Senué
Senué, officially the Satrapy of Senué, is a nation in southwestern Galessia, bordered in the east and south by the Kingdom of Grasynnia, in the north by the Senué Gulf, and in the west by the world ocean. A desert nation of dozens of nomadic tribes, Senué sits amidst the Enridge Sands, with its capital and only major settlement Qarakh serving as meeting and trading place for the country's tribes. Renowned the world over for its gemcrafters and spellcasting foci, as well as the yearly Madaan sports tournament, the nation still recovers from the conflict that cut its land in two. The current ruler is Satrap Grennis Sandfarer.
The early years of this set-up didn't go well, however. Feuds and grudges of the past would often come to a boil in the fledgling city, and with no authority to set the people straight, Qarakh proved to be more of a battleground than anything. Ahewan's daughter, Tyhalna, was determined to see her father's dream realized, and hatched a plan of her own: host a tournament between the tribes to decide once and for all who would have the final say. While controversial in its day, the tournament was indeed hosted, succeeding in bringing all the tribes together for one common purpose. While animosity didn't decrease immediately, the end of the tournament was immediately met by demands for a rematch, and thus, the yearly Senuan tradition of the Madaan was born.
In order to be prepared for the next Madaan, tribes decided to keep contingents in the city, thereby growing it quickly, and leading to more interaction between the tribespeople. This proved to, over time, improve relations and better understanding. After a few decades, the Madaan was no longer a bloody deathmatch, but instead had become a spectacle of physical prowess and tribal honor. Thus, it was decided that the tradition would continue, but as a sporting tournament for nothing but glory. For their initiative in seeing this realized, the Qarakh tribe were chosen to lead the city in perpetuity. Thus, a now-elderly Tyhalna became the first Satrap of Senué.
Over the centuries that followed, Qarakh became a regional hub. The satraps were known as noble leaders, rarely indulging in luxury, but instead keeping in touch with the peoples of the land. This is how Satrap Harakos Flaremender was the first to become aware of the Grasynnian plot to invade the Kingdom of Dergeria to the east, and sent for that nation's king to share this intelligence. Unfortunately for Harakos, a member of his own court had been turned to the Grasynnians, and betrayed his intent. Therefore, when the Zenith War broke out, Senué came under siege.
The satrap was eager to prove his people's mettle in battle, and made many a speech recalling the warrior legacy of the Senuans to stir his people's pride. However, generations of peace had made for poor strategists, and the satrap's own strategies caused his nation to suffer many great losses, most grievously the entire eastern half of the nation. Entire tribes were displaced from their ancestral homelands or even exterminated wholly. This all resulted in a public revolt against Harakos, who was dethroned and exiled in the final days of the war and replaced with his brother Grennis. Grennis's first act as satrap was to cede the conquered lands and retreat from the war, forcing the Dergerians to surrender and bringing the Zenith War to an end.
Since the war, Senué has been keeping a low profile, allowing its people time to heal. The city of Qarakh has been growing again, as the displaced tribes now largely live there. The name of Harakos has been publicly reviled ever since, and 'Harakos' is now a common insult in Senué, meaning someone who is stupid, reckless, or misguided.
The northern peninsula is dominated by the Sunset Peaks, a warm mountain range with a peculiar history. Said to be in direct touch with the gods in their divine realms, the Sunset Peaks are a sought-after spot for seekers of enlightenment or divine favor among the people of Galessia. However, monks, hermits, and acolytes of the region do warn of a line that should not be crossed: known locally as the Cusp of the Rootless, all nomadic tribes of the peninsula have their own version of the horror story as to why no one should venture into that area of the Peaks.
The Senué Gulf for which the nation is named straddles its entire northern flank, and is rich in wildlife. Fishing is therefore a popular pastime and source of sustenance for the people of Qarakh, and multiple tribes have dedicated themselves to conquering the seas.
The people of Senué are the heat-loving half-dragons and kobolds, as well as humans, earth genasi, and even rare halflings and one tribe of dwarves. The satraps are a long line of brass half-dragons, and are known to welcome all peoples into their city. Members of all races could therefore theoretically be found within the city's confines.
Religion is generally less important among the Senuan tribes, who instead venerate natural phenomena without attaching identities to them. Many priests and clerics have made attempts to convert various tribes to their beliefs, but for most Senuans, if they can't see it, they can't venerate it. The city of Qarakh does host a temple to Amano, God of Time, though it retains but a small following.
History
The region known as Senué has long been inhabited by a myriad of tribes inhabiting the desert, mountains, and plains of the southwest. Plenty a skirmish and battle was fought between these tribes over the centuries, until one man had a dream of uniting the tribes - not through force, but through mutual benefit. This man was Ahewan Eastwatcher of the Qarakh tribe, and he started by convincing his tribe to abandon their nomadic roots and establish a foothold along the northern coast of the region. The city of Qarakh was founded here, and in accordance with Ahewan's grand design, it was to become a meeting place for all tribes of the region.The early years of this set-up didn't go well, however. Feuds and grudges of the past would often come to a boil in the fledgling city, and with no authority to set the people straight, Qarakh proved to be more of a battleground than anything. Ahewan's daughter, Tyhalna, was determined to see her father's dream realized, and hatched a plan of her own: host a tournament between the tribes to decide once and for all who would have the final say. While controversial in its day, the tournament was indeed hosted, succeeding in bringing all the tribes together for one common purpose. While animosity didn't decrease immediately, the end of the tournament was immediately met by demands for a rematch, and thus, the yearly Senuan tradition of the Madaan was born.
In order to be prepared for the next Madaan, tribes decided to keep contingents in the city, thereby growing it quickly, and leading to more interaction between the tribespeople. This proved to, over time, improve relations and better understanding. After a few decades, the Madaan was no longer a bloody deathmatch, but instead had become a spectacle of physical prowess and tribal honor. Thus, it was decided that the tradition would continue, but as a sporting tournament for nothing but glory. For their initiative in seeing this realized, the Qarakh tribe were chosen to lead the city in perpetuity. Thus, a now-elderly Tyhalna became the first Satrap of Senué.
Over the centuries that followed, Qarakh became a regional hub. The satraps were known as noble leaders, rarely indulging in luxury, but instead keeping in touch with the peoples of the land. This is how Satrap Harakos Flaremender was the first to become aware of the Grasynnian plot to invade the Kingdom of Dergeria to the east, and sent for that nation's king to share this intelligence. Unfortunately for Harakos, a member of his own court had been turned to the Grasynnians, and betrayed his intent. Therefore, when the Zenith War broke out, Senué came under siege.
The satrap was eager to prove his people's mettle in battle, and made many a speech recalling the warrior legacy of the Senuans to stir his people's pride. However, generations of peace had made for poor strategists, and the satrap's own strategies caused his nation to suffer many great losses, most grievously the entire eastern half of the nation. Entire tribes were displaced from their ancestral homelands or even exterminated wholly. This all resulted in a public revolt against Harakos, who was dethroned and exiled in the final days of the war and replaced with his brother Grennis. Grennis's first act as satrap was to cede the conquered lands and retreat from the war, forcing the Dergerians to surrender and bringing the Zenith War to an end.
Since the war, Senué has been keeping a low profile, allowing its people time to heal. The city of Qarakh has been growing again, as the displaced tribes now largely live there. The name of Harakos has been publicly reviled ever since, and 'Harakos' is now a common insult in Senué, meaning someone who is stupid, reckless, or misguided.
Geography
Senué's geography is dominated by the Enridge Sands, a rocky desert of red sand and stone, receiving very little precipitation. The Enridge itself, the mountain range that bisects the region, is the cause of this rainshadow. The lands on the other side of the Enridge have been taken by the Grasynnians, and therefore, the last remaining vestiges of arable land in the nation are no longer available. Due to this, food and water shortages are common. The desert is home to many dangerous creatures, most of all the blue dragons, who are equally revered and feared by local tribes.The northern peninsula is dominated by the Sunset Peaks, a warm mountain range with a peculiar history. Said to be in direct touch with the gods in their divine realms, the Sunset Peaks are a sought-after spot for seekers of enlightenment or divine favor among the people of Galessia. However, monks, hermits, and acolytes of the region do warn of a line that should not be crossed: known locally as the Cusp of the Rootless, all nomadic tribes of the peninsula have their own version of the horror story as to why no one should venture into that area of the Peaks.
The Senué Gulf for which the nation is named straddles its entire northern flank, and is rich in wildlife. Fishing is therefore a popular pastime and source of sustenance for the people of Qarakh, and multiple tribes have dedicated themselves to conquering the seas.
Politics and Society
Senué is a conglomeration of dozens of tribes, with the satrap's authority ending at the edge of the city of Qarakh. The sands are technically Senuan territory, but there is no policing authority present - making for an excellent hideaway for those able to survive the blistering heat and drought. Within the city itself, the satrap remains a ruler of the people, walking among them and listening to their concerns before coming to his decisions. Satrap Grennis Sandfarer is a very popular figure as a result.The people of Senué are the heat-loving half-dragons and kobolds, as well as humans, earth genasi, and even rare halflings and one tribe of dwarves. The satraps are a long line of brass half-dragons, and are known to welcome all peoples into their city. Members of all races could therefore theoretically be found within the city's confines.
Religion is generally less important among the Senuan tribes, who instead venerate natural phenomena without attaching identities to them. Many priests and clerics have made attempts to convert various tribes to their beliefs, but for most Senuans, if they can't see it, they can't venerate it. The city of Qarakh does host a temple to Amano, God of Time, though it retains but a small following.
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