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|capital = [[Rovakhad]]
|capital = [[Rovakhad]]
|ruler = [[Ether Council]]
|ruler = [[Ether Council]]
|government = Autocratic mage-council
|government = Autocratic mage council
|demonym = Rovakhit
|demonym = Rovakhit
|adjective = Rovakhit
|adjective = Rovakhit
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== Geography, flora, and fauna ==
== Geography, flora, and fauna ==
Rovakhit lies along the eastern edge of the [[Uxtamazata Desert]] where the sands give way to the mountains of the [[Cage]]. Despite the extremely dry conditions that characterize most of the Uxtamazata, Rovakhit has no such issues, centered as it is around a collection of large, crystal-clear lakes: [[Lake Sakal]], [[Lake Xaraton]], and the [[Black Stone Lakes]]. These bodies of water are fed by seasonal rivers originating in the Cage that carry snowmelt down from the peaks each spring.  
Rovakhit lies along the eastern edge of the [[Uxtamazata Desert]] where the sands give way to the mountains of the [[Cage]]. Despite the extremely dry conditions that characterize most of the Uxtamazata, Rovakhit is considerably more hospitable, centered as it is around a collection of large, crystal-clear lakes: [[Lake Sakal]], [[Lake Xaraton]], and the [[Black Stone Lakes]]. These bodies of water are fed by seasonal rivers originating in the Cage that carry snowmelt down from the peaks each spring.  


Trees and other plants thrive around the lakes. Away from them, however, conditions in Rovakhit are as harsh as they are elsewhere in the desert.
Trees and other plants thrive around the lakes. Away from them, however, conditions in Rovakhit are as harsh as they are elsewhere in the desert.


The climate of Rovakhit is one of extremes. The Uxtamazata is a cold desert, and winters on the open sand can be brutally cold. Summers provide no respite, however, as though the desert does not approach the heat of the [[Sangora Desolation]], it can still easily prove treacherous to the unprepared. Large temperature variations can be observed over the course of a single days as well, as the desert cools rapidly at night. Snow sometimes falls in Rovakhit during the winter.
The climate of Rovakhit is one of extremes. The Uxtamazata is a cold desert, and winters on the open sands can be brutally cold. Summers provide no respite, however, as though the desert does not approach the heat of the [[Sangora Desolation]], it can still easily prove treacherous to the unprepared. In addition, large temperature variations can be observed over the course of a single day, as the desert heats up under the sun before cooling rapidly at night. Snow sometimes falls in Rovakhit during the winter.


Even in this inhospitable landscape some animals manage to survive and thrive. Birds of many kinds live around the lakes, as do antelopes, camels, and others. The [[Rovakhit horse]], a small yet very hardy breed, has long thrived on the edges of the desert.
Even in this inhospitable landscape some animals manage to survive. Birds of many kinds live around the lakes, as do antelopes, camels, and others. The [[Rovakhit horse]], a small yet very hardy breed, has long thrived on the edges of the desert.


In the south of Rovakhit lies the [[Frozen Forests]], a vast expanse of ancient petrified trees.
In the south of Rovakhit lies the [[Frozen Forests]], a vast expanse of ancient petrified trees.
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As one of the few refuges from the harsh conditions of the Uxtamazata, the shores of the lakes of Rovakhit have been inhabited for thousands of years, yet it was not until roughly {{Year|5800}} that the transient communities of desert-dwelling [[targai]] nomads began to establish the larger communities that would grow into the modern nation. Villages grew into towns and then into cities, bolstered by the trade in amber, petrified wood, and onyx.  
As one of the few refuges from the harsh conditions of the Uxtamazata, the shores of the lakes of Rovakhit have been inhabited for thousands of years, yet it was not until roughly {{Year|5800}} that the transient communities of desert-dwelling [[targai]] nomads began to establish the larger communities that would grow into the modern nation. Villages grew into towns and then into cities, bolstered by the trade in amber, petrified wood, and onyx.  


As the clans and tribes started to monopolize the eastern terminus of the Hundred Days Road, they gradually centralized to take advantage of the trade and the wealth it brought. Through a not entirely peaceful process the old tribal lines were broken, replaced by a series of kings who each attempted to hold the peoples of the lakes under their thumb. None succeeded for long. By {{Year|6300}}, however, power moved to a new seat: the [[Ether Council]], augur-shamans from each of the old tribes who brought [[Rovakhad]] under their control before extending to all of Rovakhit. While their authority was heavily contested at first, their accurate divination and warning of the [[Cagebreaker]] in {{Year|6303}} cemented their rule.
As the clans and tribes started to monopolize the eastern terminus of the Hundred Days Road, they gradually centralized to take advantage of the trade and the wealth it brought. Through a not entirely peaceful process the old tribal lines were broken, replaced by a series of kings who each attempted to hold the peoples of the lakes under their thumb. None succeeded for long. By {{Year|6300}}, however, power moved to a new seat: the [[Ether Council]], augur-shamans from each of the old tribes who brought [[Rovakhad]] under their control before extending to all of Rovakhit. While their authority was heavily contested at first, their accurate divination and warning of the [[Mountain-Shatterer]] in {{Year|6303}} cemented their rule.


== Demographics ==
== Demographics ==
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=== Religion ===
=== Religion ===
By and large the Rovakhit worship the gods of the [[Abanir pantheon]], as well as immutable array of [[animism|nature]] and [[ancestor worship|ancestor]] spirits, as is typical with followers of this pantheon. While the Rovakhit have somewhat more of a regard for the authority of their shamans than might be the norm elsewhere in [[Abanir]], religion remains a very personal affair, as one must cultivate their own personal relationships with familial spirits and those the land in which they live.
By and large the Rovakhit worship the gods of the [[Abanir pantheon]], as well as innumerable array of [[animism|nature]] and [[ancestor worship|ancestor]] spirits, as is typical with followers of this pantheon. While the Rovakhit have somewhat more regard for the authority of their shamans than might be the norm elsewhere in [[Abanir]], religion remains a very personal affair, as one must cultivate their own personal relationships with familial spirits and those of the land in which they live.


The [[dead moon cults]] have a small number of adherents in Rovakhit. These cults are suppressed whenever discovered, however, and so far they have been unable to establish a large presence.
The [[dead moon cults]] have a small number of adherents in Rovakhit. These cults are suppressed whenever discovered, however, and so far they have been unable to establish a large presence.
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{{SeeAlso|Hundred Days Road}}
{{SeeAlso|Hundred Days Road}}


The Hundred Days Road, a trade route that passes across the breadth of the steppe, is the most important and frequently traveled of the routes that connect Rovakhit and the nations of the [[Phiora Sea|Phiora]] and [[Kirnashal Sea|Kirnashal]] seas. Despite how crucial it is to their livelihoods, and how wealthy it has made them, the people of Rovakhit rely primarily on outside caravans to carry their goods across the [[Aban Steppe]]. The value of everything they have to offer renders this no obstacle in keeping the gold flowing in. Onyx, amber, petrified wood, porcelain, high-quality mirrors, and more are sold to merchant caravans, who then transport these items to far away places where they can fetch quite high prices. In exchange, Rovakhit receives all manner of trade goods, luxuries and otherwise, but most have a particular preference for gold, silver, and spices in exchange.
The Hundred Days Road, a trade route that passes across the breadth of the steppe, is the most important and frequently traveled of the routes that connect Rovakhit with the nations of the [[Phiora Sea|Phiora]] and [[Kirnashal Sea|Kirnashal]] seas, and those even further beyond. Despite how crucial it is to their livelihoods, and how wealthy it has made them, the people of Rovakhit rely primarily on outside caravans to carry their goods across the [[Aban Steppe]]. The value of everything they have to offer renders this no obstacle in keeping the gold flowing in. Onyx, amber, petrified wood, porcelain, high-quality mirrors, and more are sold to merchant caravans, who then transport these items to far away places where they can fetch quite high prices. In exchange, Rovakhit receives all manner of trade goods, luxuries and otherwise, but most merchants have a particular preference for gold, silver, and spices in exchange.


The onyx produced in Rovakhit comes largely from mines in the Cage to the east, especially those between the Greater and Lesser Onyx rivers. The amber and petrified wood, meanwhile, is harvested from the Frozen Forests in the south.
The onyx produced in Rovakhit comes largely from mines in the Cage to the east, especially those between the Greater and Lesser Onyx rivers. The amber and petrified wood, meanwhile, is harvested from the Frozen Forests in the south.
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The great cities of Rovakhit - that is, Rovakhad, [[Ralai Ord]], [[Seres]], and [[Kotor Ord]] - are ostentatious displays of the nation's wealth. Parks, baths, libraries, and more, all intended for public use, are richly ornamented in gold and silver, to a degree that can dazzle outside visitors. Yet all these pale in comparison to the tower-manors of the wealthy, opulently decorated inside and out to a truly ludicrous degree.
The great cities of Rovakhit - that is, Rovakhad, [[Ralai Ord]], [[Seres]], and [[Kotor Ord]] - are ostentatious displays of the nation's wealth. Parks, baths, libraries, and more, all intended for public use, are richly ornamented in gold and silver, to a degree that can dazzle outside visitors. Yet all these pale in comparison to the tower-manors of the wealthy, opulently decorated inside and out to a truly ludicrous degree.


This is not to say all architecture in Rovakhit is this extravagant, however. The houses of the lower classes are typically simple if well-made, usually circular buildings constructed of stone and mortal. Still, it is a rare dwelling whose occupants do not attempt to display their most prized possessions, placed in locations where even those passing by are invited to stop and admire.
This is not to say all architecture in Rovakhit is this extravagant, however. The houses of the lower classes are typically simple if well-made, usually circular buildings constructed of stone and mortar. Still, it is a rare dwelling whose occupants do not attempt to display their most prized possessions, placed in locations where even those passing by are invited to stop and admire.


Despite their nomadic roots, today a significant majority of the people of Rovakhit live in settled communities. The few who remain itinerant continue to follow their herds of horses between grazing fields, but with the increasing development around the lakes this has become less viable than ever, forcing many to sell their horses and turn to lives of farming, mining, or mercantile work instead.
Despite their nomadic roots, today a significant majority of the people of Rovakhit live in settled communities. The few who remain itinerant continue to follow their herds of horses between grazing fields, but with the increasing development around the lakes this has become less viable than ever, forcing many to sell their horses and turn to lives of farming, mining, or mercantile work instead.


=== Necromancy ===
=== Necromancy ===
In contrast to the clans of Abanir, the people of Rovakhit hold no cultural prohibition against necromancy and the creation of undead. Centuries ago, before the nation was founded, local clans of the desert often engaged in such practices for the purpose of creating ever-vigilant and tireless soldiers. Today, however, all necromancy is banned in Rovakhit. There remains little in the way of a cultural objection to the magic, as this ban is more economic in nature - the onyx required for rituals that raise the dead brings more value when sold to outsiders than it does when used locally.
In contrast to the clans of Abanir, the people of Rovakhit hold no cultural prohibition against [[necromancy]] and the creation of undead. Centuries ago, before the modern nation was founded, the local clans of the desert often engaged in such practices for the purpose of creating ever-vigilant and tireless soldiers. Today, however, all necromancy is banned in Rovakhit. There remains little in the way of a cultural objection to the magic, as this ban is more economic in nature - the onyx required for rituals that raise the dead brings more value when sold to outsiders than it does when used locally.


=== Clothing and fashion ===
=== Clothing and fashion ===
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Rovakhit is led by the Ether Council, augurs who base their decisions and actions in the patterns they see in the stars and auroras. Though autocratic in nature, the Ether Council is generally looked upon quite favorably by the people of Rovakhit, as they have led the nation to great plenitude through their divination.  
Rovakhit is led by the Ether Council, augurs who base their decisions and actions in the patterns they see in the stars and auroras. Though autocratic in nature, the Ether Council is generally looked upon quite favorably by the people of Rovakhit, as they have led the nation to great plenitude through their divination.  


Each individual on the Ether Council holds their position for life - new augurs only take the position upon the death of their predecessor. Each augur is chosen for the role by the others on the Council from amongst the augur-shamans within the broader population. Their exact criteria for the position is shrouded in mystery, but historically the Council has seemingly had a preference not just for skill in divination but also for experience in travel and a lack of familial ties.
Each individual on the Ether Council holds their position for life - new augurs are only raised to the role upon the death of their predecessor. Each augur is chosen by the others on the Council from amongst the augur-shamans within the broader population. Their exact criteria for the position is shrouded in mystery, but historically the Council has seemingly had a preference not just for skill in divination but also for a history of travel and a lack of familial ties.


The Ether Council remains secluded from the broader world within the [[Observatory of Horns]] in Rovakhad, and therefore their decisions and prognostications are acted upon by others. They pass their decisions down to the [[ortka]], figures who rule each city and outlying region in Rovakhit, themselves appointed directly by the Council. Under them are the [[ortka-sha]], effectively a combination of mayors and judges responsible for keeping order and ensuring prosperity within their domains.
The Ether Council remains secluded from the broader world within the [[Observatory of Horns]] in Rovakhad, and therefore their decisions and prognostications are acted upon by others. They pass their decisions down to the [[ortka]], figures who rule each city and outlying region in Rovakhit, themselves appointed directly by the Council. Under them are the [[ortka-sha]], effectively a combination of mayors and judges responsible for keeping order and ensuring prosperity within their domains.

Latest revision as of 17:31, 4 October 2024

Rovakhit (pronounced ROW-vah-keet), located at the eastern terminus of the Hundred Days Road, exports large amounts of onyx, porcelain, amber, and petrified wood. This wealthy nation is ruled by a council of augurs who base their decisions on their divination of the future.

Geography, flora, and fauna

Rovakhit lies along the eastern edge of the Uxtamazata Desert where the sands give way to the mountains of the Cage. Despite the extremely dry conditions that characterize most of the Uxtamazata, Rovakhit is considerably more hospitable, centered as it is around a collection of large, crystal-clear lakes: Lake Sakal, Lake Xaraton, and the Black Stone Lakes. These bodies of water are fed by seasonal rivers originating in the Cage that carry snowmelt down from the peaks each spring.

Trees and other plants thrive around the lakes. Away from them, however, conditions in Rovakhit are as harsh as they are elsewhere in the desert.

The climate of Rovakhit is one of extremes. The Uxtamazata is a cold desert, and winters on the open sands can be brutally cold. Summers provide no respite, however, as though the desert does not approach the heat of the Sangora Desolation, it can still easily prove treacherous to the unprepared. In addition, large temperature variations can be observed over the course of a single day, as the desert heats up under the sun before cooling rapidly at night. Snow sometimes falls in Rovakhit during the winter.

Even in this inhospitable landscape some animals manage to survive. Birds of many kinds live around the lakes, as do antelopes, camels, and others. The Rovakhit horse, a small yet very hardy breed, has long thrived on the edges of the desert.

In the south of Rovakhit lies the Frozen Forests, a vast expanse of ancient petrified trees.

History

As one of the few refuges from the harsh conditions of the Uxtamazata, the shores of the lakes of Rovakhit have been inhabited for thousands of years, yet it was not until roughly Y8800* that the transient communities of desert-dwelling targai nomads began to establish the larger communities that would grow into the modern nation. Villages grew into towns and then into cities, bolstered by the trade in amber, petrified wood, and onyx.

As the clans and tribes started to monopolize the eastern terminus of the Hundred Days Road, they gradually centralized to take advantage of the trade and the wealth it brought. Through a not entirely peaceful process the old tribal lines were broken, replaced by a series of kings who each attempted to hold the peoples of the lakes under their thumb. None succeeded for long. By Y9300*, however, power moved to a new seat: the Ether Council, augur-shamans from each of the old tribes who brought Rovakhad under their control before extending to all of Rovakhit. While their authority was heavily contested at first, their accurate divination and warning of the Mountain-Shatterer in Y9303* cemented their rule.

Demographics

Most inhabitants of Rovakhit are human, yet they also include orcs, half-orcs, and elves amongst their number. Individuals of many other ancestries are brought by the Hundred Days Road to the region, some of whom have chosen to remain in the cities of the desert.

Culture

Religion

By and large the Rovakhit worship the gods of the Abanir pantheon, as well as innumerable array of nature and ancestor spirits, as is typical with followers of this pantheon. While the Rovakhit have somewhat more regard for the authority of their shamans than might be the norm elsewhere in Abanir, religion remains a very personal affair, as one must cultivate their own personal relationships with familial spirits and those of the land in which they live.

The dead moon cults have a small number of adherents in Rovakhit. These cults are suppressed whenever discovered, however, and so far they have been unable to establish a large presence.

Other faiths, including foreign pantheons, are not unknown in Rovakhit, brought by caravans along the Hundred Days Road.

Trade

See also: Hundred Days Road

The Hundred Days Road, a trade route that passes across the breadth of the steppe, is the most important and frequently traveled of the routes that connect Rovakhit with the nations of the Phiora and Kirnashal seas, and those even further beyond. Despite how crucial it is to their livelihoods, and how wealthy it has made them, the people of Rovakhit rely primarily on outside caravans to carry their goods across the Aban Steppe. The value of everything they have to offer renders this no obstacle in keeping the gold flowing in. Onyx, amber, petrified wood, porcelain, high-quality mirrors, and more are sold to merchant caravans, who then transport these items to far away places where they can fetch quite high prices. In exchange, Rovakhit receives all manner of trade goods, luxuries and otherwise, but most merchants have a particular preference for gold, silver, and spices in exchange.

The onyx produced in Rovakhit comes largely from mines in the Cage to the east, especially those between the Greater and Lesser Onyx rivers. The amber and petrified wood, meanwhile, is harvested from the Frozen Forests in the south.

Languages

Targai is by far the most widely spoken language in Rovakhit. Ancestral tongues, particularly Orcish and Elven, can also be heard, but the use of other regional languages is uncommon. Unlike in Abanir, Common is relatively widely understood in Rovakhit, as it is critical for engaging in trade with visiting merchant caravans.

Food and cuisine

The Rovakhit diet is heavily oriented around meat. Agriculture in the region is difficult, even with the extensive irrigation systems built along the shores of the lakes, and therefore grains, fruits, and vegetables take on tertiary roles behind meat and dairy products. Even then much of the wheat grown in Rovakhit is used in the production of alcohol, which is consumed in prodigious amounts.

While Rovakhit cuisine traditionally differed little from that of Abanir, the increased availability of foodstuffs grown in distant parts of the world has caused noticeable shifts. The people of Rovakhit have adopted with enthusiasm the many spices now available to them, often drastically altering the flavor of otherwise staple dishes.

One of the most characteristic, and popular, Rovakhit dishes is a form of meat roasted on a vertical spit, turned by dogs bred specifically for this purpose.

Architecture and urbanization

The great cities of Rovakhit - that is, Rovakhad, Ralai Ord, Seres, and Kotor Ord - are ostentatious displays of the nation's wealth. Parks, baths, libraries, and more, all intended for public use, are richly ornamented in gold and silver, to a degree that can dazzle outside visitors. Yet all these pale in comparison to the tower-manors of the wealthy, opulently decorated inside and out to a truly ludicrous degree.

This is not to say all architecture in Rovakhit is this extravagant, however. The houses of the lower classes are typically simple if well-made, usually circular buildings constructed of stone and mortar. Still, it is a rare dwelling whose occupants do not attempt to display their most prized possessions, placed in locations where even those passing by are invited to stop and admire.

Despite their nomadic roots, today a significant majority of the people of Rovakhit live in settled communities. The few who remain itinerant continue to follow their herds of horses between grazing fields, but with the increasing development around the lakes this has become less viable than ever, forcing many to sell their horses and turn to lives of farming, mining, or mercantile work instead.

Necromancy

In contrast to the clans of Abanir, the people of Rovakhit hold no cultural prohibition against necromancy and the creation of undead. Centuries ago, before the modern nation was founded, the local clans of the desert often engaged in such practices for the purpose of creating ever-vigilant and tireless soldiers. Today, however, all necromancy is banned in Rovakhit. There remains little in the way of a cultural objection to the magic, as this ban is more economic in nature - the onyx required for rituals that raise the dead brings more value when sold to outsiders than it does when used locally.

Clothing and fashion

While Rovakhit garb tends to be similar to that of Abanir, relatively simple wool and leather clothing that emphasizes protection from the elements, in recent years silk imported from Kea Racha has become a popular material of choice for those who can afford it.

Government

See also: Ether Council

Rovakhit is led by the Ether Council, augurs who base their decisions and actions in the patterns they see in the stars and auroras. Though autocratic in nature, the Ether Council is generally looked upon quite favorably by the people of Rovakhit, as they have led the nation to great plenitude through their divination.

Each individual on the Ether Council holds their position for life - new augurs are only raised to the role upon the death of their predecessor. Each augur is chosen by the others on the Council from amongst the augur-shamans within the broader population. Their exact criteria for the position is shrouded in mystery, but historically the Council has seemingly had a preference not just for skill in divination but also for a history of travel and a lack of familial ties.

The Ether Council remains secluded from the broader world within the Observatory of Horns in Rovakhad, and therefore their decisions and prognostications are acted upon by others. They pass their decisions down to the ortka, figures who rule each city and outlying region in Rovakhit, themselves appointed directly by the Council. Under them are the ortka-sha, effectively a combination of mayors and judges responsible for keeping order and ensuring prosperity within their domains.