The Giteri Geographic Location in Panessence | World Anvil
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The Giteri

Infusions: Feather, air/wind, bird   between the waters of the Nidari Reach and the parched sands of The Srem lies a broad and densely-inhabited grassland known as The Giteri. its inhabitants, the Giterikin, form a distinctive part of the cultural makeup of the southern Nidari Reach and beyond.   Divided for centuries into the Eastern Giterikin League and the Western Giterikin House, rival branches of a royal family (essentially separate kingdoms now) whose war runs sometimes cold, sometimes hot. Lesser nobles frequently switch sited as is advantageous to themselves. Both covet control of Rhythonze, and it has changed hands many times.   Aristocratic Hierarchy: while there are many specific and complex positions within the Giterikin power structure, the simplest breakdown is into the various levels of Kinma, a term that translates as "Guardian of Children". Originally the caretakers of the old, young and infirm during the nomadic period of Giterikin history, they eventually expanded in power with the settling to a sedentary lifestyle and the Foster process expanded. they are the only remaining individuals allowed to adopt.   Taxes are paid to Kinma in the form of quotas in exchange for the right to work the land and keep any proceeds beyond the quota - and non-Gifted have a fair degree of leeway in how they run their land, as long as they meet quotas. They are publicly made examples of when this doesn't happen, which is often not productive.
  • Monarch: a position that has sat vacant since the start of the civil war. traditionally crowned in Rhythonze.
  • Aspirant: the term used by neutral and external parties, as well as later historians, to describe the two competing claimants for the throne.
  • First Kinma: equivalent to dukes, princes, and minor kings, ruling over larger territories known as First Domains
  • Second Kinma: equivalent to a count or earl, they rule over smaller independent territories or, more rarely, a larger subdivision of a First Domain. both are generally referred to as Second Domains.
  • Third Kinma: equivalent to a baron, they most often rule subdivisions of First or Second Domains, but sometimes rule independent cities or small estates. these are known as Third Domains.
  • Captain or "Petty Kinma": appointed by a real Kinma, they run individual communities or strongholds and fight for their Kinma but are not allowed to foster. equivalent to knights, the children of Kinmas are often appointed as Captains, and the pool of potentials heirs almost invariably consists entirely of Captains. The number of people with this title gradually ballooned over time.
Strawmunculi are commonly used on larger estates to take in the harvest.   Flying in the Giteri, in contrast to other parts of the world, is a common occurence. in many places, enormous magically-infused thermals rise into the sky - often associated with a wind-spirit - and these act as hubs for flyers, who will attain great altitude before coasting to the next such upwelling. there are also both variable and stable winds blowing laterally as well, acting as "highways" to help speed travel or make it possible. Very few Giterikin are able to fly personally, but owning a rideable bird is a little like owning a horse for riding in other areas of the world. this makes control of certain windy locations (such as Rhythonze) vital economic and military objectives.  

History:

 
  • in pre-history, people from The Srem either invaded or settled in the south of the region from The Srem.
  • in the early (semi-legendary) recorded history, the region was divided east-west: around Naretta, nomadic lifestyles were dominant, with short-lived tribal coalitions occasionally uniting the land and wealth measured in the size of herds and flocks. the east, meanwhile, was dominated by the monarchs of Alzig.
  • War with, and subsequent ceding of land to, the Tchep by both the tribal coalitions and the Alzig monarchy. this land (previously known as Hobinel/Hobini) had been a region of tribes that were culturally distinct (being early adopters of Seaspeak and Gyrism), with a loose fealty to Alzig. they were forced out over the following centuries, settling on Sokani and eventually forming the ruling class of that land.
  • Originally, this region spoke a version of Reldan, but for some reason gradually moved over to speaking Seaspeak at some point in second millenium Less Foreseen. possibly associated with the arrival of Gyrism in c.14-1200LF, under the trade influence of the first Blackpowder Cartel .h at around the same time, the Monarch and Kenma system arose in emulation of the declining Alzig monarchy, which maintained nominal authority over its land.
  • in 533 - The Alzig civil war takes place, with the rival claimant fleeing to Sokani after their defeat.
  • in 414 Less Foreseen, the split between the western and eastern giterikin houses took place. see the Giterikin Civil War for more details.
however, not much is remembered of the early history:
  • the Settling of Tchep (and ancient agreement)
  • the ties between Alzig and Sokani (any "betrayal" forgotten)
  • being forced out of Hobinel - thought of as a loss/donation of a colony rather than a homeland.
  Locations that are at the fringe of awareness/semi-mythical in the Giteri:

Military:

  flight heavily affects warfare, as attacks from the air, troop-drops, and anti-air defences being a vital part of any military strategy - though, as with the military forces in other regions, the majority of soldiers are still rank-and-file infantry. the classic military formation is dense blocks with two soldier types mixed together: anti-aerial archers protected by shield-walls with square shields and the distinctive giterikin short-spears.
  • light cavalry, which tend to ride bipedal mounts.
  • Cataphracts: heavy cavalry, mounted on feathered horses or Ground-Griffins. Largely composed of elite Gifted and petty Kinma.
  • flyers - what are they like, and what status are they - prestigious, or too dangerous?
  • Elite owl-infused infiltrators - use spells of silence and slow-falling, a folk-art - known as sneaks, creeps, or stalks among other soldiers.
In prior ages, the composition of forces was different: shieldmen, pikemen, cavalry, archers, and griffins/flyers, each operating as separate blocks. This is preserved in the game of Front.

Questions:

  • How are new Kinma created? Royal Decree?
  • What happens to Gifted when a Kinma dies? Are they "inherited"?
  • How do subordinate Kinma interact with their masters? and similarly, how does co-parenting work?
  • Vovari Bay - think about how essence interacts with the removal/addition of water and affects the landscape - was magic needed to keep out the water-essence?
  • flamingo lake in nether-east?
  • combat flyers?

Geography

Mostly grassland though with plenty of variety overall – forests, rivers, swamps. The further north you go, the wetter it gets, from near-desert to near-wetlands. Many winds – some regular, some changeable, some alive, some even sentient. These winds are also unnaturally buoyant, allowing winged creatures who elsewhere could barely stay in the sky to soar.   Sub-regions:
  • Naretta: also known as the heartland plains.
  • Nether-East: a central lowlands region. in times of division, often a front between east and west. contains Flamingo lake? doesn't have to, as endorheic basins are explicitly not a thing in this world. could just be a stray salt inclusion?
  • Gollow Borders: not under the Kinma system, this region is controlled by the Viceroy of the Gollow Borders - appointed by the Alzig monarch, but typically chosen by the Giteri Monarch.
  • unnamed Kerridan border zone
  • unnamed Sigmenod border zone, containing Andoi. has Pterasaurs.
  • unnamed hilly area containing Rhythonze.
  • Dampning wood: lead-infused, where other elemental infusions are temporarily dampened. An anti-magic zone, and also toxic. Has squirrels here too.
  • Alzig: a glass-infused area. formerly a powerful monarch, now much reduced. have 3 viceroys: Hobinel, long a purely ceremonial position; Rhythonze, who controls the Alzig Court district in that town, and the Gollow Wastes
  • Rallig, coal-infused, a small group of hills/mtns within which lurks a huge cavern. Lots of reptiles (especially geckos)
  • Tchepec peninsula (
  • The Learned Canyons
  • Dunefront: a town and associated region in the south of the Giteri, West of The Learned Canyons, very deserty and arguably within the Srem. Has strong winds blowing continually north that whip up sandstorms and shapes the dunes - the sand fades, however, as it heads north away from its infusion. Very sparsely inhabited, with large ranches where Secretary-Bird steeds are bred and raised as mounts and attack animals. The region is also full of deadly giant snakes, which the secretary-birds keep in check.
  • Flamingo-lake in southeast. four-legged flamingo-beasts, winged flamingo-snakes, as well as a community of Halites that grow fairly wealthy off of salt exports to the surrounding regions.
  • eiderdown-infused region, either chillier (near Tchepec) or almost stiflingly warm.
  Domains:
  • First Domain of Alzig: including the glass-infused Alzig region proper, these were the first leaders of the Eastern League.
  • First Domain of Vovari: the leaders of the Western League. the largest First Domain that bordered Cimmati. a large swathe of this land was reclaimed from the sea around 500 years ago and protected by dykes known collectively as the Vovari Barrier. their breaching was devastating for Vovari. This area is now referred to as Vovari Bay, and the fishing-boats sometimes scrape across the rooftops of sunken villages or pass through the upper parts of half-submerged Gates - this latter a sacred act of remembrance.
  • First Domain of Amicloi: once a new Domain formed by conquests and alliances during the early years of the war, Amicloi became the instigators and leaders of the Eastern League after the Good Years. Includes the Learned Canyons.
  • Second Domain of Cimmati: originally an independent Second Domain, it became personally held by the pre-war Monarchs, holding the royal court. later, it became the base of the Western House. a coastal region. Noted for its whiskey.
  • Second domain of Aliti: politically canny and wealthy Domain located near Rhythonze. noted for changing sides in the conflict frequently and as soon as politically expedient. also controls a large chunk of the city itself, via buying up land (often with strongarm tactics). The Braided Band once served in the army of this Domain.
  cities and settlements:
  • Rhythonze, the gale-seat. the plains and hills around the city report to it directly.
  • Cimmati: capital of Cimmati domain. a coastal trade city. has a large gladiatorial scene and a huge laundry area processing imported teyton castoffs and rag-rock.
  • Sharris: capital of Alzig Domain.
  • Andoi: south-western border-city that acted as Western headquarters for a time. Built around the remains of the only Caracaran Waystation beyond Sigmenod. Borathon, tarnished knight once visited it before being frozen. has an ancient pterasaur eyrie that is still in use.
  • Burlis: Capital of Amicloi.
  • Gallery of places: attraction created by Oomuri, Deeps outcast.

Fauna & Flora

Giterikin, Strawmunculi, Giterikin Sphinxes (bird/lion/human), Secretary-bird steeds, giant terror-birds and rocs, pegasuses, Giterikin magpies, winged elephants, winged spiders (up to 1 foot across but usually much smaller), winged mice, pigeonhawks, horned birds->feathered deer on a smooth spectrum, Griffins/hippogriffs (including flying and grounded versions), wagtail mules, husky birds.   birds and feathered animals dominate. the lifting power of Giterikin winds allow birds with wingspans of a dozen metres or more, and furthermore allows them to carry greater loads than ordinarily expected. a 6-metre-wingspan hawk can carry a human passenger without difficulty in The Giteri; boosted by the wind of an air-spirit such as Eyon, they can carry several people, or hundreds of kilos of cargo.   Giterikin magpies: giant, collect hoards like dragons, have magnet-like ability to attract gold and other metals.   Cormorants on the coast form telepathic bonds with local fishers - these then often go on to be scouts for navigation or warfare.       the staple crop is Plumewheat, which is used to make flour for flatbreads and other uses. the seeds are wind-dispersed, which means they are either harvested early, or the seeds are collected in large meshes as they blow off.   windspring/windwell elementals: beings of pure wind and air, of vastly varying in terms of power, form and intelligence. some are little more than motes of energy; others are powerful spirits worshipped as gods. some are amorphous blobs, some resemble animals or people. some are able to move, some seem to be fixed in place and control winds around them. some create air/winds, some merely redirect existing air, and some can do both. notable examples:
  • Eyon, and other localised wind-spirits.
  • the elemental that Tasmis The Sea-Reaver swallowed by accident during a storm at sea, inadvertently saving his ship.

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