The Land of Aelia
Land of Four The land mass that his new Empire stand on is know as Morahdur. Morahdur has been united for long; then area is split into four regions, each with a leading family who has persevered through time with the help of the elements. Each family has an unbreaking connection to one of the four elements, and their people reflect this. Culture, religion, and technology are all built around one of each of the four elements.
Man’aniwa the People of the Flowing Water Taking up the North and South shores of Morahdur, the grand people of Man’aniwa maintained a series of trade based city states all in a very loose confederation because of their shared culture. Each city is controlled by a few Noble houses; these houses are proud and usually wrapped up in local conflicts. Exceptionally rich, these cities can control a fair amount of power around their local areas. Houses are sometimes backed up by powerful Marids which can give them the edge over other noble houses.
Import Export If one wants something from this part of the world, chances are Man’aniwan traders have it. Spice is the most common commodity traded, but works of art, rare metals, powerful weapons, and slaves can all be found on trade boats headed back and forth from the North to the South. The Man’aniwans are celebrated sailors and because of this, they prefer naval as opposed to air ships for their long trade.
Society and Structure Man’aniwans art, clothes, and architecture use much light blue colors and many buildings have small pools and jets pouring out water. There is a very clear distinction between nobles and common men and between common men and slaves, with very little chance to move between casts. All this said, there isn’t very much animosity between casts as the Nobles tend to generously give to the poor, as they have more than an excess of money, and slaves are typically well kept.
Hawa’ra the People of the Roaring Winds In the scorched plains, the Hawa’ran people ride sand storms of their own creation. They are people of the wind with a very close connection to the desert, the winds, and their Djinni patrons. Many prefer to always be moving, sailing on sand gliders with captured winds; these people act as traders for goods traded locally on the content, as treasure hunters who seek out the remains of long last temples, or as pirates who raid the Hijrian mining operations. Those who do stay build cities on oases in the desert, thriving off traders stopping for food and water. These cities can generate a large amount of wealth, and wealth leads to nobility. The noble families of the Hawa’ra people are generally very town to earth with regards to their people and few can truly turn their noses up at even the lowliest pirates and sketchies merchants. Instead, they work closely with them and in times of war are able to gather up strong armies of these resilient people. The Hawa’ra are people of passions, generally very chaotic but with strange universal rules that even the lowliest thieves follow.
Patrons of Air Noble Djinni keep a close connection to the Hawa’ra; they see them as very suitable offspring. In return for the people general good favor, the Djinni give all Hawa’ra the power to bend wind and create wind. Some who pay more reverence can even form and destroy sand storms.
Friends of Dwarfs Several small Dwarvish states exist in the sands of the Scorched Plains and the Hawa’ra keep generally very good terms with them. These Dwarves, riding on the backs of massive scarabs, trade in metals works, magic rune works, and slaves.
Hijria the People of Stone In the west stood the great Kingdom of Hijria. It is a feudal state, though far more centralized than the states of Man’aniwa or the Hawa’ra tribes. Like stone, the Hijrian people keep a rigid system of law and patronage. A Counts Knights owe to him money and respect, and a Barons Counts owe to him monthly taxes, and so on and so forth. Breaking these agreements will end in punishment, perhaps the lose of a finger, or a son, or your life.
Gems and Slaves The Hijria state took up much of the west, and bleed into the Scorched plains, which are rich in mineral wealth. The Hijria, their love for precious metals and gems reflections of their Doa patrons, move large mining operations into the desert, manned by slaves. The Operations are preyed upon by Hawa’ra pirates, as the two people have only had animosity towards each other. The Hijria takes this as a very evil offense as the gems and slaves are their biggest sources of revenue.
Gems of Art The Hijria also keep good relations with the desert Dwarves, who appreciate their lawful ways and their love of gems. Dwarvish craftsmen can always find a market with Hijria and from this some of their culture has rubbed off on the Hijria.
Narithia the Conquering Sultan All of the above information is slightly out of date and mostly there to help readers understand how the Narithia Empire works. Before the year 1115, the state of Narithia was a bureaucratic nation with heavy connections to the element of fire. They were a strict lawful people, the masters of craft and engineering on the content. The Efreeti sponsored the Nobles in exchange for loyalty, money, and slaves. The common men, the nobles, and the slaves were held apart with rigid laws.
Burning War With the nation's superior technology, martial strength, and Efreeti demanding more and more their Patronage, the people of Narithia saw no other option by to conquer everything in their path. In 1115, the nation started what would be called the Burning War. They swept through the Man’aniwa city states, either destroying them or forcing them to accept foreign rule. Next, the Hijra fell after a hard fought war, their Grand Sultan accepting the Narithian Sultan of Fire as his superior. Finally, they moved into the Scorched Plains, taking the Dwarvish states and most of the powerful Hawa’ra cities. These wars were considered done in 1168, where upon the Narithia started to consolidate their new Empire. This is still happening now, the previous rulers of the conquered states now run their lands with Narithia “advisors”. These rules try to grab away all the power they can without direct conflict their Narithian leaders. While most places have their own guards keep law, Narthian agents across the lands watch in shadows to make sure all imposed laws are followed. The only place left in open war with Narthia is a few small house of the Hawa’ra, who prove to be the thorn in the foot of the mighty Empire.