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Kramral: Home of the Mighty Ironwood

The 11 Tribes of Kramral each host their own litany of ideals, honored virtues, and cultural identities. Some exist on the extreme end of individualism versus collectivism, and others still valuing strength versus wisdom in a potential tribal leader or its elders. However, all Tribes must commune and congregate at the Great Romenor Tree and hail its Prophet. For without the central unifying ideal of preserving the land and cherishing the bounty it holds, they might very well tear the world-and each other-to bloody shreds.



Culture and Values

As a Constitutional Theocracy, every Tribe's voice and presence is required as it pertains to matters of national importance. As regent, it falls upon the Prophet to collect the disparate and sometimes extremely oppositional Tribes of the Ironwood to address such issues. When a vengeful Tempest Elemental threatens the entire Northern coast of Kramral with a cataclysmic tsunami, it is the regent who convinces the Alari warriors to stop looking down upon the Lamell shamans, and for the shamans to share their arcane knowledge of the sea. Together, they pool together their diverse skills and powers to accomplish feats of legend. However, these moments are short-lived and rare, amongst periods of immense tension between the Tribes.   Territorial disputes, desecrated lands, overhunting, ancient grudges, theological conflict, the polluting advent of civilization; keeping the peace in Kramral is an all-consuming task. Any prophet of the Great Romenor Tree will know immense conflict and strife in making sure each Tribe is given fair and due consideration: The Garou perpetually demand more land, the Elephantfolk quietly threaten dissolution if more Ironwoods are cut down, the Rabbitfolk seek more trade routes through Kramral to other Nations, the Grodd need more food, the Chimera believes the Bast tribe has been pushing at their borders, a secret marriage between a Serpentfolk and Hippofolk has everyone up in arms-the work is endless, even in times of peace. Even still, there's the defense of the Great Romenor Tree and the surrounding heart of Kramral. All this and more informs the duties of the regent.   Thankfully, the Great Romenor Tree provides guidance in all these ways. Even when the Tribes may scoff at the regent's declared word, the natural divinity and deeply-ingrained respect of the land itself is the unifying ideal of all Tribes. When an outsider even considers laying an axe upon an Ironwood tree without permission, the Tribe's bestial anger is roused, and a terrible thing it is. Any who've invaded the Nation have suffered a savage death of being stomped into paste, gutted, drowned, eye-gouged, their ancestors and future generations cursed, and so on. The land and the people are truly one. The few times in history where this wasn't the case are fervently-kept secrets amongst the elders, for the knowledge of long-lost Tribes, scarring betrayals, and corrupting artifacts is terribly dangerous and damning in the wrong hands.  

Capital City

Dundela, where the local inhabitants live a quiet and quaint lifestyle in pursuit of some kind of ancient knowledge. Made up mostly of caverns and mazes these days, the casual traveler may be easily fooled by the dead-stone look of this place. The walls are listening, and the innards are moving, if ever so slowly. Inhabitants live in homes and work in places built into the very trees around them, bountiful life and ancient nature surrounding all that they do and preserving themselves against the wear and tear of time and enemies that sought to use the wood and all it could do for their own evil purposes. There is no delineation of territory by Tribes within the Capital City, merely the unifying vision of Kramral's national identity.  

Geography, Flora, Fauna

The entirety of Kramral is covered in ancient deciduous and evergreen trees, stretching onwards for hundreds of miles across the Central Northern coast of Ashirma. Few changes in elevation aside from rolling hills and depressions providing ample space for the caverns, camps, and dens dotted all throughout. Winters are harsh, and when Kramral is at its most inactive for the sake of its diverse population. The native monsters are fearsome beasts, having evolved beyond the typical beast into terrible predators that provide ample challenge for the Tribes to face in battle. A variety of plantlife and wildlife are to be found here as well, the overt amount of available shade a prime breeding ground for fungi and various moss to grow upon trees. Ironwood trees are sprinkled all throughout-but beware. Nigh every single one of these trees has some sort of guardian ranging about to dissuade would-be lumberjacks. If a curious traveler is really unlucky, they may find an Ironwood being guarded by an entire Tribe. An encounter also certain to end with spilled blood.
Flora: Deciduous and evergreen trees, various types of fungi, moss and shrubbery.
Fauna: Hyper-carnivorous monstrosities, dinosaurs, and other beasts.  

Populace

The majority of the native inhabitants are often beast folk. Including, but not limited to, minotaur, rabbit folk, tabaxi, leonin, etc. There are other races here, in fact, there is also a good population of elves in these woods as well, that have since settled in among the ironwood. The 11 tribes and their typical demographics are as following:

The Garou

Shifters, Lycanthropes, Vulpin, Canines

The Bast

Tabaxi, Leonin, Felines

The Bersia

Harengon, Cervan, Hedge, Jerbeen, Mapach

The Chimera

Centaur, Chimera-kin, Minotaur, Simic Hybrids, Hybrid Types

The Alari

Aarakocra, Owlin, Kenku, Hadozee, Corvum, Gallus, Luma, Raptor, Strig

The Grodd

Goblins, Hobgoblins, Bugbear, Verdan, Goblinoids

The Giant-kin

Firbolgs

The Hippofolk

Giff

The Lamell

Lizardfolk, Tortles

The Elephantfolk

Loxodin

The Serpentfolk

Yuan-Ti

 

Political Structure and Economics

A Constitutional Theocracy presided over by a Prophet, currently Talenthross who is one of the The Council of IX . The citizens of Kramral look at the great Romenor tree as a minor deity, and the great Romenor tree chooses one being to communicate with (in matters of the safety of the region) and they are then hailed as the Prophet. From there, the 11 Tribes typically select their own representatives of varying number to speak for themselves when the rare cry for congregation is made.   Ironwood is the main economic export of the region of Kramral, though you can also find other Druidic items that may be helpful. Ironwood itself can only be found within the Kramral borders and in the remnants of the forest itself at the heart. Its wood is known to have great resistance to fire and is a coveted material in crafting armor and other items attuned to the nature around it. It is not easily harvested or used, and there are few outside of Kramral natives who know how to use it for crafting.
 

Organizations and Figures

Talenthross:
The current Prophet of Kramral, and member of The Council of IX. (See Talenthross)   Nareas:
A Rabbitfolk that is older than the great Romenor tree, that has been cursed with life. She can only rarely be found in the woods, and some say she's even older than the time of Fate's Hand.


Cover image: 初夏休日 by 六七質

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