Redwind, a shattered nation
A land of vibrant culture, Heroes, Seas of sand, and unimaginable wealth. Redwind has the Largest land mass of all of the civilized nations on the Continent of T'sulva, however most of its land is taken up by is colossal seas of sands which is uninhabitable to most mortal races. These seas of sand are primarily filled with innumerable amounts of monsters and dangerous bandits. The ruling of Red winds colossal land mass is Split between two groups, the Larger half being ruled by the Zemirian empire(about 60% percent) and the smaller but more wealthy part ruled by the Promethean Armistice. Its sands are said to be stained with the Blood of Blawicx himself as a reminder that treachery will only result in failure. Tensions continue to rise in Red wind as more radical idealists are coming into positions of power in both nations, with either side seeing the opposite as their rightful land.
This uprising had been sparked in 1045 A.B, by the peoples distaste for the uneven distribution of wealth to its peoples, blaming their blue dragon king, Yildrass the Wise. most of the wealth of Redwind had been possessed by its nobles, primarily its unusually allied Blue dragons and Fire giants, as well as many luky mortal races. It is unknown what exactly sparked the discontent into a full scale revolution, however several entities are rumored to have been the cause, such as Bahamut, Vetarin, The Harlequinn or the mysterious deity known only as the Cat Lord. Regardless of who was responsible for it, the revolution was spear headed by Birevdil Zemerin, an ash elf who spearheaded the revolution and lead the mortal races to battle againist the Dragon king, Yildrass the wise. The revolution didn't last very long, spanning only 6 months before Yildrass surrendered. This move was highly unusual as they were in fact winning the conflict and had recently killed Birevdil and many of his generals, leaving the next highest in command by proxy a Tabaxi who had been a servant to the Zemerin Family and childhood friend to Birevdil named Bright Sun. Through accidental circumstance The tabaxi waiter had climbed the Social hierarchy from almost the bottom to becoming leader. Soon after the short but brutal conflict, the two sides came to the capital, Firestone to discuss terms of the armistice.
The terms that were agreed on were as follows: The country would be split in two uneven halves, the new Zemerin empire(the name was kept in honour) would posess over half of the land mass as well as mostof the land borders with the other nations, as well as a significant portion of the Ocean borders, most of the countries oasis areas, farmland, Airships and navy as most of the countries Iron mines, large factories and blacksmiths. Yildrass the wise would form the Promethean Armistice and take under half of the landmass, as well as keeping the Capital city of Firestone, most of the countries Gold and Oil Deposits, The collection of Extinct volcanoes around Redstone as well as the fertile farmland which surrounds them. The two nations agreed to establish a guarded border between them and parted the meeting with no overbearing aggression.
So much so, most of the blue dragons under Yildrass would leave and wander alone into the deserts, believing that Yildrass had proved his unworthiness to rule them any more. These blue dragons would leave and inhabit Zemeria primarily, forming small civilisations of their own.
Now the Zemirin empire was left to establish itself as an independent nation, it established itsowneconmyand market system based very much off of other countries such as Albion and Zyiligia. It also established its own military, using its incredibly talented Dwarven, Elven and Human mages and smiths. As well as this a new capital was established in Xemir, a city built into ruin of an ancient civilisation who once inhabited Redwind. All of this together had proved Bright Sun as a sucessful and wise leader, foiling any ideas of immediate coup.
The Zemirin Empire is ruled the Tabaxi Empress Rayas (Rays of the Maker) Zemirin, who is the 6th generation of her blood line. Currently the economy is Recovering from Her shortly lived father, Speaking Spirit, who had been an embarrassment to the throne based on his constant alcholic benders, alcohol being only recently introduced as it was banned under the former leadership. Zemirin beliefs revolve around the natural world. A highly spiritually focused society, traditions are important in Redwind. These vary from city to city, for example the cities of Velmir and Xemir have an age old tradition of a sort of spiritual pilgrimage to a location between the two cities which is undertaken once a child has left their home upon marrying. The trial requires the involved person to hike up the mountain outside Xemir. The hike lasts many miles and days, eventually the person will reach the top and must take an apple from the moon tree. In rare cases it is said that if a person is filled with great sadness, they will be visited by an ancient celestial spirit who will assist them. It cities and towns are constructed often by Geomancer mages which construct the large cities out of the surrounding sand and trees near the lakes which they are constructed beside. Each city has high sandstone walls which protect it from outside intrusion, and a large palace in the center surrounded by houses and buildings of shops or other establishments. These cities often extend well past these wall borders into the surrounding area, however those who do so are most often only poor fisherman or people who earn their living selling purified water.
Family is a very important part of life for a Zemerian. Typically three families will live within a single large house, all of which being usually from the same generation, and the parents in such families make the decisions based around the family. It is illegal for a child to work until they reach late adolescence to adulthood, and children are required to attend some form of education for at least 12 years. A child remains in the home until they reach adulthood, at which point they are expected to marry a member of another house and purchase or construct a home of their own. The parents establish the rules of their individual home, which are then overlooked by the guardsmen themselves and are finally signed off by the local Law chief who reports directly to the empress. If a young adult wishes to challenge the authority of their home they must bring it to the Law chief. However these families are typically the most traditional and are generally a dying breed, with most families adopting their own individual version of how to live.
Yildrass is the ruler of the Promethean armistice to this day. It seems that under his leadership the economy and welfare of his cities have blossomed. However, no outsiders are ever allowed to enter, and without special permissions it is very difficult to enter without special authority. The main races here are red and blue chromatic dragons, fire giants, dragonborn, half dragons and a small amount of other races. It is unknown exactly how and why Yildrass was able to ally himself with an entourage of fire giants, given the history between the two species being anything but positive. This alliance is said to bring great anger to many dragons and giants around Bavelion whom disagree with the peace treaty between the two groups, however it has proved to be a bumby yet prosperous deal between the two. From the outside the Promethean armistice looks to be a grand black fortress constructed from stone and steel, with a colossal black tower in the center which is said to house an ancient fire giant weapon. Yildrass keeps his lair well below the fortress itself and it is where he holds court with his dragon and giant advisers. The people under this regime worship Yildrass the wise as their god, and their worship grants him power. It is believed he awaits in his lair, often flying up to the height of the obsidian tower, to watch over the lands he once ruled over, and one day will do so again.
Redwinds deserts are filled with the horrors and monsters of ages passed. Colossal worms roam the sand looking for a city to devour, or a tribe of Tlincalli look upon the lightning rail and see treasure they believe belongs to their people and should be reclaimed. Had these creatures been left to their own devices, they likely would have destroyed Redwind long ago and moved onto attack its neighbors. However little happens in these plains that does not warrant the watchful eye of the Velox. The Velox or Dune Dervishes are an ancient group of warriors who patrol every part of redwind. Most well known for their bronze colored armor and white head garbs and capes, along with their large magical silver blades and most often seen riding a bulette, the Velox are a highly mysterious and neutral group who seem to only want to keep the monsters of the plains at bay. They ride on specially crafted saddles which allow them to burrow deep in the earth along with their mount without being crushed or asphyxiate, meaning those hunted by a Velox rarely see them coming until it is too late. Experts in the arts of Geomancy, the magic of controlling the earth, as well as mounted and melee combat and minor time altering abilities. They create soldiers made of sand to assist them and can use their magic teleport and alter the time weave. They rarely choose to hunt humanoids, but sometimes do if such humanoids are a threat to civilization. Very little is actually known about this group other than the do not assist in the actual act of keeping the peace between the two nations of Redwind or any peace at all almost, and instead seem only to want the destruction of those who threaten Civilization as a whole.
And as if Redwind was not tied up enough with problems, they are also intertwined in an ancient racial conflict between the Githyanki and the Githzerai. This conflict involved itself with Redwind long ago, being the Giths ancestral home before their subjugation by the mind flayers after their invasion. At that point they had their own civil war and conflict away from redwind, and it would not be many years until they would return. First came a group of Githzerai who wished to use the land for meditation and reflection. They were welcomed with open arms by the Zemarian empire, who granted them a number of monasteries for their own use. Seeing their mortal enemies and cousins being granted refuge on the material plane, the Githyanki became outraged and made a deal with Yildrass as a part of their pact with the Scaled Tyrant Tiamat. Yildrass reluctantly agreed as to not begin a war with the god of his kind, and gave the Githyanki a large fortress which they could use as a forward operating base named Vlakenerith, which is constructed in the styles of the Githyanki's ancestral city. This splitting of the two enemies into already aggressive nations has spiraled the two into further back from a period of peace into increasing tension and signs of approaching war.
Demography and Population
The two nations are populated by completely different races and species. While the Zemerian empire has a primarily humanoid population, with humans tabaxi, ash elves, dragonborn and Githzerai being fairly common in every city. The cities are generally heavily populated, with some villages dotted around the landscape. Typically the only signs of civilization are seen surrounding bodies of water and the lakes around Zemeria, however the Githzerai like to build their monasteries at the highest peaks they can find, with no regard for distance to water.
While in Promethean armistice all the races who live there are part of one colossal fortress which encompasses many dormant volcanoes which formerly ruined caused widespread disaster in the nation many hundreds of years ago. Humanoids are rarer in this part of Redwind and are mostly used for labor, which some theorize is not so willing.The main population of humanoids are the githyanki warriors who await their chance to assault their sworn enemies the Githzerai. The main population consists of red and blue dragons and fire giants who rule the land with an iron fist.
Territories
About 60 percent of redwind is controlled by the Zemerian empire and contains all of the nations main ore mines and bodies of water. However most of this land consists of sand and dust which is not capable of being used as farm land. The other 40% is controlled by the Promethean Armistice which encompasses all of the volcanic mountains and most of the fertile farmland of Redwind. They also possess a faier amount of gem and diamond mines as well as a metal unique to the region named Ebonaire, a strong and light black metal which is very difficult to forge and has only been done by the most masterful Fire Giant Blacksmiths.
Military
The Zemerian military is among some of the most arcane and magic focused of all the nations of T'sulva. The military in war time may consist of many druids and geomancer sorcerers who use their magic to twist and turn the terrain into what they desire. They also create armies of golems who do most of the fighting for them. As well as that if the conflict is serious, they will unleash colossal mechanical constructs which roll forward on steel wheels and posses colossal thunder cannons. It is said that these massive machines are adapted from old infernal technology. Following this are the Ashguard who are the elite ash elf warriors who are renowned for their dual sided blades which through magic can be turned into bows with the flick of a button. As well as that there are the Sand shadows who use shadow magic in order to carry out espionage and assassinations.
Religion
Zemirin beliefs revolve around the natural world. The only gods actually worshipped are the makers as well as the god king Moralin. These beliefs are not enforced, and beliefs of any gods are generally accepted with no prejudice, the only exception being fiend worship.
Education
A minimum of 12 years in education is Required in the Zemerian empire, and getting any less than this is viewed as a being undereducated and as such it is difficult to get anything but a manual labour job.
Head of State
Head of Government
Government System
Monarchy, Absolute
Power Structure
Dependent territory
Economic System
Market economy
Currency
Regular Coins
Legislative Body
The Law Chiefs
Judicial Body
the Sandguard
Neighboring Nations
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