands of ambitious Hobgoblin generals - but the War officially ended after the assassination of the last Imperial leaders (Imperator/ Warlords) by the Sombradan Shadowmanes. Upon the final retreat, the declaration of the end of the war was made in 671 P.D - and a glorious victory parade was cleared, the bodies of the slain were helped to be brought back; a dedication was made within the perimeter of Athlass for the fallen dead.   670s-690s: The Bronzimm Concord faced a period of deep economic depression by this point, with many war veterans, left jobless and too parous over the seas - facing heavy debts and need to rebuild their stock of income throughout the war. Many feared the new rise in power of the Manciore mages and the extent of their magical prowess being known far and wide. The machinations made by the Mirage Lodges were made to be repurposed as flying merchant fleets to traverse over land, and set up new landing points across the world; in Ankh'hera, in Bahatoor, in Martzhein and otherwise.   711-813 PD: The Rift Schism = The red sky came, the Rift erupted - and the Neogi came, and the Kuo-Toa/ Sahuagin came against the Bronzimm Concord. Between 711-723, the fights were left by the coast, and the skies were always being battled against the Neogi ships; many were frightened by the means of manipulation and enslavement of the Neogi. The Skyguard and the Dreadwings became prevalent in these regions defences - however, the Illithid presence was much more prevalent within the south; many were captured, aided by the Cultists of the Red Star that sprung in the aftermath of the Rift's arrival. The Cult became prevalent amongst the Tortle, seeing it as a premonition, and becoming servants to the Illithid - spreading ceremorphosis across the lands and poisoning the reaches and infesting them with Intellect Devourers and dark creatures such as the Chuul. By the southern sea, the Nepoltic became the playground of Kuo-Toa in battle with other aberrations and aiding and abetting the dark unleashed power of the Abolethic Sovereignty - the worst hit was the Manciore civilisation. Hennaead brought it down in swift justice, with the greatest devastation wrought down since the Goblin War... annihilating this civilisation for its spread of Illithid (726 PD - the Swallowing Storm of Manciore). Aided by the Gith that came from their travelling ships. Meanwhile, the Mirage Lodge was discovering new surges of psionics, aiding the Ironfists and the Everglade Mage of Carpe Tortollan. The Bronzebraves were scattered and fearful of these developments.   The greatest disaster proved to be against the Dragons and Dragonborn - as in the 730s-740s many of the Dragonaughts were brought down by the power of the beholders and other aberrations that made their way across the region. The loss of more than 5 of these Dragonaught cities drew a great alarm amongst the groups - especially the loss of the Hennaead. The Goblins sought to reclaim the lost citadel within the sea - scavenging across the Nepoltic and hopeful that it was not taken or swallowed by the Aboleths. The Battle of Carpe Maris was a hard-fought one against the Kuo-Toa and the invasive Illithid that came to assault the city from within and without - without the aid of the dragons, they were on their own. The battle was hard-won, and many were lost and the port-city was devastated.   The Battle of Carpe Som was just as brutal, but with the aid of the Sombradan and the Tortles, they were successful - keeping in control of the breadbasket of the Concord.   As the Concord martials itself, soon the encroaching meteor strikes invited a new threat over 730-796; the Cult of the Red Star spread across the world, and the involvement of the Sombradan aided in assassinating and crippling the Cult, but many believed that their methods were bloodier and more merciless than beforehand. Placating in order of exile and announcement of the danger of the Sombradan, even in these dire times, it would not be accepted.   The aerial fleets now being reinforced from the Concord helped drop and secure supplies from other nations and otherwise; working towards building a fleet to fight against the Neogi and assault the Rift; aiding in the global alliance formulated in the 9th Century PD, the Skysealer Alliance. Aiding the other Dragonborn, elves and other races against these measures. Their initial contribution was aiding in conveying the invasion force on the day on 813 PD for the ground forces at the base of the aberrations assaults and holding back Neogi counterattacks within the air. They lost many of their Dreadwing Knights and flying balloon ships; but with the aid of the Dragons, the sacrifices of the last Dragonaughts that survived - the Bronzimm Concord lived to see another day. Remarked at the new year period.   815 PD - Many efforts were placed in rebuilding the fleet, but also in scavenging any and all technology and potential riches from the broken and fallen Neogi works - the Mirage Lodge practising and experimenting with these strange alien devices. The Cull and Great Aberrant Hunt were active - many calling bounties against Mindflayers and those infected were put to be abandoned by the Zimmarks and Skypelt Councils. Great efforts against the Chuul, Flumphs, Mindflayer physiology - beginning works, corresponding with other kingdoms but also keeping projects secretive within their own orders; helped by defecting Academy of Devastation archmages from the Banaethlin Empire in their arms races.   Healing potion central. Alchemist galore.**  

GEOGRAPHY


The land, originally known as "Aethalassar" (the Serpents Grave, or "Dredjericho", the in Goblin) a rich coastal jungle environment, bordered by a mountain range crossing across the Nepoltic Ocean coastline, from the north-west to the far east. Filled with exotic animals, dinosaurs and warm tropic and jungle-dwelling monsters.   North: The natural border separating the jungle with the deserts of Ankh'hera, are the snow-capped red mountains of the Red-Cascades. Stretching from the north-west, the regions smaller and building the further east it goes, its snowy peaks reaching its highest in the north, then curves south-eastward growing shorter but rising and lowering in fashion. Unlike the east-wests lesser mountains, the high rising mountains break the cloud cover and feed into the jungles a series of rivers descending down dry and exotic hills (known as the Hollahrer Heights) that slowly become thickened by tropical treelines and swallowed by the jungle. The east-west lesser mountains, their appearance show an unnatural clean-cut tops of the mountains, with flat plateaus that look like table-tops, sometimes referred to as the Headless Mountains. Home to many flying dinosaurs and great avian creatures that hunt from their nesting grounds in the mountains and hills to the jungle, trailing the rivers that pour into the jungle.   North-West: By the edge of the Headless West, a pointed peninsula stretches out called the Lonehorn Peninsula, with a spearhead on the southern portion of the peninsula creeping inland in a winding south-eastern direction, with a saltwater table reaching in and forming a grassy wooded river-land referred to as the Runners Flush. Here the city-state of Carpe Roke resides. The further south the territory goes, the grounds remain boggy and are picketed by wetland jungle - the further east the territory goes, the grounds harden and thicken with vegetation, roots, taller trees and wildlife.   East: The deep vegetation and tabled hills connected with the Hollahrer Heights in the northside, steepen and slowly break into steep limestone valleys with waterfalls and river-carved waterways and rapids, filled with jungles and caves and tall cliffs, defined by a never-ending run of descending cloud cover and mist-spray across the regions - bordered in the south by a series of high cliffs and broken rocks by the seas-edge. The region is known as 'Malevolem', with a thick air that seems filled with spores, and regions more populated by fungus and growing rot and mould over the land. The regions seemingly teem with forests of bamboo shoots beneath the tree canopy, dying and growing, with great thick monkey trees and vines. The land is a maze to traverse, and filled with river-eroded caves lined beneath the tabled hills (some refer to this as the Rivercut Run). The home of the Sombraden Bugbears, the rogue-druidic conclave that lives their lives completely disconnected from civilisation and out in the wilds.   Hinterland: The heart of the jungle, a steeping buzzing haze of warm humid airs, echoing roars and chirps, colourful by all manners of tropical plant-life and tall tree cover reaching over 80-120 feet in places - cut and reaped by rivers all across the way, and tangled in a mess of vegetation, rotting and living and growing and blooming in all places. Scattered amongst this uncharted territory appears to be the ruins of old Ophidian temples seemingly overgrown and hidden by the jungle cover. Most keep referring to this region as the Dredjericho Jungle. A series of roads had been hard-made and won that purvey through the jungle, and have long since been left to ruin and disrepair (the Legion Roads), that have been used and revitalised in the past by merchants heading further into the jungle settlements of the region. Connecting and journeying towards the different city-states and smaller independent villages and towns of the region.   South: The tropical white-sanded beaches of this region cover a wide length from east to west, the further west you go, the more broken the beaches and divided by saltwater swamps, the further east you go, the higher the rockpools go until they become cliffsides and hills, to the Bleaker Cliffs. This is the region where the first landing of Hobgoblins occurred, based at Carpe Maris by a out-laid hard rock isle joins by a beachhead, and where Carpe Som resides further westward and further inland led by a sea-accessed river (the Sombre Font). One large river pours into the Nepoltic Sea leading into the centre of the jungle (River *), leading towards Athlass.   South-East: This divide between south and east, the borders between civilised Carpe's and the savage wilderness of Malevolem is referred to as the Pallid March, where the thick tree cover has seemed to whiten and bleach the woods that reside here, and where most mention this region - the colour tends to drain from their faces. It's a treacherous land filled with traps, old legends and dangers that none dare to challenge against the Sombrad against. But also its a site where many abandoned Hobgoblin military-burial grounds reside, and offer a sombre reminder of the past that the Bronzimm Concord escaped from - left untouched, though some were vandalised and ruined; the Hobgoblins were careful and respectful of these graves, and left them guarded by ravenous bands of Worgs.   West: Along the coastline remains dozens of white sandy stretches and soft-ground sandy isles, where the ocean tide meets with freshwater streams and rivers further inland, and the land remains a sandy silt-deposited and muddy, filled with rotting vegetation until reaching further inland where the swamp transitions from saltwater to freshwater regions. Calling the region the Everglades. It is very easy to get lost in these regions, to be surprised by flesh-eating snapper-fish, gators and marine dinosaurs that call this region home. Bordered by the Lonehorn Peninsula in the northwest, to the north and east sides the "", and further south-east the coast thickens to longer stretches of beaches and harder rocky ground and cliffs known as the "Bleaker Cliffs". One strange region, followed from the south-western point, is a flood-land that submerges and reappears seasonally and gives way to a landscape in the drier seasons, leading inland where it appears coastal rockpools gather, sandy dunes and coral forests seem to grow within the swampy waters - leading to the Tortle settlements and Carpe Tortollan. This region of the Everglades is referred to as the Combing Creeks.   CITY-STATES   Carpe Maris: "Seize the Sea". A greatest fortified port city growing from different cultures and home to the great goblin-ingenuity on the broken bedrock of an old Banaethlin stronghold; a multi-coloured scene with a land thriving with ingenious artistry, crafts and great banking. Ruled by Zimmark Shivos, the ancestor of Shivo the Brave (Bronzebraves). A noble-ancestor worshipping clan, noted for their red skin, matriarchal rule, decorated in dinosaur hides and rich-animal skins but also the proud bronze mantles around their necks and heads. Guarded by a mechanised sea-gate that gives access to the portside beach, Fort Maris, and patrols of Armada ships that protect the Concords most profitable port.   Carpe Roke: The Sea citadel of the north-west peninsula, and closely tied to the island nation of the Dragonborn-tieflings, though shrouded by a dark past that was eventually put to rest - prizing opals and dealing even still in slavery, but in a more equal market out of economic necessity. The more extravagant the better. But now the Goblins are wielders of the whip, and more greatly attuned to magic. Kept in sway by the nomadic sea wizards (Manciore's), and the Order of the Knowing Mistress. Ruled with the Skypelts, but its de factor leader being the Zimmark merchant prince, Giovanni Banroke. An enlightened deep-green goblin supported by the Shipmasters of Carpe Roke.   Carpe Som: A fertile port known as the breadbasket of the coast, bordering Sombraden territory - the most changed and peaceful of the city-states; reputed with natural earthmounds and dried-coral bays forming a natural barrier and 'petrified forest' city partially submerging into water, guarded by potent koi-fish protected by the Sombraden bugbears that settled into civilisation. The Koi-Garda, ruled equally by two rulers, a Bugbear merchant prince and a Goblin 'duchess' - of the Sombradan, Havel Stripebow, and the noble blood of the orange-skinned clan of the Ironfists, Aevilla Pridepalm. Here rests many plantations and manors that grow the vibrant fruits of the region, procure farms that grow up by the cliffside, and cleared the riverside tree-line to have access to arable grounds - but features a prominent hunters culture that takes from both land and sea, particularly the hunters guild known as the Seven-Headed Snakes, taking after hunts of particularly dangerous hydra and large game and dinosaurs within the Great Jungle of Dredjericho.   Carpe Tortollan: A settlement based upon the partially submerged ruins of an Ophidian temple, stricken of its idols and its nefarious shrines and re-busted with reworked stone and filigree. The one settlement that has seen the least innovation of Goblin craftsmanship and architecture, the youngest of the Carpe's and a dominant settlement within the western coastline in the Everglades. Grown out from a trio of temples into a floating city of bridges, innovative bamboo shelters and clay-baked pointed dome-huts, all lit by lantern-light with the interesting feature that it can be occupied even while submerged - occupying a flotilla of raft ships renovated into buildings and standing structures. Primarily a fishing settlement with various practices of crafts and places of worship. Primarily filled by Tortles, and ruled over by the only Zimmark not of goblinoid blood - Zimmark Orlan Longneck.   Athlass: The central hub of the Bronzimm Concord within its land territories, a city built in the centre of a great lake, connected by several tributary rivers that give access to the different regions of Dredjericho, and the major trade road of the Legion Roads. Athlass is ruled by the Grand Zimmark, and protected by the Aevolhands (Ironfists), in the broken lakeside ruin of Harkartagen (once the central Hobgoblin outpost) reborn into a sub-jungle region home to beasts and to a great bazaar of traders, beast-tamers, farmers and craftsmen - said to have the purest bronze in the world, and one of the most peaceful trading regions in the world.   The Bronzimm Concord is now an expansive coastal mercantile trade hub for sea-faring ships travelling southwards, ready to sell its various exotic wares to the kingdoms of the north. Attracted by its strange and free culture, no doubt by the fact that the goblins tend to play up the exotic tales of the lands to attract new business - and show off their well-earned wealth and prestige in the form of dinosaur skins, exotic fruits, chocolate and shiny bronzed armours and weaponry.   The region is mostly populated by Goblins, Bugbears, Tortles, Humans, Halflings, Tieflings and even Orcs and Half-Orcs. Elves and Dwarves aren't so popular in this region, owing to the enmity against the goblinoids they have for the rogue bands that pervade and infest the world - but here, goblins have formed their own culture and identity here. The Tortles that live here owe a debt to the Goblin rebels that helped free them from the enslavement of the Hobgoblins, and reclaim their nesting grounds in the south-eastern marshlands and establish river channel-trade all across Aethalassar.  

RELATIONS


They are known to be trade partners with Ankh'hera, the Island of Promethea, the Island of Bahatoor, Diona'Leonar and even the Kingdom of Martzhein. Their main issues lie in the level of piracy from the "Requisition", a criminal enterprise of smugglers that steal, smuggle and deposit illicit drugs to and from the mainland of the Bronzimm Concord - some believe that the Zimmarks support them, and establish a corrupt court of politics in this region, even within the Chalicozzi. But from the jungle mainland resides a rogue druidic-circle known as the Sombrad, made up of barbarians and goblinoids in favour of Melora the Wildmother, working with a series of Myconid colonies that seek to co-exist with the Bronzimm Concord - but the Zimmarks feel threatened by the potential mind-numbing works of the Myconid's and wish them exterminated, rather than be made slaves to a new master. The Sombrad have set to demolish the civilised groups of the Bronzimm Concord from their natural homes in a guerrilla warfare against the distinct city-states from the east.   PERILS:
  • Myconid spore spread across the jungles.
  • Seasonal flooding.
  • Dangerous creatures in the rain-forest: anaconda (non-venomous, feared and revered - live in swamps, slow-moving streams and marshes - remains completely submerged in water, stealth, suffocates them in its coil, swallowing creatures slowly and whole), poison dart frogs (deadliest animal - brightly coloured, with poison enough to kill 10 adult human beings - batrachotoxin - causes paralysis and death), pirahnas (powerful jaws and razor-sharp teeth; most forceful bites in the world - use weapons from pirahna teeth and bones), bullet ants (potent stings, causing excruciating, like being shot by a bullet - tormented for 24 hours), black caiman alligators (live in lakes, slow-flowing rivers, flooded savannahs), electric eels (can stun, generate electricity, can stop them breathing and drown, multiple shocks cause respiratory failure, able to shock enough to kill horses), jaguars (charismatic, carnivorous and well adapted killer - can easily kill humans - employs suffocation and deep-throat bites, can pierce skulls and brain, leaps from behind severing its vertebrae), wandering spiders (most venomous in the world, crawl everywhere, hide and build webs, wandering into settlements - cause extreme pain and inflammation, loss of muscle control and respiratory paralysis and death), mosquitos (thrive in hot humid environs - vectors of pathogens, causing malaria and yellow fever - spread disease), giant centipedes (eats birds, children, bats, lizards and parlyses with toxic venom, climb anywhere).
  • Sickness and dehydration.
  • Weather - due to high rainfall, roads and land can be broken down, rivers burst their banks and flood, and currents are strong, damaging boats, one of the only means to travel through the rainforest. Becoming isolated due to tropical rain.
  • They have a fear of going out at night - holding dangerous nocturnal creatures, being unable to see in the night - travel in night is highly advised not to be done, and find shelter as quickly as possible as the dusk comes.
  • Dangerous fruits - even if the animals don't eat them, you should not either.
  • Most things in the jungle wishes to kill you and eat you for dinner.
  • Goblin spirits that have died and become lost in the woods - becoming cannibals or feral; but also those that were tricked and left to die, coming back with a vengeance - bringing disease and mayhem, as forms of Nilbog spirits.
Response to Perils:
  • Being able to scour and burn portions of the forest in wild-fire, and preparing this in the early onset of the Wet Season - to prevent too far a forest fire.
  • Groups travel and migrate to the hinterlands and the northern highlands in the Monsoon Season. Meanwhile, cities provide storm shelters for the local populace that cannot flee in time, or wish to stay their grounds.
  • Goblins known to be wary when travelling through slow-streams for crocodiles, frogs and serpents. Hunted, believing them to be agents of Zehir (misconception) - but highly valued. Mosquito diseases and venom is handled by a development in local medicines, with most carrying freshwater to avoid death by dehydration and diarrhea. Food, therefore, is often cleaned and adequately cooked. Goblins, going jaguar hunting, protect their backs with painted shields that cause fear, with throat guards and hard-hat helmets.
  • Stinging Tree - known for causing pain constantly for two months. These trees are often avoided.
  • Due to breakdown of roads - constant maintenance is valued, or high-land travel is avoided due to mudslides; with constantly patrolled and protected rivers; with flood gate guards over the region. Those this crumbles often and results in disrepair.
  • Watch-posts and lit shelters are set up all across the slow-flowing rivers, and rapids and fast-flow rivers are avoided at all costs - with rickety bridges set up for potential land travel, but without competent repair.
  • Due to the high mortality rate, the provision of females is more painful a loss than that of a male -
Joys:
  • The Warm Wet season is a period of joy, life and rejuvenation.
  • Tree-climbing is a much-beloved sport, but often times prove dangerous as the vines may come to get you. Being able to tree climb from one Carpe to another is a much-championed sport that receives great honours.
  • Serpents with feathers that are found in the wild are considered sacred animals and creatures - and are protected at all costs, owing to many tributes to the Serpents Sublime.
  • Copper or bronze finds are celebrated. It is the most valued metal in the region. Therefore currency in the Bronzimm Concord is largely silver and gold, as copper is more highly valued for armour and weaponry. But valued more in ingots than in coinage.
  • Being united with family in one singular place, in a short distance of one another - ingraining their influence.
  • Slaying a hobgoblin, killing a dinosaur, or a Yuan-Ti: is a much-lauded honour in these regions. A show of prominence.
  • Being able to visit and gain the blessings of one of the Serpents Sublime.
  • Eating fruits, with fruit-blended spirits - enjoying coffee.
  • Bartering is a great past-time in the Bronzimm Concord - a rudimentary practice, but generally produce enough food and clothing for themselves; offer to get something new and shiny and productive, test new means and throw out that which is not useful to them at the time. Tending to be items that they cannot furnish for themselves i.e. glass vessels or metal alloys.
  • Jade is a valued product. And seen with some reverence.
Products:
  • Shellfish, fish, dinosaur, chicken, boars & tapirs, apes, reptiles, amphibians, wild game, fresh game.
  • Sandstone, granite.
  • Brass, copper, bronze, steel, tin.
  • Precious wood, spices and medicinal herbs.
  • Chocolate - ivory - furs - gems - shells, salt - anti-poisons and anti-venoms. Jade. Flint. Arrowheads. Peppers and chillis.
  • Ambergris, aromatics, cowries, indigo, precious stones, textiles, brocade, satin, silk, taffeta, camphor, naphtha, mercury.
  • Great flowers and Apricorns (magic resistant shells, used for capturing conjured spirits and more easily enchant-ability).
Hopes:
  • To spread the good word of the Sublime Serpents.
  • To end the Hobgoblin empire of Old Banaethlin.
  • To destroy any and all worship of Bane, his last vestiges, and slay any that may harbour good feelings or worship towards Persephone the Queen of the Underworld.
  • To end the presence of malevolent spirits belonging to the Old Loa, that haunt their lands.
  • To become dominant sea-faring folk of the Cimerus Sea.
  • To reclaim their long lost Aethallar heritage of the Primordial Green.

This article has no secrets.