Tuwellios Organization in Saphel | World Anvil
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Tuwellios

When the light of civilization dimmed long ago, it was carried forward by the flourishing alliance of cities far to the south, which over time came to be called Tuwellios.   In a high, ancient place called Az Tuwell, a deal was struck. Proud cliffs stood sentinel, sheltering a historic moment as a group of remarkably different people decided that cooperation was, currently, in their best interest. Perhaps they each lied. In time, regardless, it became truth.   Where countless other societies succumbed to the tumult, Tuwellios survived. Many attribute their survival to two main factors: the resources saved by not having to squabble over superiority, and the vast distances between them and everything else of importance. A natural barrier of sand sheltered them from the north; the Scorched Ocean swallowed all, and the sea was still roiling with sea monsters, making travel difficult.   They were alone.   This historical fact is often overlooked in favor of the far more exciting tale of the Accords. Agreements, trade-pacts, common codes of law, and promises of mutual retaliation so deftly woven that it snared the cities of the south in a web of amiable coexistence long enough for a proper tradition of peace to take root.   Thus, what is now called Old Tuwellios. It bore a charmed life, while it lived. A nation dreamed up; a dream-made place apart from the tumult, where people could get rich and die gloriously. Ties Tuwello. Ethos is more important than morals here. Respect is heavier than gold. Family is the most dangerous weapon; it draws blood on all sides. Old Tuwellios came and went, the gold flowed and the blood simmered. What remained from the hundreds of years of tumults was the Accords. The long-standing agreements, propped up by the old families of the prominent ports, tied the stubborn city-states together with more carrot than stick. Occasionally a stick was employed here and there. The tendency for city states to employ powerful magic-wielders and force others to obey at spell-point persisted throughout the Ruby Tide century, but was reigned in by the coming of the Strixarch and the establishing of the Bonded Cadres.   The most important places on the coast are:     Some important people on the coast are:  
  • The Shingas, the four rulers of Deshala.
  • The Strixarch, an immortal mage who brought about the system of Bonded Cadres.
  • Clans Tzil, Anor, and Crese, venerated families whose blood traces back far into the past. Swathed in mystery, lore, and magic.
  • Table of Profaned Things, a collection of privateers, pirates, merchants, and shipping enthusiasts who believe personal freedom and lucrative exploits number chief among the virtues of Tuwellios. Free spirits and tax evaders, look no further.
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