Horshian Ethnicity in Sonnerand | World Anvil

Horshian ([H]-[or]-[she]-[an])

Horsh

  The region known as Horsh, or the Horshian Savannah, is a massive region of southern Aomia comprised of almost 200,000 square miles. Its parallel is usually drawn along the southern coast of the Bay of Aom and stretches to the northern edge of the Parchdune Desert.   Horsh is known for its eponymous Savannah, home to a great number of unique animals like the amphibious and horned Rakarile, the long-legged Bladed Kubu, wild Orunjay, and vast colonies of Jellybees. It has numerous vistas, including springs, grottos, groves, and hollows of immense beauty. This can't be said of the regions southwestern corner, which is almost entirely uninhabitated. This area is known as the "Arcanist Seared Badlands" and was the sight of "The Wen," a massive-scale magical backfire that eliminated over 5 million people.   Strangely, the native peoples of this region, the nature-loving and seasonally nomadic Horshians, avoided this disaster. In fact, the Horshians did not exist for an entire decade immediately before and following The Wen.   Almost all wartime crises have had Horshians fully absent from them. This is not neutrality or pacifism, this is Horshians quite literally phasing out of the world for years at a time. However, with the Singularity Crusade of the past 15 years, this has not been the case.   Recently, the Horshian way of life was sabotagued, taken over, and annexed. The tyrant Thar Bakall staged a coup which ousted the region's most capable fighters. Claiming the coastal city of Allencresh as the region's capital, Thar now exploits and uses Horsh for the macinations of the Aomian League, greenlighting many projects and city-building plans for the region.   Darax I'Registaan, Arch-Druid of the Desert Wind, opposes Thar from the peninsula city of Circle. Circle, home of Horsh's druids, has been annexed by Aom, but remains as one of the few autonomous zones in the theocracy.   For the common person, the last decade has been a far departure for the "normal" Horshian way of life. Bands of Horshians are simply known as a "group." Groups have remained relatively unchanged, save for the subtle shrinking of roamable territory over the years. Yet, the general discontent of the regions seems more and more apparent each year at The Summer Gathering in Allencresh. Thar Bakall assures his people that his plans will elevate Horsh to a global superpower.  

The Regions of Horsh

  Horsh Proper   The largest region of Horsh is, with little surprise, Horsh Proper. This is a region that accommodates the Horshian Savannah, about 120000 square miles. The savannah extends into and past the ATSQC border at the western edge of Aom, and the ATSQC has had recent trouble with Horshians accidentally trespassing the border.   The official Aomian states of West Horsh and Arcanist Seared Badlands reside here. The naming convention is seen as an insult by and to the Horshian people.   Horsh Proper also contains the legendary Sanpourmoroi River, home to a charismatic riverain spirit of the same name. This spirit has gone into hiding as of the Singularity Crusade.   The Wenlands   The sight of The Wen is known to the Horshian people as The Wenlands. Groups generally avoid the area. The Wenlands are still charged with elements of positive and negative energy-magic that is perceptible even to non-spellcasters. While there are barbaric tribes that roam and even thrive in The Wenlands, Horshians would not count themselves among them.   Togli Koprik   About 600 miles East into the interior of Horsh, the land dramatically flares upwards and forms a natural ramp about 100 miles across that leads 17000 feet into the sky. The people of this area have given the ramp and region the name Togli Koprik, or "Path of the Giants." The peoples of the ramp identify themselves as Horshians, but distinguish themselves from the "lowlanders" with a strong cultural identity.   At the midpoint of Togli Koprik the Jaggerjim Mountains form a massive barrier. The region officially ends at the Jaggerjim Mountains, but a singular pass through the Jaggerjim "valley" (which is still 19000 feet above sea level) provides the most effective route to enter the Parchdune Desert.   To the incredible frustration of Horshians and native Togli, Aomia has named given Togli Koprik the state name of "Horsh."   Hell's Bridge   The only permanent settlement in Togli Koprik is Hell's Bridge. Nestled into the base of the Jaggerjim Mountains, Hell's Bridge is the last checkpoint of civilization before the Parchdune Desert. Hell's Bridge is also the only Horshian settlement that practices blacksmithing and metalworking. Hell's Bridge (or "Hellbee") spears called "Poks" are reinforced with Jaggerjim Bronze-- and are the go-to weapon of Horshian warriors.   Arko Peninsula   The Arko Peninsula sits in the rainshadow of Togli Koprik and is an arid region of red rocks, orange sand, and deep blue ocean waters. The Ravarina Ocean flows into the Bay of Aom at Aom's Gate. The Arko Peninsula is the southern point of this gate.   Druidic magic is particularly strong in the Arko region and remains as a more-or-less autonomous zone to the Aomians. Aomians have correctly named the state "Arko."   Aom's Gate South   The southern border of Aom's Gate is highlighted by the strange singular mountain of Mount Darvoza. The mountain is 15646 feet tall, but is the only mountain in the area. The drudic city of Circle is built into and around Mount Darvoza, which is seen as a grand channeling tool for druidic magic.   Circle is the home of the Doira Enclave and the remnants of Huraas Alhirish (more below). By order of Thar Bakall, Circle is not part of the Arko state, but rather it's part of the state of Horsh, which he is governor over. This is to the chagrin of Darax I'Registaan. Aom's Gate, and Mount Darvoza, is the home of 3 Androsphinx called Qarang, Eshiting, and Gapiring. These sphinxes are allied with native Horshians and offer council to the Doira Enclave. They are loyal to Darax, and consider him a wonderful friend.

Naming Traditions

Feminine names

Crest, Cirrus, Oasis, Gulla, Mirage, Danie, Blui

Masculine names

Dune, Ridge, Nauto, Arch, Bynion, Torchi, Darax

Unisex names

Herder, Xudodi, Tabiat, Chiol, Tyri, Dasht, Qoya

Family names

Al-Balawi, Al-Bahaadur, Al-Mazaboot, Dryood, Samurdree, Al-Uchuh, Shaasak I'Registaan, Maalik I'Maidaan

Other names

A common practice by Horshian adults is to adopt a secondary name by fusing the names of their parents into a new form.

Culture

Major language groups and dialects

Horshi -- The broad regional language of Horsh. Horshi is derived from Greater Moroamian-- the vernacular of the continent. Horshi is known for its musical cadence and the use of southern ATSQC classifiers.    Arkovian (Doiran) Horshi -- This is the dialect spoken by the peoples along the Ravarina Ocean in the region of the Arko Peninsula. The Doira Enclave of Circle speaks this language, and uses it in the language-weaving of their spells. Therefore, all Horshian druids must speak a bit of Arkovian Horshi (also just known as 'Doiran') to cast their spells.    Wenland Horshi -- This dialect can be heard on the western side of Togli Koprik in the southern-most area of Horsh Proper. Here, at the outskirts of the Arcanist Seared Badlands, the Horshians have adopted many of the words and phrases of the various Goliath tribes that wander the Badlands.    Togli -- Togli is the language of the people of Togli Koprik, specifically Togli Kopriki who live in the highly-elevated Hell's Bridge region and community. This is a language that was developed independently of Moroamian and Horshi, making it extremely difficult to translate between-- even for native Horshians. This has led to some of the clashes of ideals between the people of the "lowlands" and the Togli Kopriki. Togli is a language filled with a large amount of vocal flutters and has a brailed cuneiform-based writing system.

Culture and cultural heritage

Post-Dematalyst, Horshians found themselves divided and separated by two great barriers to the north and south. These were the newly-created Parchdune Desert in the south, and what would come to be known as Hell's Bridge in the north.    Despite whatever the Horshians may have been before the Dematalyst (it didn't matter anymore), they now found themselves in one of the most extreme transitory regions in Moroam. More than that, the Dematalyst seeded many lucrative volatile magical areas within the Horshian region. Mount Darvoza is one of these volatile magical areas, as is Hell's Bridge itself. This is the reason so many druids are produced in Horsh.    The Horshian culture is one built around exploring, bolstering, and preserving the incredibly active land around them. As a result, all aspects of Horshian life revolve around the use and reverence of nature-- from their fighting styles, to their proto-farming techniques, to the way they go about finding romantic partners.    Horshian culture also places very little value on religion. But despite this, there have been extremely rare occurrences in Horsh-- so many of these extremely rare occurrences that it isn't really all that rare in Horsh, but no less important: the birth of minor demi-gods.   Ironically, these minor demi-gods almost always go through life without knowing of their status, or any of the abilities that could come with it. Those who are aware, or who do find ways of tapping into and unlocking these abilities almost always become prominent figures in Horshian society.   These minor demi-gods are the spawn of the nameless nature deity that permeates Horsh. Neither Horshians nor the world are aware of this. For the former, they would not care anyway.

Shared customary codes and values

Will of the Wild   Nature is paramount to Horshians. Their reverence and respect of the natural world is second only to the dedicated druids of the Gild Wald. However, unlike the Gild Wald, this is a dedication driven into and lovingly fostered by every man, woman, individual, and child in Horsh, from the burned edges of the Arcanist Seared Badlands to the tall mountains of Togli Koprik to the stone chambers of Circle.   This dedication is manifest in their staunch refusal to cut down trees or even build with anything other than stone and clay. Permanent structures are few and far between. Most families will make their own seasonal structures of stone and clay daubing. Larger cities may have a few impressively built structures for meeting and trade, and Circle contains a so many structures that one would easily think of it as a city. However, most Horshians are more eased roaming the savannah as nomadic individuals.   No Faceless Kings   Authority is something that is hard for the average Horshian to wrap their head around. Most people understand the concept of law and order and even of rulership-- but they can't understand why they would need a ruler or grand enforcer of laws. The Horshians enact community justice by letting a criminal bask in their dejection of the whole. For example, if a Horshian steals from their group, his fellows will allow the transgression to stand-- but the thief will be forever hard-pressed to find allies and friends who will aid him in future endeavors until the time comes where he apologizes and atones for his negative impact to the community.   A god or king, they argue, would not be able to accomplish the latter and would be too heavy handed for the former. A god demands certain methods of living, this is not the Horshian way.   Aomia and Horsh share a common interest in community-- but the heavily theocratic methodology of the Aomian League run counter to that which Horshians proclaim.   The Will of the Individual can Accomplish Anything   While Horshians use their community often, it comes with the stipulation and understanding that the individual is responsible for change. When a Horshian is slighted or insulted, it is up to them to sort it out. Of course, calling upon cherished allies and friends (which can sometimes be the whole community) is expected-- but the individual with the issue is the decider of their own redemption, revenge, or regression.

Average technological level

The Horshian region sits at a relatively low technological level, mainly by their own choice. Counteractively, however, Horshians can harness and control elemental and naturalistic power to a degree that would make most cities shudder. They are the third most-adept druidic state in the world.

Common Etiquette rules

The standard Horshian greeting is to fold one's ring and pinky fingers together, push their middle and index fingers together, bring the thumbs to the neck, and give a slight head nod bow.    When two nomadic Horshi groups come together, it is standard for them to exchange whichever food they have in highest supply and offer water. This kindness is not given to outsiders, with individual nomadic groups determining their process for dealing with outsiders. Unannounced murder or unjustified violence is generally frowned upon, but there are Horshi groups who will attack outsiders on sight.   In matters of gathering or eating, many Horshi will wait until everyone is fully prepared to get underway-- whether that be waiting for everyone to grab a plate, or giving every person in a protest a chance to speak. This has led to more than one conflicts in past years, like the "Misjudgement of Slate Al'Yomon" where so many people spoke against the execution of a prisoner that, when Mr. Al'Yomon was executed anyway, a full-scale riot erupted in the meeting place of Allencresh.

Common Dress code

Breezy robes, sandals, and head-wraps are all common in the Horsh region. Horshians adore gathering vibrantly colored wildflowers and creating dyes out of them. Yellows, greens, and purples are all popular common colors. Specialized artisans in this technique will hand-paint elaborate trims and flourishes onto their pieces. One variety of elongated robe is called a "xalat" and is worn by the druids during important naturalistic rituals. Xalats have dried plant matter woven or pressed into the fabric.   The hotter climates demand that people dress for the weather. This is doubly true in Togli Koprik, where the extremely harsh daytime weather has led to the creation of the 'soyo' hat. A soyo is a lot like a kasa, round and flat. However, it is lacquered in a light white moulded clay at the top and has a two-foot radius, making it expansive. Like a parasol, this allows for a nice amount of shade to be cast around the wearer. Togli Koprik further beat the heat by giving their soyos elaborate veils that surround the body. This particular trend has traveled down to Arko and Horsh Proper, and is a favorite amount fashionable Horshians.

Art & Architecture

Horshians do not like building permanent structures, as they see it as an affront to the perfect beauty of nature. Therefore, most of their most important and long-lasting structures are features of the land itself. In Circle, Mount Darvoza's base has been expertly hollowed out to allow for countless chambers and dwellings to exist. In Hell's Bridge, the Jaggerjim Mountains form diagonal angles that provide the Togli with natural overhangs and divots to gather. Within Horsh Proper, groups are often found with many spartan stone-and-clay huts that are designed to only last a season.   Artwork, however, is of far greater interest to Horshians. Paintings made with wildflower watercolor dyes are a popular activity of all ages, but Horshian fabric dyeing techniques create some of the most vibrant garments in Moroam.

Foods & Cuisine

Horsh is not known for its food, and has few culturally significant dishes. That is not to say that they're bad cooks, or that the food is subpar however.   The dish probably most consumed and known throughout Horsh is the dolma, or stuffed grape leaf wrap. Every Horshian group has its own way of preparing and stuffing dolmas. Common stuffings are beef, rice, lamb, mushrooms, offal, apricot, voma, tamarind, tuna, rakarile, and olives.

Common Customs, traditions and rituals

Horshian traditions and holidays typically revolve around the mass migration or transit of people to locations of individual or cultural importance.   All Ranges Day - (39 Basking)   All Ranges Day, translated into Horshi as Sabaah Ranglar, is less of a single day and more of a starting point for a widespread cultural holiday period. All Ranges Day encourages most Horshians to embark on some type of journey to a cherished naturalistic location. This can be as simple as the local grove, or as complex as finding a buried underground oasis.   All Ranges Day is a popular time for singles to find potential partners, as it is generally thought that compatible people visit the same location on the holiday. All Ranges Day officially ends 11 days after it begins on the 50th of Basking. After this point any peoples who are still away will be contacted.   The Summer Gathering (Midbright)   Every year, if possible, the Horshians gather in the city of Circle for the Summer Gathering. The Summer Gathering is meant to be the annual "news report" where the various groups bring word of important events, occurances, and anomalies in their areas. The Summer Gathering is often the impetuous of expeditions, wars, weddings, and apprenticeships.   The Day of Final Holdouts (Resolute 50)   Horshians operate on the standard Sonnerand calendar. On the final day of the year before Middim, Horshian families converge. As families get together, a selected family member-- usually the oldest-- helps the family identify their core values and tenets for the year to come. In this way, Horshian families create elaborate lists of goals, family-manifests for upcoming trade expeditions, or even full itineraries for the months to come.

Birth & Baptismal Rites

Newly born Horshian child do not receive a name until the first rain following their birth.

Coming of Age Rites

Horshians entering their 20s are expected to make a journey up to and across Togli Koprik and pass Hell's Bridge. Afterwards, they are to spend at least one Gap in the Parchdune Desert. This also serves as a trigger for any druidic awakenings, or as a means to strengthen one's druidic powers.

Funerary and Memorial customs

Burials are the most common and respected form of funerary custom. Horshian cemeteries are never located near groups or permanent towns/cities. They are alawys found in grottos and secluded groves-- often tied to one specific group.

Common Taboos

Metalworking is supremely forbidden in all areas of Horsh except for the forges of Hell's Bridge. The Horshians also place a particular disdain on infrastructure, especially paved roads and non-animal methods of transport.

Common Myths and Legends

Of Spinxes   The Lower Horshian Savannah is the original spawning place and first known location of the legendary Androsphinxes. As of 435 both Gynosphinxes and Androsphinxes are a seldom-seen sight in Sonnerand. However, Horshian legend from the first turbulent century reveals the close connection they shared with the magical beast.   Androsphinxes are, through Horshian oral tradition and a few written scrolls, capable of manipulating the flow of time and space. Androphinxes are claimed to be the reason Horsh escaped the worst of both the War of the Shorecarving and The Wen. The entire Horsh region, through the efforts of a pride of Androphinxes, effectively "skipped" a decade of war.   Of Riverains   The Sanpourmoroi River is home to Sanpourmoroi the Riverain. A riverain is a spirit and a manifestation of the river itself. Riverains take on the characteristics of their waters. A raging whitewater river may have an eccentric and fiesty riverain spirit, while a shallow slow-moving one may be host to a weary and hedonistic spirit.    The Sanpourmoroi, being an exquisitely clear river that meanders and flows cleanly to the Bay of Aom, is host to a spirit with considerable playfulness and wisdom. Sanpourmoroi has served as a spiritually guide to the rather non-religioius peoples of Horsh. Sanpourmoroi has healing abilities, and is even capable of bringing people back from the dead.    The Loch Lurkers of the region have a fantastic relationship with Sanpourmoroi. The Lurkers of the East Lodge have been trying to send a force to "protect" Sanpourmoroi during the currently uncertain times.

Historical figures

Chroniclex   Of all the Androsphinx mentioned in Horshian oral tradition, the most oft-spoken of is Chroniclex, Jefe of Sphinxes. Chroniclex is said to have led and assembled the Androsphinx of Horsh to perform the legendary acts of "skipping" through wars and The Wen. Chroniclex is said to have come back in time to warn the Horshians of the oncoming wars.   Darax I'Registaan   The strong relationship with the Androsphinxes was forged by Arch-Druid Darax I'Registaan, who still lives today. Darax is among the handful of druids that have unlocked "anti-entropic" processes within the body. Like the discovery of Efflux, the way Darax-- and any Arch-Druid-- this process is entirely non-damanging to the body. Darax resides in Circle and is the leader of the Doira Enclave. Darax is one of the rare Horshians that has strange divine blood flowing through his body. He is, effectively, an extremely minor demigod.   Thar Bakall   Thar Bakall is a man who betrayed his people. A former senior member of Huraas Alhirish, Thar went against all tenets of his order by turning traitor and staging a coup in Allencresh. Thar sold Aomia secrets of the Horshian region as well as detailed tunnel plans. Aomian sappers were able to easily break into the region. Thar personally killed or exiled almost all of his fellow Huraas Alhirishans, and seeks to become the lord of the Horshian region by forging a mutually beneficial relationship with the Aomians. Thar thinks Aomia outclasses Horsh, and his controlled takeover is the preferable outcome to a bloody and brutal siege or war. This is corroborated by the small pride of Androsphinxes that have joined Thar's company. Thar is now chief of Allencresh, Lord-Governor of the Greater Horsh Region, Unofficial Inheritor of Circle, Warden of the Southern Gate, and Thane of Hell's Bridge. Horshians know not to oppose him. He and Darax rue one another.

Ideals

Beauty Ideals

Beauty is not something that can be found in the uniform allies and streets of modern cities. Beauty is instead found in nature, and through the land. Much of what Horshians would call "beautiful" is naturalistically stunning. Special attention is given to naturally-formed rock arches, which are thought to be artistic flourishes by the nameless nature deity of Horshian cultural thought.

Gender Ideals

The Horshi language contains gendered nouns, bringing a strong distinction between the masculine and feminine aspects of their culture. Macro-features of the environment are described in masculine terms, as masculinity in Horsh translates to a sense of community-driven togetherness and presence. Men in Horshian societies and groups band together to make their decisions, even at a grander regional level. For this reason, men operate the role of leaders and policy-makers in Horshian society, but this is hardly a steadfast rule, and the patriarchy has dwindled following the arrival of the Singularity Crusade.   Feminine terms are given to most crafted or created objects, as well as anything that provides resources and goods. For this reason, the sea, most animals, most items, and even the general Horshian description of and word for "people" all use feminine terms. Women are seen as people who pay more attention to the finer details of the world and their society. Whereas men are given a certain expectation of decisiveness, women are given a certain expectation of rationality. For this reason, women are listened to and respected for their opinions. Most groups will have an Elder who's an older woman who guides expectation, wants, and ideals for her group.    This mirrors the way Horshians see nature. The masculine whole of nature provides the means of the feminine complex objects to exist and thrive. This also translates to the unfortunate idea that without men, society would utterly crumble with no foundation. Horshians hardly outwardly spout this idea, and are more likely to say that a society "needs both capable men and women to fully function."

Courtship Ideals

Horshians most loftly ideals come through their courtship practices. On the topic of love and sex, Horshians believe that humans (which most are) are better suited letting their natural instincts guide them to their partner. For this reason, there are no "mixers" or anything of that ilk. The Horshian idea is that two compatible people will find each other naturally, in the wild. Whether it be a chance encounter through similar expeditions, a stumbling upon one another, or just being in the same place due to shared interest.    This adds an element of sexual tension for single Horshians when going out into nature. The land provides a Horshian everything, even a partner. There is mutual seeking which occurs due to this practice. It is very common for Horshians aged 18-30 to embark on frequent solo journeys around the region. This is seen as both a rite of passage and a way of finding a partner.    There are many gathering spots that are used for this courtship purpose. The headwaters of the Sanpourmoroi River, the cliffside caves of Mount Darvoza, even the lonely dunes of Arko-- all places where Horshians may journey to.    Of course, just meeting someone in a cool area isn't enough. Horshians are extremely careful when entering new relationships. There are no set rules for dominance and submission in Horshian societies and families, unlike general society, aren't headed by the male. Instead, in most elements of family, Horshians instead adopt a community-based approach. Children are raised by the collective group instead of just two parents. Family decisions are always equally decided by the two unified individuals, and then aided by the entire community.

Relationship Ideals

Horshians believe that love is something that nature decides. Therefore, Horshians do not really see anything off about same-sex couples, individuals transitioning in gender, or adopting a new gender for themselves. An agender individual, or someone who has gone beyond the constraints of an assigned binary gender system, can still hold the same offices and positions as any man or woman. Some Horshian groups are even comprised of leading councils of agender individuals.    One's relationship to the divine is much more scrutinized. Horshians believe that their relationship with any "god" would be decidedly one-sided. Horshians were not asked to be placed on this world-- but they were absolutely not placed in the world to serve and benefit a being that they will never meet. Instead, Horshians believe that nature itself deserves the most amount of praise and worship. It is observable, interactable, and unlike a god-- it actually produces benefits when properly tended to (this is flawed reasoning by the Horshians that is disprovable by practiced clerics).    The Horshians know that something created the means for nature to thrive. They do not give this force a name-- but there is an understanding that this force is their deity. Horshians have no care for connecting deeper with the deity of nature, to do so, they claim, would be to ignore the actual gift the deity has already bestowed them: their home.

Major organizations

Huraas Alhirish

  Known in Horsi as "The Guardians of Horsh" and literally translated to "The Scattered Growl," Huraas Alhirish represents the Horshian region's most elite group of fighters. Huraas Alhirish is a "chosen" group, meaning that the individuals within the organization are selected by deities. The Horshian ideal of divine-distance ensures that Huraas Alhirish, while being chosen by the nameless gods of the region, do not serve or revere their gods through ritual or services.   Instead, the divinity-wreathed combatants of Huraas Alhirish serve their disconnected gods through their preservation and protection of the land. As far as they are concerned, their stewardship of the region is the ultimate form of worship they can give a god. As for the nameless gods, they are in full agreement-- for their gods do not yearn for power or authority like the gods of power-hungry civilizations. After their defeat at the hands of the Singularity Crusade, many of the individuals within Huraas Alhirish split and have gone into hiding. These individuals have not stopped their original mission of protecting the region, and have even begun making long expeditions to other parts of the world to find ways they can combat the Crusade and regain their home.  

Singularity Crusade

  The ongoing aggressive expansion of Aomia through the Singularity Crusade hit Horsh early. The Crusade is what allowed Aomia to official annex the Horshian region into its borders. As a result the Singularity Crusade now holds much of the judicial authority over the region. The Crusade's heavily religious indoctrination and missionary practices run counter to what the people of the savannah believe and care about. While Aom is accepted within Horsh, Aom is given about the same level of reverence as their other gods-- which is to say not much at all.   The Singularity Crusade is now firmly fixed in the major Horshian cities of Allencresh, Hell's Bridge, and Proselyte (formally known as "Ionnotil"). The Horshian populace lives in deference and fear of the Aomian crusaders. Though over the past decade a form of begrudging acceptance has sprung up among many elements of the populace.  

The Doira Enclave

  The Horshian region claims the highest concentration of druids east of the Cloudtip Mountains. Unlike the druids of the Gild Wald and Loch Lurker Lodges, Horshian druids practice druidic magic that heavily emphasizes the desert and divine-connected creatures, such as Sphinxes.   The Doira Enclave is located in Circle, a city that occupies the tip of a Arko Peninsula, it forms the southern half of the channel known as Aom's Gate, which leads into the Aomian Bay. Circle is an old city, older than Tu'Trellia/Aom City. The Doira Enclave is directly responsible for the city's longevity. Mount Darvoza is a huge spire of a mountain that juts straight up from the Arko Peninsula's tip. Circle is built around the base of this mountain, and it's said that the mountain itself is a power source for the druids.   Circle, and the Doira Enclave, are now a part of Aomia-- but the druids have never capitulated to the Singularity Crusade. Currently, both the druids and the city are some of the final holdouts of Haraas Alhirish. There's a stalemate, with the Doira Enclave promising not to blast Aomian ships and troops straight to hell and to "convert to Aom" in exchange for the Crusade remaining out of Circle. Of course, this conversion is tempered by the Horshian sense of cynacism.
Parent ethnicities
Related Locations

Comments

Please Login in order to comment!