Posts Tagged ‘Demes’

“Off the west coast of Primea is the treacherous Great Divide, a nigh-on endless ocean. It’s possibly the grandest mystery on this world. Few dare to traverse its waves, fewer still have actually managed to locate any new landmasses or anything of note. It’s desolate, to say the least. Even decorated explorers such as Renault Tserra, Klaus Transuppe and Magnus the Sequined have all attempted to map the waves, to little success. One lady though, discovered something truly fascinating. Rene Jerla was a Riefan Lords daughter turned explorer who used her fathers money to buy a boat to roam the Great Divide, in hopes of making a name for herself. She discovered something fascinating, yet terrifying in the same measure. She discovered another continent, far larger than Primea. She discovered the Amber land, the continent of Demes.

Rene Jerla made contact with many inhabitants of Demes, crossing the dunes in search of this new lands secrets. In time, she discovered a realm of Humans. The Migran Empire, they called it. A terrifying behemoth of a nation. The details of these years of Lady Jerlas exploratory career are hazy, even to me. It’s possible she simply disappered into the Demes dunes, never to be heard of again.

The little we do know our western cousins on Demes comes from the Riefan expeditionaries who followed in the wake of Lady Jerla. They tell of a harsh land, where Dust is rampant and unchecked, and the most common sight is that of wasteland-like desert. The people of Demes, our cousins, are equally harsh. They are a warlike people, bred to conquer and dominate all that they survey. The Migran Empire covers a large portion of Demes, though the exact amount of land is unknown. The land the Migrans have swallowed is said to dwarf even the entirety of our continent of Primea. I suppose that gives you an idea of the scale of this domain. The Empire is stained with blood and echoes with the sound of countless shrieks of pain and dismay. War appears to be a way of lie for the Migrans, who naturally have a colossal military. Using this steely arm, the Migrans appears to have wiped out any other nations that may have shared Demes with them.

The Migran army is large, however unlike we enlightened Riefans and Bulrins, the Migrans appear to shun discipline line combat and drill training and instead have opted for a somewhat more crude yet undeniably effective doctrine: sheer weight of numbers and brute force. Their armies appear to be drafted from the innumerable towns, cities and villages that span Demes. These peasant armies occasionally volunteer, but more often than not are forced by the Migran elite. Their armies are made up of the poor, the weak and the helpless. These peaseant armies can be conscripted quickly and can be “summoned” from anywhere the Empire requires. These peasants are usually forced to find a cheap weapon; an old musket, a rusty sword, a table leg, what ever they can muster. It is ironic that for people who discovered Demes in search of peace, we find only war. In fact, we know almost nothing about the Migran Empire that doesn’t pertain to warfare and the military. We know nothing of their economy, leaders and politics, for example.

Despite the barbarism displayed by these Migran armies, the Migrans are far from primitive. In fact, what we’ve seen of their progress in alchemy and engineering dwarfs our own by some measure. This progress is displayed in a huge way.

They call ‘them’ the Djinn. The Djinn are the armoured fist of the Migrans. Massive metal things on legs, draped in livery and carrying a number of marksmen and big guns. They have been observed wading through hostile armies, akin to walking buildings, crushing everything in their path. Tearing through infantry and cavalry alike, belching smoke and steam as they go. They shrug off musket-fire and cannon-fire alike. Bandits and hostile armies have been observed fleeing in utter terror upon feeling the ground shake as a Djinn approaches over the dunes.

It is unknown, even to the Migran people, how these towering weapons of war are built or function. It’s even a mystery what metals are used in the construction process. Perhaps they are even created with some kind of mysticism? Migran peasants appear to see the Djinn as protective demi-gods, annihilating any who show hostility to the Empire. They worship these creations as if they were beings from the heavens. The funds and resources required for such a marvel of industrial might must be astronomical.

What little is known about the Djinn can be listed fairly easily. Little is known after all. Firstly, the machine is allegedly controlled by an “Arcanist” somewhere on board. This general, engineer, or perhaps sage, rules over the machine through unknown means. It is even rumored that these arcanists have some kind of connection with their machines, but where this is physical, spiritual or just conjecture is a mystery. These arcanists are rumored to be drawn from the scientific branches within the Migran Empire, bestowing their genius to the cause.

Secondly, the Primean expeditionaries were told that there are literally hundreds of Djinn, each and every one unique and special. The Djinn could be modified and specialized to different kinds of battlefield duties. Some, they heard, were lumbering platforms laden with cannon, others were designed to carry elite soldiers while allowing these same warriors some protection and a vantage point. Others still were said to be designed for close-quarters combat, equipped with automotive arms or blades, allowing the  machine to be a walking hurricane of blood and gore. Finally, there are Djinn with more bizarre uses, from walking Dust shrines to promenading hospitals.

These facts barely scratch the surface of the vault of knowledge that is sure to exist about these extraordinary mechanical wonders and, of course, their owners and builders. The discovery of these weapons by the Primean expeditionaries was met with equal parts disbelief and terror back at Riefe and Bulrin. Indeed, nothing in the arsenal of either country had the clout to take on these juggernauts, let alone destroy one. The discovery has led to an arms race recently, with Bulrin and Riefe trying to strengthen their militaries and technology. This has come about as fears rise of an invasion from the Migrans, the scale of which could destroy all of Primea. Ironically, as Riefe and Bulrin strengthen their sword arms, so too do they practice their silver tongues. Both nations have attempted to begin diplomatic negotiations with the Migran Empire. This too has problems of its own of course. This, however, is a story for another time…”

From the memoirs of Hermann Maestra.

“Primea is a continent on our great planet of Daetrolos. It is one of the most populated continents in terms of how many varied civilized races reside upon it, second only to the continent of Demes. It is, however, the second smallest continent that is known thus far, only larger than the ravaged continent of Lenisca.  Primea rests east of the southern portion of Demes, across the vast ocean known as the “Great Divide”. Primea is often called the “Land of Factions” due to the fair number of different forces that inhabit and war over it. It has seen monumental, bloody wars. Primea is often pointed at to illustrate how warlike the race known as “Humans” can be. There have been several bloody conflicts between the two Human powers on Primea; The Empire of Bulrin and the Kingdom of Riefe. Despite this, oddly few point to the aggressive posture and invasions carried out by the Migran Empire on Demes. That is a story for another time however.

Primea is shaped much like a cross, albeit a slightly awry one. The southern ‘prong’ tapers off to the west slightly. In the western portion of Primea, we have the lands of the Kingdom of Riefe. Vibrant grasslands here dominate the often bleak mental image of Primea, making Riefe one of the more picturesque regions of Primea. The Riefan capital is closest to the southern coast of the west ‘prong’ of the continent. Riefe is dominated by lush grasslands known simply as the “Plains of the Dragon”. All is not perfect however, as in the north of Riefe is the “Zyst Foret”, which is at the base of the “Guardian Mountains”. This corrupted forest turned wasteland acts as a stark reminder of the corruption that plagues Daetrolos. As we move east across the Plains of the Dragon, towards Riefes eastern border, we come to the Vert Plains. Stretching into the neutral lands that hold the centre of the continent. These considerably unremarkable grasslands were once the battlefield between Riefe and their eternal rivals: The Empire of Bulrin. They are now largely empty save for recovering nature, of course.

As we come further east we come to “Hauteclaire”, a neutral merchant city and home of commerce on Primea. Hauteclaire rests at the base of the “Pienna Mountains”. Roughly a half mile west of “Union Pass”, where Hauteclaire, Riefan and Bulrin forces once stemmed the tide of Julmurns, a menace from the south. The pass stretches south from near Hauteclaire to the “Badlands” at the other end, on the southern ‘prong’ of Primea. The Badlands consist of dry, nearly barren grasslands with the occasional dead forest and canyon. In the north-east of the Badlands is the “Zyst Einode”, another fell wasteland and home of the barbaric Julmurns. The Badlands stretch all the way south to the coast, encompassing the entire southern ‘prong’. On the west coast of the Badlands, another sinister force have carved out a home however. This area is punctuated by strangely formed mountains. It is known as the “Coast of Dogs” by the Riefans and is a dark, dangerous place.

If we head back north, beyond Hauteclaire, we come to a small mountain range called the “Ragfez Mountains”. A well known Demien stronghold. On the west of the mountains, between Ragfez and the Guardian Mountains, is the “Vanaire Plains” which span from the north point of the Vert Plains north to the “Loreur Steppe”, which in turn span the neutral border to the northern ‘prong’ of Primea: “Taklik”.

Taklik is a mysterious realm, practically unknown to outsiders. It is believed to be the home of the Grendel race, a bizarre race of humanoids that span the gap between mammals and reptiles. Of little that is known about Taklik, a few rare factoids are certain; firstly Dust behaves strangely there, passing between the plant life in aerial streams but never touching and never corrupting. These aerial streams are formed as Dust floats to the border of Taklik and forming into literal filters or funnels. Secondly, the region is an odd amalgamation of marshland, swamp and jungle riddled with vines the length and volume of city streets. Thirdly, it is a lethal place. Few survive there, either due to vicious and deadly flora and fauna, or through the vast host of plagues and diseases that seem part and parcel to Taklik air.

If we leave the region of Taklik and return to the Loreur Steppe, we can find the accursed town of “Thistle Knoll”. An old Human town, brought to its knees by a mysterious plague. Little is known or spoken about Thistle Knoll, it is a dark place. If we leave the Loreur Steppe and head south again, we come to the “Fell Marches”. East of the Ragfez Mountains and north of the Pienna Mountains. These vast marshlands were also known as a battleground during the great “War of Perspectives”, acting as the resting place of countless Riefan and Bulrin soldiers. The Fell Marches span from the Ragfez mountains eastward to the mountains of “Ontarfeld”, also known as the border of the Empire of Bulrin.

These castle-like mountains of Ontarfeld act as a natural wall for Bulrin, riddles with myriad forts and keeps, daring enemies to approach. Bulrin is a land of variety, containing grasslands, wastelands, forests and tundras, not to mention mountains. The Bulrin Empire is split into four provinces: “Ontarfeld” in the west, “Nordfeld” in the north, “Golus” in the south and centre, and “Highgard” in the north-east. Each of these provinces has its own customs and peoples, from the aristocratic halls of Highgard to the naturalist festivals of Nordfeld. Bulrin contains people of all walks of life. Bulrin has been hit by Dust hard in the past, so it is unsurprising to know that three wastelands are present, one of which being the very worst on Primea. There is the “Zyst Tradator”, which is in Nordfeld, the “Zyst Demente”, the worst wasteland on Primea and is in Golus and lastly the “Zyst Juntar” which span the border between Nordfeld and Ontarfeld.

On the south coast of Bulrin, Golus in particular, is the “Resting Giant”. An extinct volcano that explorers are only just beginning to investigate recently, discovering strange caverns in its base. Off the Bulrin southern coast are three islands, each containing a set of identical ruins left by Dust cultists many years ago. These are, amazingly, open to exploration. If we continue south, further out to sea (the sea being the “Sea of Roses”) we come to a large island called “Isla Rosa”.  This island is a well known pirate stronghold, specifically for the “Rose Consortium” who are one of the prominent and prolific criminal groups on Daetrolos.

And so ends our tour of Primea, there is much that i have missed and indeed much that is unknown about this land, i strive for a day that will come when this is not the case…”

From the memoirs of Hermann Maestra.