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==Culture== The City-states of the region, well known as the vast land of dry jungle in the foothills, to wetter environments in the lower lands, and widening into a drier flat expanse with languid rivers flowing north, where most of the cities lie, are as diverse as the plants and flowers that dominate the region's trade. Each City claims a proud history, part mythical, part historical, and all linked by the worship, sacrifice and expectation of the citizens, from the lowest serf working the fields that produce the bountiful wealth, to the deeply tanned fishermen who ply the waters of the coast, the great rivers, and even the outer marshes of the thousand flowing waters. You can see this look of pride, lack of fear, an almost divine sense of identity in each person of these places. They range in size from hamlets of two to three hundred souls all told, to vast edifies of brick, bamboo and stone, or great trees hewed into beams. The largest are dominated by constructed hills, all of different forms, from pyramids and geometric shaped, to large crafted statues of bronze and gold. Each of the these cities possesses a observatory in the center, at the highest point, and it is here that the god-kinds, each a representative of his people, a sacrifice of the noble art of living a normal life, plots and schemes to expand his holding over more earth and water. They watch the planets and the Stars, forge weapons from stones that fall from the sky, and wage war against one another where the prizes are tangible, more people, more land, more earth and water. Even the smallest of them form alliances and pacts to prevent complete take-over, and the cities have spent years, some hundreds, honing the art of survival and warfare. In the event that one god-king slays another, the city-state is purged of all symbols of the supposed divine, and the citizens become property of the victor. These clashes are rare and all or nothing affairs, and are fueled by the export of the spices, drugs and goods to each other, further afield and even across the great seas. Times of strife and scarcity see the ritualized individual combats give way to true conflicts, and when a great leader arises, such as the first god king, unifying the fractured land can begin. The astrologers and soothsayers agree that the time of the second conquest is approaching, and warn there kings that change is afoot. Some claim that the time has come to move north, against the Three Cities, and this is worrying given the size and ability of such a force. The policy advice to continue funding and allying with competing factions, and weaken any god-king who shows signs of conquering enough to be a threat would be the best policy, due to known infiltration of some of the god-kings by heretical elements and refugees of the crusades. -- by stephen_dean The port city-states of Bachariko sail lateen-rigged catamarans. Their alchemists have concocted noxious depth bombs which can be dropped overboard in hopes of driving away monster sharks. Occasionally these work, but often the monster shark is noticed too late. The largest Bachariko catamarans are armed with Greek-fire siphons, which are no protection against aquatic monsters, but are deadly against enemy ships. -- by Kakita Kojiro ===Mercenary Companies of Note=== The recent outbreak of conflicts by the city-states in the outer region of the former [[Other_kingdoms|Sandstone Empire]], as well as the consolidation of holdings by the God-King Logos the Unyielding in the regions of the vital trade routes of the Spice lands, has proven to be a boon for the carrion birds and sell swords of the lands. The most prominent are listed below, and recruit from all the known regions of our continent, with elements of the Twin Cities is positions of power, and others made up of outcast or drifters from over the Western Mountains. ====The Sandstone Legion==== A group of a thousand or so troops recruited out of the center of the former strong hold of the [[Other_kingdoms|Sandstone Empire]], they are reported to have access to some kind of beast to cross the Steppes, and are known to take trophies of the dead in the form of necklaces of ears or teeth. They seem to work mostly for those who can provide coin, and sources claim there goal is to gain enough recruits and experience to try and resurrect the old Empire. They are led by a veteran of Flower Wars from one of the Sapling Cities who grew disgusted with the decadence and decay of the [[Narcissus|City of Reflections’]] military caste. Potential for use in eventuality of local [[Religions|Hollow Man]] cult deemed likely, for either finance or favors if the attempt to consolidate the region occurs. ====Wind-Dancers==== A group of forty acrobats and dancers that banded together following a principle of conflict based on fast movement and distracting attacks. Only recently formed, they are specialized in breaching defenses and targeted killings or kidnapping. Known ability and fame have led to their increasing use to settle differences between merchant groups or competing factions. Typically hired at a standard rate, and led by a known member of the Wanders of the Waste, this group may be a front operation for one of their schemes. ====Bronze Serpents==== A group of Five Hundred escaped slaves or landless peasants, this group wears scale mail, and highly polished and stylized helmets, and are known to be willing to take high casualties to preserve there standing as a premium force for suppression of slavers or incursions by raiders from the West. They are known to worship a Snake god of some sort, embodying the principle of rebirth, and seem to especially dislike [[Religions|Hollow Man]] cults or other darker things. They are led by a imposing fellow named Orobus, and based out of a citadel bordering the Eastern Coast. They oppose the sacrifice system and helots. ====The Immaculate==== A group of fifty highly trained members of the Orchid Eater faction, they represent the pinnacle of there art, and are considered to be the best protection for nobles traveling in these dangerous times. Their price is steep, and they refuse to work above twelve days travel from their temples. Dangerous foes, their code of honor and ability make them impossible to bribe or blackmail. -- by stephen_dean
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