Post by Kaez on Jul 1, 2009 19:30:08 GMT -5
'Of all the places in this world where no man should make his home, it is only in Akha-Raa that man not only does, but always has, and surely always will.' -- History: A Brief Summary of the Things that came Before, by Sharra On'dell of Aval Dor
Akha-Raa, Akha-Raash
Major or Capital City: Qahun
Other Cities: Mekhut, Sukranit, Ahlan
All Towns: Haliyah, Nadinat, Aswada, Kifwanat, Jubaaq, Hassuy.
Government Type: Monarchy. A Qas im-Khadun has reigned over Akha-Raa for as long as they can recall. Khaduns have smaller, lesser rules over their respective cities and towns.
Crime and Law: The Qas im-Khadun's Royal Force commands a vast standing militia which also acts as a police force.
Professions: Craftsman and importer/exporters are the main professions. None of the land is very capable of farming, so it is a minimal effort. Importing water, food, and resources is very common, and crafting and architecture are obviously vital.
Trade, Currency and Economy: The Ash is the currency in use. Trade is not very common, and the economy is run by the government based in four banks in the major cities.
Market: Markets are very common, and traveling importers and exporters move along the western and eastern coasts.
Organizations: The Royal Militia, the Qir-Sik, and Trading Commission made up the only organized groups in the nation, and the Qir-Sik are long gone, and the Trading Commission is hardly organized at that.
Celebrations and Events: Many holidays are scheduled throughout the year, and are generally celebrated with late-night bonfires.
Education: Education in the nation is moderate. While schools are set up in the towns and cities, they're very expensive, and most families cannot afford to send their children. Education is also more or less biased, as it is run by the Royal Government.
Communication and Language: Akha-Raa is the only nation of the Known World that speaks any language besides a variant of Common. The language of Kehk-aat is spoken as a second language for most of the population, and for around 10%, their first language. Only about 1% of the population (Qir-Sik) spoke strictly Kehk-aat, and now it is likely that none do.
Social Class Structure: The laymen make up the majority of the population, and are looked down upon heavily by the upper classes. Only the slaves are below the laypeople. The slaves are owned by the wealthy class, who often hold government positions and work in public service. The Royal Court is, obviously, the highest class.
Population: The eastern third of the empire has a population of moderate density, estimated around 200,000. The central third of the empire has a population of an estimated 10,000. The western third of the empire has a very dense population of around 850,000, giving them a population of just over a million.
Nature, Food and Resources: Akha-Raa is not resource-filled, but that does not mean it is lacking. It had great forests to the west, many stones and clays on its coast, and some fields for crops on its eastern side.
Wildlife: Wildlife is moderately present in the forests to the northwest and the western fields, too, have some animal life present. The desert, however, lacks many animals at all and is known only to have wicked beasts.
Climate: Akha-Raa is second only to Dranada in pure temperature, and certainly the driest. The vast majority of the empire is desert, and what isn't is rather parched fields and a withering woodland.
Geography: Geographically, over fifty percent of the nation is nearly uninhabited desert. Another twenty percent is forest, and nearly thirty percent is fields and islands.
Mounts and Pets: Qiahps are the common mount -- large, leathery beasts who make easy work of the heat and drought. Pets are less common, though birds are known to be good messengers for cross-desert communication.
Technology and Medicine: Technology is moderate, as trade with Gilaan has been plentiful. Medicine is a weak-point for the Akha-Raani as very few export it and not many plants are grown in the empire.
Subcultures: The Royal Court is the monarchy that rules over the entirety of the empire. They are not known for kindness, but a large, police-like militia keeps order, organization, and relative peace within the empire.
The Qir-Sik were a mysterious people. Only a few hundred were estimated to be present and all of them resided in the depths of the great, expansive desert. They were warlike and cannibalistic, often blamed for the deaths of those who try to cross the desert. Though some claimed that they were myths meant to give an excuse not to cross, others insisted they're mad religius worshipers who are protecting a mysterious artifact.
The Trading Commission is the backbone of the empire, handling on imports and exports.
Militia: The Royal Militia is also the acting police force, and though they've never fought in direct conflict with invaders, they've kept the nation orderly, and crime in-check.
Weapons and Armor: Weapons and armors are mainly brass and steel, imported or taken from the rocky coastline. Short-swords, spears, and maces are common weapons, with whips also known to be in use by the militia.
Brief Timeline: Akha-Raa is presumed to be the founding of all human civilization. From Akha-Raa, people spread all about and in all directions. For this reason, we can assume Akha-Raa's timeline to be a very long one, where civilization was born and advanced and spread; there is, however, no official historical record for the area and recent history has been uneventful and fairly without conflict.
In recent years, the legitimacy of the throne of Akha-Raa has been in question, and details are only just beginning to unfold.
Relations w/ Other Cultures: Akha-Raa has had strong trading relations with Rosia, Ichuk, and Gilaan -- and moderate communication with Uhl and Dranada.
Homes: Homes are usually clay or stone, with wood more popular to the west.
Religion and Spirituality: They are sun-worshipers, following the teachings of Ahca Tah-qi, a prophet from ages ago who taught them communication with nature and the sky. Though nearly 75% of the nation claims to practice it, only about half seem to do so regularly at temples.
Architecture: Architecture is not an important part of Akha-Raa society, and is simple.
Clothing: Clothing is very light, and traditionally made of thin cloths. Leather, thick cloths, and dark dies are not common at all in the heat of Akha-Raa.
Arts and Literature: Literature is common amongst the higher classes but literacy rates drop dramatically along with wealth. Art is very uncommon, with only the Royal Court having any real 'art'.
Entertainment and Culture: Public theatre has gain some popularity in recent years, but general entertainment is minimal outside of children's games and races. In a culture based around survival and trade, work is hard and fun can always wait.
1 - Qahun, the capital, royal city, and population center. Jubaaq is the town to its north.
2 - Mekhut, a city and population center.
3 - Sukranit, a city and population center.
4 - Ahlan, a city and trading capital.
5 - The Costal Woods. The town of Hassuy in on the edge.
6 - The Farmland.
7 - Eastern River.
8 - Haliyah, a small farming town.
9 - "Ahira-ahra," the 'slow-flowing river'.
10 - The Oasis Flow.
11 - Nadinat and Nadinat Lake, a small oasis near the southern edge of the desert.
12 - The South Edge, the border against the mountain range.
13 - Aswada, a small town with considerable influence from Dranada culture.
14 - "Jiara," 'every sand'.
15 - River of the Trees.
16 - "Suku-nit," 'the cool trees'.
17 - The sandy northern edge of the desert, where the empire's northern border is made.
18 - The Bay of Stones and the town of Kifwanat on the coast.
19 - "Vahi-qan," the 'crystal islands'.
20 - Kifwanat, a harbor-town on the northern Vahi-gan island.
Akha-Raa, Akha-Raash
Major or Capital City: Qahun
Other Cities: Mekhut, Sukranit, Ahlan
All Towns: Haliyah, Nadinat, Aswada, Kifwanat, Jubaaq, Hassuy.
Government Type: Monarchy. A Qas im-Khadun has reigned over Akha-Raa for as long as they can recall. Khaduns have smaller, lesser rules over their respective cities and towns.
Crime and Law: The Qas im-Khadun's Royal Force commands a vast standing militia which also acts as a police force.
Professions: Craftsman and importer/exporters are the main professions. None of the land is very capable of farming, so it is a minimal effort. Importing water, food, and resources is very common, and crafting and architecture are obviously vital.
Trade, Currency and Economy: The Ash is the currency in use. Trade is not very common, and the economy is run by the government based in four banks in the major cities.
Market: Markets are very common, and traveling importers and exporters move along the western and eastern coasts.
Organizations: The Royal Militia, the Qir-Sik, and Trading Commission made up the only organized groups in the nation, and the Qir-Sik are long gone, and the Trading Commission is hardly organized at that.
Celebrations and Events: Many holidays are scheduled throughout the year, and are generally celebrated with late-night bonfires.
Education: Education in the nation is moderate. While schools are set up in the towns and cities, they're very expensive, and most families cannot afford to send their children. Education is also more or less biased, as it is run by the Royal Government.
Communication and Language: Akha-Raa is the only nation of the Known World that speaks any language besides a variant of Common. The language of Kehk-aat is spoken as a second language for most of the population, and for around 10%, their first language. Only about 1% of the population (Qir-Sik) spoke strictly Kehk-aat, and now it is likely that none do.
Social Class Structure: The laymen make up the majority of the population, and are looked down upon heavily by the upper classes. Only the slaves are below the laypeople. The slaves are owned by the wealthy class, who often hold government positions and work in public service. The Royal Court is, obviously, the highest class.
Population: The eastern third of the empire has a population of moderate density, estimated around 200,000. The central third of the empire has a population of an estimated 10,000. The western third of the empire has a very dense population of around 850,000, giving them a population of just over a million.
Nature, Food and Resources: Akha-Raa is not resource-filled, but that does not mean it is lacking. It had great forests to the west, many stones and clays on its coast, and some fields for crops on its eastern side.
Wildlife: Wildlife is moderately present in the forests to the northwest and the western fields, too, have some animal life present. The desert, however, lacks many animals at all and is known only to have wicked beasts.
Climate: Akha-Raa is second only to Dranada in pure temperature, and certainly the driest. The vast majority of the empire is desert, and what isn't is rather parched fields and a withering woodland.
Geography: Geographically, over fifty percent of the nation is nearly uninhabited desert. Another twenty percent is forest, and nearly thirty percent is fields and islands.
Mounts and Pets: Qiahps are the common mount -- large, leathery beasts who make easy work of the heat and drought. Pets are less common, though birds are known to be good messengers for cross-desert communication.
Technology and Medicine: Technology is moderate, as trade with Gilaan has been plentiful. Medicine is a weak-point for the Akha-Raani as very few export it and not many plants are grown in the empire.
Subcultures: The Royal Court is the monarchy that rules over the entirety of the empire. They are not known for kindness, but a large, police-like militia keeps order, organization, and relative peace within the empire.
The Qir-Sik were a mysterious people. Only a few hundred were estimated to be present and all of them resided in the depths of the great, expansive desert. They were warlike and cannibalistic, often blamed for the deaths of those who try to cross the desert. Though some claimed that they were myths meant to give an excuse not to cross, others insisted they're mad religius worshipers who are protecting a mysterious artifact.
The Trading Commission is the backbone of the empire, handling on imports and exports.
Militia: The Royal Militia is also the acting police force, and though they've never fought in direct conflict with invaders, they've kept the nation orderly, and crime in-check.
Weapons and Armor: Weapons and armors are mainly brass and steel, imported or taken from the rocky coastline. Short-swords, spears, and maces are common weapons, with whips also known to be in use by the militia.
Brief Timeline: Akha-Raa is presumed to be the founding of all human civilization. From Akha-Raa, people spread all about and in all directions. For this reason, we can assume Akha-Raa's timeline to be a very long one, where civilization was born and advanced and spread; there is, however, no official historical record for the area and recent history has been uneventful and fairly without conflict.
In recent years, the legitimacy of the throne of Akha-Raa has been in question, and details are only just beginning to unfold.
Relations w/ Other Cultures: Akha-Raa has had strong trading relations with Rosia, Ichuk, and Gilaan -- and moderate communication with Uhl and Dranada.
Homes: Homes are usually clay or stone, with wood more popular to the west.
Religion and Spirituality: They are sun-worshipers, following the teachings of Ahca Tah-qi, a prophet from ages ago who taught them communication with nature and the sky. Though nearly 75% of the nation claims to practice it, only about half seem to do so regularly at temples.
Architecture: Architecture is not an important part of Akha-Raa society, and is simple.
Clothing: Clothing is very light, and traditionally made of thin cloths. Leather, thick cloths, and dark dies are not common at all in the heat of Akha-Raa.
Arts and Literature: Literature is common amongst the higher classes but literacy rates drop dramatically along with wealth. Art is very uncommon, with only the Royal Court having any real 'art'.
Entertainment and Culture: Public theatre has gain some popularity in recent years, but general entertainment is minimal outside of children's games and races. In a culture based around survival and trade, work is hard and fun can always wait.
1 - Qahun, the capital, royal city, and population center. Jubaaq is the town to its north.
2 - Mekhut, a city and population center.
3 - Sukranit, a city and population center.
4 - Ahlan, a city and trading capital.
5 - The Costal Woods. The town of Hassuy in on the edge.
6 - The Farmland.
7 - Eastern River.
8 - Haliyah, a small farming town.
9 - "Ahira-ahra," the 'slow-flowing river'.
10 - The Oasis Flow.
11 - Nadinat and Nadinat Lake, a small oasis near the southern edge of the desert.
12 - The South Edge, the border against the mountain range.
13 - Aswada, a small town with considerable influence from Dranada culture.
14 - "Jiara," 'every sand'.
15 - River of the Trees.
16 - "Suku-nit," 'the cool trees'.
17 - The sandy northern edge of the desert, where the empire's northern border is made.
18 - The Bay of Stones and the town of Kifwanat on the coast.
19 - "Vahi-qan," the 'crystal islands'.
20 - Kifwanat, a harbor-town on the northern Vahi-gan island.