The Quaan Empire Organization in Naneth | World Anvil
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The Quaan Empire

The Quaan Empire is a country situated in the southeastern region of Naneth. Almost entirely desert and mountains, the Empire stretches from The Teeth in the east, across the The Red Wastes, before ending on the coast of Royal's Bay and the fringes of the Sunrise Jungle. It's a country unlike any other, as it was the chosen home region of Bane, Bhaal and Myrkul, before they were banished to The Underblaze by the other The Eres. While the other countries stand against the darkness of The Dead Three, The Quaan Empire fully embraces it, making their god's return to Naneth the primary purpose for the formation of the country.  
 

Society

  The Quaan Empire is a desolate plain of dust, ash and rock. However, this region still produces a multitude of life; life that has adapted, grown, and now thrives in the plateaus and deserts of the Red Wastes. By far the most common race found here is the Orc. They are hateful creatures, filled with the malice and anger of their creators; The Dead Three. Previously, they had existed as Elves, before being horribly mutated by Bane and Myrkul, becoming the warmongering creatures of today. Tiefling are also quite common in the region, as many have risen from The Nine Hells, ascending into the Quaan Empire, where their summoners await them. Many Tiefling, especially Half-Bloods, have left the Empire, making lives for themselves elsewhere. Pure-Bloods on the other hand, often prefer to stay within the Red Wastes, striking up great houses, securing large family lines. Other races, such as Drow, Underhill Dwarves and Dragonborn can be found in this region, though usually in smaller numbers.   Life in the Empire is anything but easy, with only the strongest or most clever individuals prospering or surviving. The country and population is naturally quite segmented, with most creatures living in large, separate tribes or family groups. When these groups meet, it is usually for the purpose of war, or for banding together in case of larger operations in the Empire as a whole. Orcs in particular, tend to rove in massive tribes, traveling city to city, often on the warpath against other tribes of orc. These groups are lead by the fiercest warriors, as decided in battle. As a result, the heads of these tribes tend to change quite often. Orc culture tends to be quite tumultuous and deadly, though luckily, orc can breed quite quickly, easily replenishing their numbers, should the number of viable warriors begin to plummet.   Tiefling on the other hand, do not move around quite as often, with large family groups setting down roots in huge estates. These massive complexes of demonic power often feature large numbers of human or elven slaves, for which the families use for the mundane task of estate upkeep. Though, many Tielfing find other uses for these slaves, with many forced into unsavory deeds or actions. Tiefling that are born into these elite houses are often called upon as generals or captains, when the Quaan Empire mobilizes for war against Atmora or another region.   Other races, such as Drow or Underhill Dwarves, dwell within this region as well. Though these races rarely take part in the shaping of the Empire, they can still be called upon to fight on behalf of the Quaan. Drow, typically live as solitary individuals, or within small family groups in the mountains. These beings are incredibly skilled in silent forms of combat, often finding work as assassins for the Empire. Underhill Dwarves are found almost exclusively within the peaks and pits of The Teeth. They are an extremely reclusive yet violent people, challenging even Orcs in cruelty to those they capture. Dragonborn can also be found in the Empire, with most individuals being followers of Tiamat, and The Dead Three by extension.  
Relations
  The Quaan Empire shares no positive relations with any other official countries on Naneth. They are involved in conflict with almost every other nation in the world, most famously being embedded in a 500+ year war with Atmora. These two nations have been at war since the beginning of the Age of Renewal, though the violence can be traced back even farther, to the Age of Fire and Tiamat's rule. Astora, Meridian and Chult, while not embroiled in a full out conflict with the Empire, have still been the target of occasional raids or small-scale engagements.   The only exception seems to lie within the Cragmaw region of Meridian. The criminals, raiders, slavers, and pirates there, have been known to work with the Empire in certain capacities. Mostly, Cragmaw Raiders provide the Empire with a steady stream of slaves, for which they are paid handsomely. In other situations, Cragmaw ships may be used to ferry and smuggle Quaan forces into other countries, setting the stage for terrorist-like attacks by the Empire.  
Festivals
  Festival of The Three: This festival is a region-wide event. Each year, Orcs, Tiefling, and more, celebrate The Dead Three, and what they stand for. Usually rituals of murder or blood-letting for entertainment take place during this time. Being a slave in the pits of Zahovaar is extra dangerous around this time, as you could easily be chosen as the beneficiary of some blood ritual or another of these festival customs.  
 

Religion

  The Quaan Empire is unique from the other nations of Naneth, in the fact that the entirety of the region recognizes only one measure of worship; dedication to The Dead Three. All Orc, Tielfing, Drow, Underhill Dwarf, and Dragonborn, that have stayed loyal to the Quaan Cult and the Empire, worship Bane, Bhaal and Myrkul, exclusively. For the entire purpose of the region is to see them risen from the depths of the Nine Hells.   Of course, there are specific followers for each of the Three. Followers of Bane bring glory to him through showings of great power and cruelty. Entire tribes of Orc dedicate themselves to this purpose, warring amongst themselves, or with other races, to display their ferocity and dominance. Tribes that win these conflicts, often purge the entirety of the opposing force, dedicating their blood to Bane, sending him the souls for his dark army in the 9th layer of hell. Followers of Bhaal, also known as "Bhaalspawn", worship their lord through the spillage of innocent blood. They specialize in betrayals, as murders performed on unsuspecting targets, such as family or friends, provides Bhaal with great joy. Those that follow Myrkul, often find themselves dabbling in arts of necromancy or other dark magic. Through rituals with Myrkul, they discover recipes to horrible potions, or components for deadlier spells. Alongside The Dead Three, Tiamat also commands her fair share of respect amongst creatures of the Quaan Empire, but most notably with Dragonborn.  

Government

  The structure of the Quaan Empire is fairly complex, as local areas tend to rule over themselves. Tribes and families choose leaders of their own, often warriors known as Warlords, whom watch over sections of the Empire individually. However, above them all, is the Quaan Cult, the overruling entity of the region. Originally, the Empire was founded by this Cult, and they retain the power to rule over all others, whenever they see fit, usually during times of war. The Cult is quite mysterious, a group made up of Warlocks, Necromancers, and other dark magic users. It is thought that members of the Cult possess the power to communicate with The Dead Three themselves, with returning them to Naneth being their sole purpose.   Because of this, the Quaan Empire displays an oligarchy style of leadership, as the Quaan Cult is free to take control of the region at any moment, commanding the obedience of all others, including tribes of Orc and the great houses of Tielfing. The Cult resides in Zahovaar, the capital of the region, hidden behind hordes and masses of orc, and other dark creatures. From here, they communicate with their masters, and command the vast legions of the Quaan. When the Cult calls, all other internal conflicts are set aside, while the Empire awaits their commands. Even warring tribes of Orc will set aside differences, uniting together against common foes.  

Economy

  The economy in the Quaan Empire is almost non-existent. The Quaan Empire as a whole, does not trade with other nations, as they are violent terms with the rest of Naneth. In-country, the economy isn't much different. Orc tribes do not trade for goods or resources, instead hording them, or taking them through violence. The only exception to this, lies with the elite houses of Tielfing, whom often deal within a specific trade; slavery. These families work to bring slaves to the Empire, whether it be for personal use, or use of state. The pits of Zahovaar are almost entirely stocked by the salve trade, headed up by these houses. Working with these Tiefling, is the only example of outside trading with others on Naneth. Criminal organizations, situated within the Cragmaw region, is the Quaan Empire's primary source of slaves. These criminals are paid well, and because of Meridian's lack of military presence, face little opposition to their business.   Other than slaves, production of all other resources must take place in-country. Area's like the Skuzlok Swamp and fringes of the Sunrise Jungle provide the Empire with food, as they hunt the regions for wildlife. Orcs have also become quite skilled at using the coastal waters of Naneth's Deep and Royal's Bay for finding food. Fishing is a popular trade for those not constantly embroiled in combat. For material goods, constant raids into Atmora or Meridian have proven quite bountiful, with timber typically coming from Meridian's jungles, and mineral goods from Atmora's mines.  

Military

The number of capable warriors across the Quaan Empire is immense, and at times when they've banded together, can display military power unequaled by any other nation on Naneth. Making up the bulk of the Quaan's dark armies, are scores of orc. These creatures a re brutal and unrelenting warriors. While they may not be as skilled in the finer arts of combat, as some humans and elves, orcs make up for it these downfalls with unbreakable determination and lust for battle. The Quaan Cult, stationed in Zahovaar, controls the make-up and movement of their armies. On the front lines, great Orcish Warlords and clever Tiefling of the elite houses, lead the legions of Quaan into battle. Additionally, the Quaan Empire's military force is well supplemented with the addition of dark creatures, such as demons, vampires, dragons, or worse. These creatures fight for their masters within The Underblaze, and by extension, often ally with Quaan forces.   While not on the warpath, most of the Quaan's military might is marshaled in great fortresses across the Red Wastes. Places like Ash-Nag, Aduun and Mezorath exist as massive war camps, constantly mobilized for attacks on the enemy. Though, during lulls in the war, the sheer numbers here are not as large, as the bulk of the armies have returned to their respective tribes or houses. But when the Cult calls upon them once more, the lands fill with vast numbers once again, as the tribes and houses join together in massive armies.  
Infantry
  The great mass of the Quaan army is made up of the infantry. It generally consists of great hordes of orc foot soldiers, clad in black iron armor or studded leather. These divisions of orc overwhelm their enemy in great numbers, showing unwavering determination, even in the face of growing odds. These vast hordes are the backbone of the Quaan's forces, and relatively easy to replenish once numbers are thin. Orc breed very quickly, especially those bred within the Pits of Zadesh. Though they are not as skilled has their elven ancestors, orcs still show usable proficiency with bows or crossbows. Many battles begin this way, the sky blotted out, as waves of black arrows fall upon the Quaan's enemies.   Also present within the ranks of the infantry, large and deadly creatures, born of the mountains and pits of the Red Wastes. Trolls, Ogres, Giants and more have been known to march alongside the orcish hordes. These creatures are powerful additions to the infantry, easily pushing through the front lines of the enemy, acting as moving cover for the smaller the smaller orcs and tiefling. Just the presence of these beasts has been known to shatter the morale of defending forces, sending them fleeing in fear, abandoning their posts to the advancing Quaan.  
 
Support
  This division of the Quaan army is typically held by powerful magic users, usually tiefling of elite houses. They support the advancements of orcish infantry, by clearing the battlefield with power magic and spells. Usually, they are placed upon beasts or great constructs, created to bring them close to the action, but away from harm. Typically, these warlocks and sorcerers command the legion of orc they support, using their clever minds for battle strategies, then relying on their powerful magic once the fighting begins. Alongside these magic users, are more large beasts. Usually Trolls and Ogres are found within the lines of infantry, but the largest individuals, are chosen to become living war machines. These creatures are strapped with catapults or ballista, and are able to rain chaos down upon the opposition.  
Calvary
  The Quaan Empire lacks the traditional identity of mounted riders upon horses, instead possessing a truly horrifying alternative. Riders, often mounted upon Wargs, Dire-Wolves, Giant Boars, or much worse. These horrid creatures excel at high speed warfare, using teeth, claws, and other weapons to shred the lines of the enemy. Riding atop them, skilled orcs or tiefling, shooting arrows or spells at the enemy. This cavalry force excels at hit and run tactics, weakening the enemy front lines, before they meet the vast hordes of infantry. While these riders give the other armies of the world much trouble, the greatest threat of all still comes from the sky.   Bred on the Isle of Suffering, trained at Fen's Muster, are the legendary dragon riders of the Quaan Empire. Though they are quite a rare sight, when they do appear, these riders mounted upon young chromatic beasts, have the ability to turn the tides of battle, incinerating enemy forces from the sky. In fact, most of these riders are used to combat enemy naval forces, engaging with enemy boats at high speeds upon the wing. Young Dragons prove quite difficult to train, and even harder to master. Though the pits and pens at Fen's Muster can break even the strongest willed individual, turning them into obedient beasts for the Quaan's cause.  
Naval
  Naval combat is perhaps the weakest component of the Quaan Empire's military. Orcs, though they have been improving steadily over the years, are not particularly well suited to naval combat, nor do they posses the necessary craftsmanship needed to build sturdy vessels. Because of this, the Quaan Empire is at a severe disadvantage upon the open oceans. Nations like Atmora and Astora have succeeded at keeping the Quaan from the waters of Royal's Bay. However, the Quaan still posses the means to wage war over the open waters, occasionally sending dragon riders to burn the ships of the enemy. Using these great lizards, they keep enemy ships at bay, by harassing fleets, and sinking trade ships.  

History

 
The Dead Three; The Age of Fire
  The region that would later be known as the Quaan Empire and the Red Wastes was created at the beginning of the Age of Creation. It was created by Eldath and Silvanus, and was created as an endless desert or red rock and soaring plateaus. Later, after Bane, Bhaal and Myrkul, split off from the other The Eres, the land became plagued with evil born of the fallen gods. In this region, they created horrible and hateful creatures, in direct defiance of the other Eres. In their final act of betrayal, they created the Orc, born of mutations of the Eldar Folk. These orcs became the first intelligent race to inhabitant the region, becoming ancestors to those that would later create the Quaan Empire.   In the Age of Fire, the The Red Wastes became extremely active, becoming the region from which Tiamat launched her assault on the north of Naneth. During the War of Fire, scores of dark creatures were created by Tiamat, joining the already vast population of Orc and Tiefling, a new demon race that had erupted form The Underblaze at The Dead Three's behest. From the Red Wastes, Tiamat waged her war on Aramoor and The Alliance of Humans, Elves and Dwarves.  
The Age of Mists; Formation of the Quaan Cult
  Eventually, Tiamat was defeated, inside Orphans Peak, leading to a last stand victory for The Alliance of Aramoor. However, the humans and elves had been betrayed by one of their own, leading to the entirety of Naneth becoming enveloped in a toxic fog, a bid from an unknown entity to erase all life in the world. This was the beginning of the Age of Mists, an event that saw huge amounts of life snuffed out from the world. Creatures living in the Red Wastes faced extinction, with those showing a will to survive retreating into the mountains and pits of the region, escaping the mist's deadly reach. For two thousand years the mists remained upon Naneth, keeping life forbidden from the surface. Luckily, the Orc and Tiefling of the Red Wastes were well suited for life in the dark, thriving when the other races of Naneth struggled to endure. Eventually, after generations had passed, the mists receded from Naneth, allowing life to repopulate an empty world.   In the early years of the Age of Renewal, a powerful group known as the Quaan Cult became known in the southern region of Naneth, establishing settlements throughout the Red Wastes. This group was made up of mysterious beings of great magical power, and were rumored to be in league with demons and devils, ascended from the The Underblaze. The newly formed country of Atmora, took notice of this group, and in a bid to preemptively end these warlocks and sorcerers, began invasions into the Red Wastes, seeking out and destroying members of the Cult. It was believed that the Cult was uncovering ancient secrets, magic rituals, and powerful spells that would lead to an ultimate goal, the revival of Tiamat, or worse; The Dead Three. However, the Quaan Cult was prepared, and set out to re-form and unite the great legions of Orc and Tiefling of old. They succeeded, seducing these races once more with the power of The Dead Three, finally uniting them under a single banner; The Quaan Empire.  
War with Atmora; Plague Upon Naneth
  In AoR 101, war with Atmora began. The early years were especially bloody, as both nations rushed to get an upper hand, attempting to establish fronts within the other's region. The losses began to mount on both sides, though, greater effect was felt in Atmora, as the forces of the Quaan Empire were much easier to replenish. For the Cult had reopened the Pits of Zadesh, and had begun breeding Orc in the vast and vile network of underground caves. These Orc were not created in a natural way, instead, they were birthed from the mud, the result of hideous experiments and rituals by the Cult. Orcs bred in this fashion seemed to lack the intelligence of naturally created Orc, though the Cult found they were much more obedient to commands. Because of this initiative, and the general un-relenting combat from the Empire, the tide began to turn against Atmora, giving the edge in battle to the nation in the south.   By AoR 268, after the Splitting of Atmora, the war effort from the northern nation began to slow. They entered into a defensive strategy against the Empire, no longer pushing for advancements into the Red Wastes. The Quaan Empire, sensing it Atmora at it's mercy, began conducting raids into the region, burning and looting as they pillaged the region, almost at will. Though Atmora remained strong enough to push-back an entire invasion of the country, they could do little to stop these small-scale raids into their country, as they no longer had the numbers for sprawling patrols of their border.   Over the years, the war with Atmora has continued, though it has never quite reached the ferocity of those early years. Atmora has yet to fully recover, as they face great internal problems within their nation, compounded with the ongoing threat to the south by the Quaan. As of AoR 606, Quaan raids into Atmora are still fairly commonplace, leading to the southernmost area of Atmora to be quite a dangerous setting to live. During these long years of war, the Quaan Cult has grown quiet, with members of the group rarely being spotted outside the borders of the Empire. Though many believe that this is a result of the on-going progress they've made on their final goal; raising The Dead Three. Since the Quaan Empire has been virtually uncontested in it's reign over the region, the Cult has been free to continue their work, away from meddling from outside forces.   Now, as the Age of Renewal begins it's 6th century, the Quaan Empire remains a dark beacon of unfettered power in the south. Raids on Atmora have continued, with the old northern country doing little to hinder these attacks. Recently, there have been reports of Quaan raids into Meridian proper, with Orcish forces bypassing the Sunrise Jungle, raiding as far east as the Great Dust Plains. If these reports are true, it would mean war with the Quaan Empire may be unavoidable for the tropical nation, a prospect that would likely draw Astora into a conflict as well. However, Naneth's focus is currently on the plague that has swept the world. This sickness has begun to claim thousands of casualties, sending masses of population to city centers, desperate for answers and cures. Whether this sickness is also present in the Quaan Empire is currently unknown.  

Notable Regions

 
Settlements
  Zahovaar: The Capital of The Quaan Empire, Zahovaar is the hub of activity in the Red Wastes. Hundreds of thousands of Orc dwell here, garrisoning the city, lead by a great Warlord of the Quaan Legion. Built in the shadow of The Teeth, Zahovaar may truly be impenetrable, as it stands defended on each side, a mountain range to the east, and an endless desert to the west. Marching on this city from anywhere on Naneth would consume an incredible amount of resources, for an attack that would likely fail.   The Slave Pits of Zahovaar: To the southwest of Zahovaar lies the Slave Pits of the same name. This settlement stands in the shadow of Myrkul Mountain, as a great pit that winds it's way deep underground. This city is unique, as it stands as the only settlement in the Empire that is populated mostly by humans and elves. However, all of these inhabitants are slaves, and as a result, are doomed to die working for the interests of the Quaan Empire.   Aduun: A mighty Orcish fortress, standing on a plateau overlooking Royal's Bay and Spineback Gorge. Raids and invasions are typically launched into Atmora from this settlement, as it stands close to the northern border.   Mezorath: This city, under the shadow of Vicavor Mountain, stands as the second largest city in the Quaan Empire. This city contains a large population of Tiefling, with some the greatest demonic houses in the region calling this city home.   Ash-Nag: This large city stands on the edge of the Skuzlok Swamp. It's the largest southern city in the Empire, with it’s primary use of conducting raids into the Sunrise Jungle. Besieging this city would be incredibly difficult, as the deep mud of the swamp surrounds the city, making strategic movements quite slow and impossible.   Julenduum: The furthest southern city in the region, Julenduum serves as a port city for the Orcs. Luckily for Meridian, Orcs are quite poor at seafaring, otherwise this city would pose a much larger threat. Regardless, Julenduum inhabitants do attempt to launch raids via the sea, but are usually thwarted by the more experienced forces of the Daytower Alliance and mercenary forces.   Exilum: The only major city found on the Isle of Suffering, Exilum serves as an inescapable prison for man and beast. Prisoners here are tortured with unending suffering, usually for information regarding the Empire’s enemies. Powerful enemies that are kept here are routinely tortured beyond imagination, experimented on, with the intention of turning them into fell creatures. This place is said to be rife with students of Bhaal and Myrkul, the most sadistic members of the Dead Three.   Other Settlements in The Quaan Empire:   Giljak-Kav, Zut Cove, Devaah, Redmorg, Zi- Rauke, Mezeen, Gorbog, Ukhip, Fen's Muster, Pits of Zadesh  

Major Organizations

  Quaan Cult: The original group that founded the Quaan Empire, the Cult is a mysterious group of powerful magic users, with deep connections with the devils and demons of The Underblaze. It is thought that their primary goal is to raise The Dead Three from the Nine Hells, in a bid to over take Naneth once more.   Exilum Prison: Exilum Prison is unmatched in terms of evil and suffering. Built as a giant fortress, with an expanded underground network, Exilum Prison is a vast and unending horror. Within it’s walls, the Quaan Empire’s greatest enemies are subjected to torture and experiments. In fact, the entire location seems to be dedicated to Myrkul himself.  

Geography

  The Quaan Empire features very little in terms of a diverse climate. The dry and arid air of the Red Wastes hangs over almost the entire region. Though the Quaan Empire is almost completely surrounded by warm waters, the tropical winds and rains rarely occur in the region, sometimes going entire months or years without a proper rainfall.  
Regions
  The Red Wastes: The largest, most vast, and desolate area on all of Naneth, the Red Wastes span from the eastern coast of Royal's Bay, to the slopes of The Teeth far to the east. This region is a desolate setting of little but ash and dust, it's red sand often kicking up into deadly sandstorms that cover the entire region. Apart from the endless deserts, the wastes also raise above sea level, ascending into great plateaus that span for miles.   Vicavor Lowlands: Another open area of desert and plains, the Vicavor Lowlands lie to the north of the Red Wastes. Here, the red sands and ash, transform in rolling plains of dry grass. While still quite inhospitable, these lowlands still harbor more life than the endless deserts to the south.   Southruun Highlands: Laying to the far south of the Empire, is the Southruun Highlands. It stands as the largest plateau found in the Red Wastes, an entire area raised far above sea level. It's coast features sheer cliff-sides, hundreds of feet tall, dropping down into the dark of Naneth's Deep.   Isle of Suffering: One of the largest islands in all of Naneth, the Isle of Suffering stands as a grim reminder to the rest of the world, of the Empire's hate and cruelty. Exilum Prison is located on this island, as a place of great suffering. The isle is also home to the great Pits of Zadesh, the birth place of many Orcish specimens. Surrounding the island, are thousands of razor sharp rocks and smaller islands, making the crossing to this area extremely difficult to all but the most experienced sailors.  
Mountains
  The Teeth: The Quaan Empire shares this mighty mountain range with Atmora to the north, as The Teeth is the largest range on Naneth. These mountains have made the eastern coast of the Empire an impassable maze of peaks and valleys. This area is also home to scores of dark creatures. Most remain unnamed, too hideous to come to light. Though the caves beneath the The Teeth are rumored to be home to scores of Underhill Dwarves and Drow.   Vicavor Mountain and Myrkul Mountain: These two mountains stands alone in the heart of the Red Wastes. In both cases, great settlements have been built in their shadows, as they provide the inhabitants of the Empire with valuable resources, most of which are found below, in the caves beneath.  
Forests
  The Deadwood: One of the only collection of trees within the Empire, The Deadwood resembles it's name quite well. This forest is made up entirely of seemingly dead trees, though that could not be further from the truth. The trees of the forest are alive, and provide a home to many horrible creatures living in the area. Many believe the forest is cursed, though many others believe that Eldath herself will simply not permit greenery to grow within the Red Wastes.   Drakewood Hollow: The Empire's other forest, this collection of trees lies to the north, on the border with Atmora. The Drakewood is famous for the creatures that dwell within, most notably the scores of wingless drakes and wyrms. Creatures like Basilisks, Wyverns, and Cockatrices are found here in great numbers.  
Bodies of Water
  Skuzlok Swamp: The Quaan Empire is void of almost any sources of fresh water, with the only exceptions being the scores of unnamed rivers that flow from The Teeth, and the toxic sludge and mud of the Skuzlok Swamp. Lining the fringes of the Sunrise Jungle lies this swamp, a 100 mile long wasteland of bugs, bogs, toxic fumes, and nightmarish creatures. It is quite possible that this location is the most dangerous area on Naneth, as apart from the horrible creatures, even the air is trying to kill you. In fact, many believe that the fumes surrounding the swamp are leftover mists from two thousand years ago, when all of Naneth was covered by the toxic fog from Orphans Peak.  
Geography
  Type: Nation   Region: Southeastern Naneth   Capital: Zahovaar   Largest City: Zahovaar  
Society
  Demonym: Quaan, Quaans   Races: Orc, Tiefling, Elf (Drow), Dragonborn, Dwarves (Underhill)   Languages: Black Speech (Orcish), Abyssal, Infernal, Common   Religion: The Dead Three  
Commerce
  Imports: Slaves, Meats, Creatures   Exports: None  
Politics
  Government Type: Oligarchy   Ruling Type: Ruled by Cult, Warlords Locally

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