Участник:RustingWithYou/Sandbox 1

Материал из FIJTeam Project Wiki
Перейти к навигации Перейти к поиску
Быстрая навигация
Основные страницы Стартовое руководство по Лору для новых игроков
Главное Языки · Межзвёздные Путешествия · Хронология · Блюспейс · Карта Галактики · SCCV Горизонт · Глубокий Космос · Гайд по Законам · Образование · Гражданство · Технологии · Терраформирование
Арки 2020 · Арки 2021 · Арки 2022 · Арки 2023 · Арки 2024
Корпорации Idris Incorporated · Einstein Engines · Stellar Corporate Conglomerate · NanoTrasen Corporation · Orion Express
Zeng-Hu Pharmaceuticals Hephaestus Industries · Zavodskoi Interstellar · Private Military Contracting Group
Основные фракции Соларианский Альянс · Республика Бизель · Доминийская Империя · Коалиция Колоний · Эриданская Федерация · Светлая Республика Элира · Федерация Нралакк
Народная Республика Адомая · Демократическая Народная Республика Адомая · Новое Королевство Адомая · Гегемония Извески · Содружество Иероаэтерия
Важные локации








  • Расы







  • Overview

    “We are the Hegemon's shield, wretch. These mountains are littered with the bones of those who sought to break us. Bring your armies, and let them know Zazalai shall be their tomb.” -Lord Juyzi Izaku, responding to demands that he surrender Mudki to the forces of the Traditionalist Coalition.

    Spanning nearly the entirety of Moghes, the Zazalai Mountains are a vital strategic position in the modern age. In the north, they separate the Northern and Eastern Wasteland - and in the south, they divide the Eastern Wasteland from the Untouched Lands. As such, despite the difficulties of maintaining them, Hegemon Not’zar has worked tirelessly to ensure that the cities of the Zazalai Mountains stand as bastions against the Wasteland, to limited success. Historically, the Zazalai Mountains have been Hegemony-controlled, having been vassals of the Izweski since their ascent to power. While there is a vast distance between the three cities of the region, they remain at least nominally united by a common culture - though with the growing Wasteland placing increased strain on the cities of the region, it is uncertain how long that will last. The mountains are cold and inhospitable, and most of the region’s population are concentrated in the cities, or the rare habitable valleys and lowlands that can be found in the range. In the modern age, with more and more of the mountains being lost to the Wasteland, most of the region’s population can be found in the mountains surrounding the city of Res’karum.

    The largest city of the Zazalai range, Res’karum was spared from atomic devastation during the Contact War by complete chance - the plane carrying the payload meant to destroy the city crashed into a nearby mountain, leaving the city untouched. Now, it is the last stop between the Untouched Lands and the Wasteland - and, given the state of things in Mudki and Bahard, it may soon be the last bastion of civilization in the mountains altogether. Currently, Res’karum is ruled by the Clan Yu’zath. The Lord Yu’zath is a competent ruler, and he has held his city together through the ashes of the Contact War, the ongoing famine, and the encroaching Wasteland. However, recent events have placed his city under threat, as refugees flood to the south from Mudki, fleeing the maddened and tyrannical rule of Lord Juyzi Izaku. As the situation grows ever more dire, the firebrand cult of Si’akh grows increasingly more popular among the Sinta of Res’karum, having recently become a majority in the city. While Lord Yu’zath remains staunchly Th’akh, some of the region’s nobles have embraced the teachings of Judiza Si’akh, and are placing pressure on their liege to convert as well.

    Mudki was once known as a mighty city, which turned back Traditionalist armies many times during the Contact War. However, when the Coalition failed to take the city for the third time, they abandoned it, and rained down nuclear fire upon the region. While Mudki was able to protect the city itself from nuclear devastation, all the surrounding region was turned into uninhabitable Wasteland. The rural clans of the area are nonexistent now, with all having either perished or fled - either to Mudki’s walls or to a safer city to the south. Seeing the city collapsing has driven its ruler, Lord Juyzi Izaku, to near-madness, and a fanatical level of traditionalism that even the old Coalition would have seen as absurd. Izaku claims that the Hegemon’s welcoming of aliens has corrupted the spirit of Moghes, and that so long as this contamination is allowed, the Wasteland will never be healed. Gawgaryn forces frequently raid the city, and Izaku’s levies seem unable to mount a proper defence. As this carries on, many of Izaku’s subjects have fled south towards Res’karum, leaving the city as a ghost town, built to support a population many times its size. Those few who remain, whether out of loyalty or fear, can see Mudki crumbling - and though none will admit it, lest the mad lord come down on them, it is clear that Mudki will die if Izaku continues to rule.

    To the south, on the border of the Eastern Wasteland, lies Bahard. The birthplace of the Merchants’ Guild and one of the oldest trading hubs on Moghes, the city was once one of the wealthiest in the region, said to rival even the greatest cities of the Izweski Heartland in its splendor. However, during the Contact War, it was also of great strategic importance to both sides, as it guarded several key passes in the Zazalai Mountains. During the war, the Traditionalists hoped to reduce the city to rubble - and while Bahard survived, it endures today as a shell of its former self. Surrounded by Wasteland, and only maintained by its subterranean aquifer, the city is expected to fall within the decade. While the city’s population that remains is hopeful as to the success of terraforming efforts, Lord Korhar, ruler of Bahard, has remained silent on the matter. Rumours about him say that his ancestors placed a curse on the city, as all who have opposed his clan have died or been crippled in some seemingly unrelated fashion. While this is a matter of suspicion around him, he is generally well-respected by his people - with some even holding hope that some ancient sorcery of the Korhar line will save Bahard. In 2464, a detachment of K’lax scientists arrived to survey the city, and begin planning for terraforming efforts in the region - but it will take years before any large-scale efforts are ready to commence.

    Culture

    “My father died at his post upon this wall. My grandfather the same. Should I have a son, he will man this wall as I have, and he will know his duty - whatever comes, he shall face it as a man of Res'karum.” -Anonymous Res'karum guardsman, on the night before one of the many assaults on the city.

    Since the earliest days of the Izweski Hegemony, the Zazalai Mountains have been known as a mighty wall, keeping those kingdoms who refused to bend the knee from launching any assault on the might of Hegemonic power. Their culture reflects this - the Sinta of the mountains are hardy and militaristic, for every man, woman and child has known for centuries that if and when war comes, their people will be the first to fight, bleed and die for the Hegemony. Though in the modern age the Izweski rule over Moghes is uncontested, the mindset persists, and many Unathi from the Zazalai Mountains have enlisted with the Izweski Navy or become Kataphract-Hopefuls, to continue the traditional role of their people in defending the Hegemony. Their loyalty to the Izweski is well-known and well-reinforced. In the centuries since the rise of the Hegemony, the Izweski have known the value of the natural barrier that the Zazalai Mountains formed, and have historically spared no expense in ensuring the loyalty of the Zazali Sinta. Since the Contact War, however, the ancient barrier of the Zazalai Mountains has become obsolete as a military point, as all that remains on the far side now is Wasteland - leading the Izweski to be both less able and less willing to provide as much assistance to the region as they historically have. Some of the locals view this as a betrayal - particularly those from the region around Mudki, where the rule of the maddened Lord Izaku has driven the city into disrepair, seemingly without intervention from the Hegemon.

    The mountains are cold and vicious, with the Unathi of the region having historically dressed in thick furs from the mountains’ various beasts. Most of their food comes from either hunting or fishing, with several mountainous lakes still existing in the untouched regions of the range. While, like most Sinta, they adhere strongly to the traditions of their ancestors, the Zazalai are above all else practical. If a new way of doing things is better, they will adopt it - and if not, it will be discarded. The mountains do not abide sentimentality. This mindset has led to the Sinta of Zazalai being stereotyped as stern, pragmatic and humourless by others. This is a misconception, however, as the Zazalai sense of humour is a particularly stone-faced and deadpan one.

    Prior to the Contact War, the Miners’ Guild had a substantial investment in the Zazalai Mountains, with many Guild mines operating all across. During the Contact War, many of these mines were rendered inaccessible or collapsed, and the Guild largely retreated from the region. While they do still operate some mines in the Res’karum region, a newcomer has arrived to pick up what they left behind - namely, Hephaestus Industries. Largely through use of mining robots, Hephaestus has re-opened several Guild mines in the Zazalai Mountains, in regions that remain too dangerous or irradiated for Sinta to work in effectively. To many in the local Guild chapters, this is an act of blatant theft - but the wider Guild does not overly care for the mines of Zazalai, and so Hephaestus’s moving in has gone unanswered by the Miners for now.

    To the south, Bahard is the birthplace of the Merchants’ Guild, and for centuries held the largest guildhall on Moghes - but the Guildhall there lies abandoned, as trade through the city has dried up following the Contact War. The merchants and their families - or at least those who could afford it - have fled the city in droves, heading for the Untouched Lands or even offworld, as the dying city holds no more profit worth taking. While some rare merchants will still pass through the city, the locals of Bahard view this as a betrayal, and will treat any wearing the colours of the Merchants’ guild with contempt.

    Junzi Electric is still a vital guild of the Zazalai Mountains, having erected enormous wind turbines throughout the range centuries ago. While most of the region’s power comes from fusion nowadays - with Junzi guildsmen having constructed the Res’karum Regional Power Plant decades prior to the Contact War - the wind turbines are still maintained, and provide a valuable source of power to smaller rural regions - as well as Wastelanders, as several of the abandoned turbines have been re-activated and used to power Wasteland communities. In one particularly notable event, one of the Reclaimer crawlers dragged a ruined turbine out from a collapsed mountain and mounted it to their vessel.

    No guilds have holdings in Mudki - though many once had guildhalls there, the city's struggle against raiders, the growing Wasteland, and the madness of its ruler has led any major guilds to pull their investment from Mudki, before it collapses altogether. The city is already showing the scars of this, with its once-mighty walls beginning to crumble without the aid of the Construction Coalition, and its walls struggling to be manned without the mercenaries of the Fighters' Guild.

    Faith

    “King and Queen beneath the earth, grant to these two prosperity, good health, and long life. Let not the spirits of cold and howling wind touch them.” -A prayer recited at Zazalai Th'akh weddings

    Prior to the Contact War, the region has been majority Th’akh, with both Res’karum and Mudki following the faith. Bahard was, and remains, traditionally Sk’akh. However, following the Contact War, the faith of Si’akh has caught like wildfire in the region, with Res’karum recently having become majority Si’akh. In Bahard, Si’akh remains a minority so far, though it is spreading among the increasingly desperate population of the city. In Mudki, the population is certainly desperate enough to listen to the words of Si’akh - but Lord Izaku will not abide it in his lands. While it is not outlawed by the Hegemony, followers of the prophet Si’akh are put to death, wherever Izaku or his men find them.

    The variety of Th’akh practised in the Zazalai Mountains is fairly similar to the standard form of the religion - however, the main regional pantheon is quite different. Divided between two rival forces of good and evil Zyola, known as the Stone Lords and the Cold Gods respectively, Zazalai Th’akh believes that peace will come to Moghes when the Cold Gods are driven out of this world entirely, and that only through the vigilance of Sinta can their influence be scourged.

    The Stone Lords

    Lord Azhal, King of the Mine: Gold and silver, coal and oil - Azhal is king of all wealth beneath the earth. He is known to be stern and unforgiving, yet always fair in his judgements. Stories about him are usually about some bold and arrogant hero venturing into his realm, deep beneath the ground, in search of treasure. The hero is faced with trials that humble him, and Azhal may grant him the treasure he seeks - but only if he believes the Sinta is truly worthy. He is depicted as a male Unathi with glittering silver scales clad in black, wearing a golden crown.

    Lady Kharai, Queen of the Waters: Mistress of the precious lakes and springs that give the mountains life, Kharai is the wife of Azhal. Where he is harsh and unforgiving, she is kind, and in many tales is the one who persuades him to show mercy to the hero. However, when her anger is roused, she is a terrible force to behold, causing drought and famine to plague those who have wronged her. It is said that her tears can cure even death, and she is often venerated by healers of the Zazalai mountains.

    Lord Iala, Prince of the Sword: A warrior through and through, Iala is the son of Kharai and Azhal. He wields a sword forged in his father’s underground realm, and is the one who leads the pantheon to war against the Cold Gods, when the season of war comes. He is portrayed in his tales as overconfident and bold, but an honourable and good-hearted warrior, who always tries to fix his mistakes. It is said that he takes the spirits of noble warriors to march with him in his host, to push the Cold Gods off their distant peaks and back into darkness.

    Lady Zalai, Princess of the Winds: Daughter to Kharai and Azhal, Zalai is the opposite of Iala through and through - where he is cocky, she is patient, and where he is straightforward, she is calculating. She often stands beside her brother during battles against the Cold Gods, and frequently is the one who leads her family to victory, by turning their enemies against one another, or tricking them in some clever fashion.

    The Cold Gods

    Vhesk, of the Empty Peaks: Vhesk is, in some versions of the tale, Azhal’s younger brother. It is said that the two agreed at the world’s creation on who would get the lands beneath the earth, and who would get the peaks of the high mountains. Vhesk chose the peaks, and felt cheated when his brother found the riches that the earth holds. Furious, he has tried many times to steal his brother’s kingdom, and will send avalanches and freezing winds to torment the Sinta of the peaks. He is primarily associated with dishonour, cowardice and envy.

    Xiaxa, of the Howling Storm: In some versions of the faith, she is Vhesk’s daughter - in others, a sister to Iala and Zalai who betrayed them, jealous of Zalai’s domain. She claims the winds as her own as well, but where Zalai is subtle she is furious and direct, sending tornadoes and howling storms to drive Zalai from the skies she calls her own. She is a vicious god, and will torment Sinta on the high slopes, hoping to kill them and claim their souls for her own. She is primarily associated with rage, treachery and cruelty.

    Aore, of the Endless Hunger: A monstrous spirit, barely even Sinta, Aore is used as a weapon of war by the other Cold Gods. It devours food, causing it to spoil, and is said to eat the souls of Sinta it finds wandering the spirit world. All that matters to it is filling its endless hunger, and it will return from death until it does so. It is believed that Sinta who turn to cannibalism have fallen to Aore’s influence. It is associated with greed, gluttony and waste.

    Jharal, of the Gilded Lie: A spirit of unknown origin, Jharal is known as a wanderer and a miscreant - often working with the Cold Gods, in the hopes of stealing Azhal’s treasure for themself. However, they will often betray the Cold Gods as well, as soon as the situation turns against them. They are said to be in love with Zalai, and she will often trick them into helping the Stone Lords out of some peril or another by exploiting this. They are associated with lustfulness, deceit and laziness.

    Holidays

    Kharai’s Reverie: Held on the last day of Kasavakh, it is considered a day of thanks and celebration of Kharai’s gifts to the mortal world, before she rests until Versakh comes again. Gifts are often exchanged during the Reverie, and lovers will often sneak off to spend the occasion together, before the harsh cold of Travakh comes in.

    Iala’s Contest: A festival, often held in one of the larger cities of a region, where young men will travel from far and wide to test their skill and strength against others. These act as a form of marriage competition, with many seeking less victory, and more to prove themselves before likely young women. It is generally a boisterous occasion, full of laughter, drinking and good-natured duels which are, in the modern age, very rarely lethal.

    Vhesk’s Day: The only time of year when the Cold Gods are honoured, this day falls in the middle of Travahk, at its coldest point. For this day, offerings are made to Vhesk and the Cold Gods, to spare the Sinta from their wrath. It is considered extreme misfortune to speak at all during this day, and most clans will go about the day’s business in total silence. Hatchlings born on Vhesk’s Day are considered to be cursed, and in ancient times were often left to die rather than risking bringing misfortune on their clan. While that practice was outlawed under the Sarakus, Sinta born on this black day can rarely expect happy lives, as rumours of their cursed nature will spread.

    Gharakai (Merchants’ Welcome): A holiday that is no longer celebrated, Gharakai was held near the start of Kasavakh in Bahard, to celebrate as new trade caravans came in from both east and west. Colourful banners would be hung, and a grand celebration would commence in the streets. But now the eastern gates are shut altogether, and no merchants come in from the west - and these days, when Gharakai comes is simply another reminder of the doom that grips the city.