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===The Wreck Shores===
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==The Wreck Shores==
  
 
Running along the northern edge of the Malachite Sea where it is closest to Carthagia, wedged between waters and Wasteland, the Wreck Shores stretch for dozens of leagues before civilised lands once again claim hold.  Fierce battles that were waged in both the Wasteland and the Sea during the Dawn War (and before it) have caused this shoreline to be littered with debris and detritus of long-forgotten empires and ancient feuds.  Vast, rusting hulks, toppled obsidian towers, immense dredging systems bound by broken chain-links the size of elephants... the salt-encrusted, corroding Wrecks run miles inland along shallow, flat grasslands and dunes, split by innumerable rivulets that dribble out of the southern Wastes.  Despite its inhospitable nature, the Wreck Shores are an important land-based lifeline of trade from the western lands to the eastern, and a number of small, fortified communities and ports have grown up along the coast here; most are independent trade-towns, but many in the eastern reaches pay at least lipservice to Carthagia (if not outright tribute payment) in return for which Carthagian troops aid in the patrolling and protection of the Shorelands.
 
Running along the northern edge of the Malachite Sea where it is closest to Carthagia, wedged between waters and Wasteland, the Wreck Shores stretch for dozens of leagues before civilised lands once again claim hold.  Fierce battles that were waged in both the Wasteland and the Sea during the Dawn War (and before it) have caused this shoreline to be littered with debris and detritus of long-forgotten empires and ancient feuds.  Vast, rusting hulks, toppled obsidian towers, immense dredging systems bound by broken chain-links the size of elephants... the salt-encrusted, corroding Wrecks run miles inland along shallow, flat grasslands and dunes, split by innumerable rivulets that dribble out of the southern Wastes.  Despite its inhospitable nature, the Wreck Shores are an important land-based lifeline of trade from the western lands to the eastern, and a number of small, fortified communities and ports have grown up along the coast here; most are independent trade-towns, but many in the eastern reaches pay at least lipservice to Carthagia (if not outright tribute payment) in return for which Carthagian troops aid in the patrolling and protection of the Shorelands.
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=The Southern Lands of High Kyros and Ascaria=
 
=The Southern Lands of High Kyros and Ascaria=
 
South of the Drakkath lie the vast, rolling steppelands of the northern Ascari tribes and the broken, mountainous highlands of High Kyros - two peoples caught in a conflict that is reshaping the region.  The two are radically different; the Ascarians have lived in this landscape for untold centuries, stretching back deep into the Dawn Age, while High Kyros is a colony of another, distant nation that has taken its own independence and now seeks to becoming a dominating power.  Neither of them hold a common language with the Drak of the north, and their traditions are distinct from those that have descended from the fallen Drakkath Empire, although the centuries have seen a certain amount of intermixing between Ascari and Drak in bordering areas.  There is a similar mixing of bloodlines that has occurred in High Kyros, although this is by dint of Kyrosi conquerors integrating Drak and Ascarian tribes into the fabric of their own society during the initial years of colonisation.
 
 
A common and misguided view of the south lands from those of the northern Drakkath and Huron is that it is a vast, flat, cold landscape, broken only by the mountains of High Kyros which are equally cold and snow-covered.  The truth is, however, that while the southern reaches are certainly colder than the Drakkath, there is much relatively temperate steppe, taiga and mountain before one reaches the true tundra.  Even the Ascarian steppes are broken by mountains and regions of hills, and the northern parts of both nations feature plenty of taiga forests as well.  Still, winters are long and cold here, and the people have adapted to the bitter temperatures of the seasons.
 
 
 
==The Storm Mountains==
 
 
The rising Storm Mountains mark the southern boundary of the Drakkath, a mighty wall of peaks reaching for the sky that runs west from the Marble Sea, eventually curving south-west before tapering out in the steppelands; the gap there, between the Sarokean and Storm ranges, is known as the Sarok Expanse.  For much of its length, the Storm range is a relatively narrow band of foothills and mountains, but in the east it billows out southwards into the Kyros Plateau, a broad mass of highlands and peaks that shelters the heartlands of High Kyros and runs down along the coast.  Here, too, it eventually diminishes into lesser hills before finally reducing to nothing in the far southern permafrost.
 
 
The Storms are a savage landscape hammered by rough weather; the Roost of Ishrak, as the range is sometimes called, sees brutal storms, howling winds and thick blizzards far more regularly than the lowlands around it.  Meteorothaumaturgists offer a large number of explanations as to the weather systems causing this, but most people accept that the mountain range was the home of Ishrak in the Dawn Age and leave it at that.  A number of dangerous passes wind through the Storms, but the threat of the mountains' inhabitants and the unpredictable weather mean that most would rather take ship down the coast or travel through the Sarok Expanse to reach the southern lands.  The Storms outside of High Kyros are not entirely uninhabited - a few hardy villages cling to the high valleys, mining towns eke out an existence in the shadow of the mountains and the rare township manages to survive - but the area is generally poorly charted.  Travellers have reported various phenomena and strange sights in the Storms - ruined cities built high on mountaintops, immense crackling lightning-towers of the Dawn era that blaze with light during vicious storms, and remote sects of Ishrakite priests  and elemental practitioners perched amidst the peaks.
 
 
The mountains play host to plenty of wild beasts and the occasional servitor.  Goblins can be found here, small and hardy clans of survivors that have evaded Kyrosi slavers.  Both they and the local humans speak fearfully of a truly sinister threat in the mountains - strange frost and wind spirits that can weave illusions and glamours with ease, living in palaces carved into the peaks' and toying with mere mortal lives that fall into their clutches.  These predatory, malign spirits can change their shape with ease, but are said to naturally look like hybrids of man (or goblin) and mountain beasts.  They rarely seem to be any sort of danger for High Kyros caravans and travellers, however; presumably, the Frost Council have made a pact or treaty with the beings.  Ogres are also a problem in the region; unlike their kin who were shackled by the Shadowfury's dark magic, the ogre phratries of the Storms still retain a great deal of their ancient culture and traditions, some even maintaining the titles and organisation of actual Elder-era servitor regiments.  These ogre phratries rarely fight amongst themselves, which makes them all the more dangerous; their numbers have been slowly growing during the Zenith Age and they have a knack for violence that makes them a real danger for both the south lands and the Drakkath.
 
 
 
==Thunderbreak==
 
 
An island of substantial landmass in the southern reaches of the Marble Sea, Thunderbreak is a province of High Kyros that consists of jagged peaks, smouldering volcanoes and fertile ash-plains that sweep down to the crashing waters.  Masyra's Landfall, the provincial capital, is the main port on Thunderbreak and a key naval bastion.  Much of the island remains a savage, untamed place where the menaces of volcanic activity and brutal weather make the idea of escape for Thunderbreak's extensive slave population an unlikely notion; chain-gangs of prisoners work in relentless conditions to hew out valuable ores and minerals from Thunderbreak's rocky skin.  The ash-plains provide the townships of the province with farmland, but the winds and storms that hammer the island during the stormy season mean that it is not the abundant breadbasket that it could potentially be.
 
 
Thunderbreak is where the first of the High Kyros colonists made landfall, and served as a staging post for the further journey on to the Drakkath landmass.  While it remains an important port location, it probably would have mostly been left undeveloped were it not for the discovery of the mineral wealth that the island hoards beneath its surface.  Even administrative duties on Thunderbreak are often considered a punishment assignment for magi and officials; it is a remote post in a bleak landscape.  That said, the shipments of minerals and ore from the island are important to the economy of High Kyros, and for the canny there is money to be made.  The naval defence force for Thunderbreak is a potent flotilla that has in the past repelled attempted invasions from White Bay city-states and Ara polities, and even held strong during the internal turmoil of the Two Councils a century ago that temporarily plunged High Kyros into civil war.
 
 
Outside of the High Kyros settlements, there are few other inhabitants on the island.  Occasional small bands of escaped slaves manage to make little enclaves for themselves in the remote, broken northern coastline of Thunderbreak, but it's a poor life; Thunderbreak is too far from the mainland for any hope of escape without a proper sea vessel, and sahuagin septs have no compunctions about raiding such poorly defended settlements.  There are several sects of elemental practitioners, adepts of storm and tide, scattered around the peaks and coasts of the island, and a single famed order of flame practitioners who live a perilous existence amidst the fuming volcanic vents of Thunderbreak's most active volcanoes.  A few inhuman beings lurk in the island's more distant reaches, but the greatest threat comes from the elemental entities that sometimes emerge from the lava or the storm-wracked skies; for some reason, Thunderbreak seems to attract many such beings, and they can prove difficult to comprehend or deal with when invigorated or enraged by the primal energies around them.
 
 
 
==High Kyros==
 
 
'''Icons''':  The Frost Envoy
 
 
During the time of the Drakkath Empire, what is now High Kyros was a handful of minor prefectures of little consequence; small ports, mines and little more.  With the Empire's fall, the Zenith Age first saw nothing more than a few Drak tribes and townships clinging to existence; over the following two centuries, the bulk of what population remained migrated either north to the Drakkath or west to Ascaria.  The people who now rule this mountainous domain came afterwards, journeying from an entirely different continent.
 
 
The far northern regions of Ara largely remain a mystery, though the continent reaches far enough north for a swathe of marshlands to merge into permafrost.  Somewhere on the western coast of this region, the progenitor civilisation of High Kyros survived the Dawn War relatively intact, forming a militaristic magocracy.  The colonisation of High Kyros, a region as far south as this civilisation was north - and across the sea, to boot - was ordered by the ruling magiarchs according to particular occult and arcane designs.  The scale of conquest and population movement that they had in mind would never be achieved swiftly, not even over several generations, but the arcane organisation allowed the magiarchs to take a long term view for their grand effort.  In their judgement, the eldritch resources that lay in High Kyros were worthwhile.
 
 
High Kyros covers a region of the Storm Mountains that runs along the Marble Sea, going as far west inland as where the Kyros Plateau gives way to the lowlands of the steppe.  To the north, more of the Storms seperate the country from the Drakkath; to the south, the mountains eventually give way to a hilly landscape, then to tundra.  The first wave of colonists were no more than a handful of vessels, an expeditionary force establishing a beach-head on the eastern coast, and over the coming decades the initial Kyros settlements clung to the coastline.  A century of support from the homeland bolstered the population of the ports and their hinterlands enough that the colony began to push inland, having received an influx of new Kyrosi driven by a desire for a new life, seeking opportunity, sent there as slaves or convicts to serve as labour or just hapless enough to be in one of the provinces that were depopulated to feed the new colony's hunger for manpower by magiarch orders.  Two hundred years after first landfall, the highly organised Kyrosi military had pushed the colony's control throughout the mountainous region, subjugating the native Drak and Ascari communities and engaging in a series of battles with ogre and goblin warlords, breaking the back of local resistance to their power.  Another hundred years, and High Kyros was almost an established nation in its own right, one grown with astounding speed from almost nothing.  The jewel in the crown of the Kyrosi homeland, the rich mineral resources and - more importantly - arcane resources of the landscape were being plundered and shipped back over the sea to the satisfied magiarchs.  Their discipline and foresight had proven wise - three hundred years had passed, and the rewards of the great effort were worth it after all.
 
 
This reward, however, came at the cost to the colony itself, the payment of its dues for the resources and mapower pitched into the colonisation over the centuries.  High Kyros was indeed almost a nation in its own right, nearly as populous as the homeland, and the magiarchs who had come to prominence in this new land found that the tithe they had to shoulder was one they begrudged.  When civil war erupted in the homeland, the opportunistic arcanists of High Kyros took advantage and declared independence, protected from effective retaliation by distance - and it seems the old Kyrosi homeland has truly fallen apart, ripped asunder by brutal internecine conflict amongst the duelling magiarchs there.
 
 
In the modern day, High Kyros is a land of stern order in the iron grip of the Frost Council, the ruling conclave of cryomancers that oversees the grand sweep of Kyrosi operations.  The power-seeking arcanists have never rested on their laurels; the generations that have passed since the independence of High Kyros have done more than just consolidate their hold on the mountainous realm, they have looked to expand it.  The Frost Council are jealous of their influence too, and magi who are not cryomancers are few and far between, watched carefully by the Frost Council if they are given license to practice magic at all.  As for the steel-masked cryomancers themselves, all are trained to hold their own in combat, and it seems that the Kyrosi mages have either unearthed lost ritual lore or developed it themselves, for Frost Council group rituals seem to be capable of far greater feats than spellcasters in other lands can manage.  The most terrifying and potent of these rites are the weeks-long incantations of entire circles of magiarchs that sculpt and animate immense ice golems from amidst the southern glacier-valleys, juggernauts of destruction that they have not hesitated to unleash on the Ascarians.
 
 
Of course, the arcane overlords of the magocracy have higher matters to attend to than the lesser functions of running and administering the nation's machinery.  The transplanted society of the Kyrosi is, in some ways, quite egalitarian - the state below the Frost Council is somewhat meritocratic, and there is no hereditary noble caste.  Centuries have given rise to prominent dynasties and families, of course, but skill and competence go at least part way in determining an individual's path to prominence.  Law and order are harshly enforced, and rank offers little protection if the Frost Council determines that an example needs to be made.  The Kyrosi bureaucracy has developed various examinations and tests for assessing potential candidates, and the cryomancers themselves also take advantage of this - certain promising examinees are taken as apprentices to magiarchs for a period not exceeding three years.  Of course, many fail to reach the level required to become a cryomancer, and after the three years of training are instead given roles as agents, mage-hunters, elemental mage-knights and assassins in the employ of the Council.
 
 
The towns and cities of High Kyros are bustling places with booming populations.  Most major settlements still lie on the coast of the Marble Sea, including Jormung where the Frost Council sits in government; here, the fjords and craggy valleys offer sheltered ports and harbours for the vital maritime trade that comes to and from the nation.  Further inland, the valleys are dotted with small agricultural villages and mining towns, punctuated by occasional administrative centres and military bastions.  The rapid expansion of the colony resulted in most of even the most important buildings in Kyrosi settlements being made from timber rather than stone and, adapting to this, the Kyrosi have evolved a tradition of very ornate woodcarving that they employ on their structures; some of the coastal cities have buildings made from great sea-beast carapace, but the local population of the massive house-crustaceans was quickly annihilated in the early years of the colony.  Much of the farmland in eastern High Kyros was originally forest, cut down to clear the land and feed the Kyrosi expansion's need for lumber.  Further inland, and even the Frost Council cannot entirely tame the wilderness; most major threats to civilisation have long since been expunged, but ogre phratries and goblin clans still exist in significant numbers and are a source of occasional raids.  Far to the south, where the mountains give way to tundra, the many-limbed and carapaced 'men of ice' and their concrete-and-chitin nests provide a vicious frontier for High Kyros interests.
 
 
High Kyros society and culture is rather strange in many ways, due in part to its nature as a rapid-grown colony and nation.  Almost in challenge to the ordered, stern nation, the placid and lawful surface of Kyrosi society masks an simmering confusion of cults, conspiracies and mysteries that the Kyrosi seem to take a certain glee in indulging.  With few internal barriers from caste or nobility, the Kyrosi have instead given form to a clutch of alternate, adopted secretive subcultures known colloquially as the Red Societies - often tending towards the religious, philosophical or outright criminal, Red Societies unite the Kyrosi members in a group to which they feel a sense of belonging and which offers them purpose in the form of the Society's agendas.  The Red Societies thread through all levels of High Kyros; officially the Frost Council opposes their existence, but some cryomancers belong to Red Societies and the Frost Council probably makes active use of these secret societies as political pawns.  The thriving power of the Red Societies probably stems from the growing tensions within High Kyros; the population explosion taking place is straining the landscape's ability to support them, and the common people seek to use philosophy and faith as means to understand their place in the world and whether the magocracy that reigns over them is truly what they want.  In the long term, the development of the Red Societies, and the growing social awareness surrounding them, may threaten Frost Council authority.  This perhaps explains the Council's drive to establish the national idea of the Kyrosi as rightful rulers and conquerers, that they have a manifest destiny - through conquest and aggression, they can stem the tide of unrest within their people and sate it with the spoils of war and rule over other, 'lesser' peoples.
 
 
High Kyros also includes some rather more exotic people within its society.  Some of the inland basins and valleys of the mountains hide marshes or lakes, and here the initial Kyrosi colonists encountered well-established communities of lizardfolk.  Rather than conquest, these swamp people were taken into the fold of Kyrosi society, offered full rights and trade benefits through a series of treaties that has since caused small lizardfolk quarters to spring up in the major High Kyros cities.  In return, the lizardmen are highly respected for their service in Kyrosi scout units and, on very rare occasions, lizardfolk have reached the high status of the magiarchs themselves, finding a place on the Frost Council.  The other, more mysterious side of the Kyros people is also somewhat reptilian but far more secretive than the publically embraced lizardfolk - there appear to be certain bloodlines amongst the Kyrosi, lineages stemming back from the Ara homeland, that are for want of a better description serpentine.  Even the Kyrosi themselves seem to have little knowledge of these reptilian bloodlines and investigation into the rare sightings of such figures are heavily discouraged.
 
 
The Kyrosi are not, as a rule, inclined towards the reverence of ancestors; instead, they believe in a minor pantheon of national spirits that have guided their nation throughout the ages, and these twenty or so patrons are worshipped and petitioned as a more worldly, lower caste of divinity below the true Younger Gods.  Amongst the Younger Gods themselves, the Kyrosi naturally tend to revere the deities of sea, storm, mountain and war more than others, and Ishrak's church in particular has become a prominent power in its own right.  Most Kyrosi see Ishrak as the foremost and most powerful of the Younger Gods, one who is a natural fit to their harsh mountain homeland and the seas that crash against their shore.  In recent decades, both Urazel and Toran have seen a surge in petitions as well, mostly due to the military expansion west into Ascaria.
 
 
 
===Kyros Lowlands===
 
 
West of the mountains of High Kyros lies the steppe of Ascaria; here, the armies and settlers of the Kyrosi have carved a new dominion, their provinces expanding over what once were the lands of Ascari blood-clans.  The military machine of High Kyros has rolled inexorably westward, sacking settlements and chaining communities as it has gone, a decades-long expansion that leaves pallisaded towns, dirt roads and farmlands in its wake.  For now, the lowlands run as far as the broad, deep Praga river, a border guarded by outposts and mustering grounds for Kyros raiders to stage new attacks from.
 
 
The invasion has been driven by several factors; the growing population of High Kyros, the general desire by the once-colonists for expansion and wealth, and the Frost Council's hunger for arcane resources - the Ascarian lands hold many sacred sites and spots of elemental energy, all of which the cryomancers wish to take for themselves.  Unlike the early stages of Kyrosi colonisation, where Drak and Ascari tribes were assimilated, many of the Ascarians conquered in the current expansion end up enslaved, with the most unfortunate or rebellious sent to Thunderbreak.  Mines and industries erupt across the lowlands like a rash, tapping into resources that the blood-clans have not fully exploited.
 
 
Central to the lowlands provinces is the city of Verdigris Hold, formerly a major Ascarian town before the Kyrosi conquered it and rebuilt it.  Sitting amidst a network of hot springs, geysers and mineral lakes that are awash with copper-rust and other chemical substances, Verdigris Hold taps into the heat and steam of the earth through a series of complex thaumineering engines.  Now a centre of trade with expansive slave-markets, Verdigris Hold as attracted a burgeoning population of mercenaries, merchants and opportunists clustering at the skirts of the Frost Councillors who rule over their new domain.  It seems that whatever elemental energies run under the region, the cryomancers have found a key focusing point under Verdigris Hold and the city regularly shudders and groans from the arcane powers that are being called together in the subterranean ritual-chamber that the Council have drilled down at the heart of the settlement.
 
 
 
==Ascaria==
 
 
'''Icons''':  The Wolf-Chosen
 
 
Ascaria is a vast landscape, home to innumerable blood-clans of Ascari tribesmen connected together by trade-towns and Ash Lodges.  In past ages, the Ascarians were a huge and terrible army, united under the banner of the Steel Lion, who crashed against the walls of northern lands, sacked their cities and reduced their lands to ashes.  They danced and slew in honour of the Steel Lion, they drove themselves into the frigid southern wastes to offer the heat of their blood to the Lion's own progenitor Shauku, and when the Dawn War came the thundering legions of the Ascarian praetorians were amongst the most terrifying of the Elder Gods' servant-armies; once Dharummut won their loyalty and slew the Steel Lion, they strove with mighty effort against their former masters and won great victories at vast cost of Ascarian lives.  But the Ascari of today seem a pale shadow beside that terrifying horde from the distant past; they are numerous, yes, and they are brave, yes, but they are not united.  Before the great advance of the iron-disciplined war machine of High Kyros, they fight with glorious strength and, with tragic inevitability, they lose.
 
 
The Ascarian steppes are an immense swathe of rolling steppelands and taiga, broken up by hills and occasional proud mountains that rear up from the landscape.  To the south, the landscape eventually chills into the tundra, where the far-flung Ascari still roam; further south still, where more mountains erupt and the frigid southern coast can be found, where glaciers hold court amidst the crags and where icebergs clamour and clash in the waters, even the Ascari blood-clans give up and leave the wilds untouched.  West, far west, and the Munerik hold sway; a different people with different traditions, alternately allies, kinsmen and enemies of the Ascari over centuries of feuding, trading and squabbling.  The steppes and tundra are so vast that even though the Ascarians are great in number, one can travel long beneath the open sky and never see another human being.
 
 
The blood-clans are strung together by a network of bloodlines and marriages that create small federations, each led by an arslan, a 'lion' who serves as overall chieftain of several clans.  Arslans contest with one another over grazing lands or feuds, maintaining an ongoing, internecine series of minor conflicts that largely keep Ascarian society from truly unifying.  Many Ascarians have long though a unified nation would be a grand thing - and they all believe their arslan is the one who should rule it.  This has served them poorly in the face of Kyros aggression; the superior arcane science and discipline of the Kyros advance has been met with loose alliances between desperate arslans, but nothing like the steppe-wide federation of arslans that could actually halt and even drive back the mountain-people.  Mobility is another issue; unlike the Huronese far to the north, the Ascarians are not a horse-people; horses are common, but many Ascarians still fight and travel on foot, accompanying their herds in great migratory patterns around their grazing lands.
 
 
Ascarian life is one filled with ritual, fire and sacrifice.  They are an immensely devout people, honouring Dharummut above all but revering every Younger God they know of in the appropriate element of life for that deity.  In the course of the year, the migratory patterns of the blood-clans lead them to various sacred sites on their territory, most of which will be sanctified to a given Younger who is then offered appropriate devotion and sacrifice.  On a regular basis, especially around battle and warfare, sacrifices of beasts (and, very rarely, people) are made to the gods.  The ancestors are deeply, deeply revered, especially what is known as the Eaten - the event that turned the Ascarians from loyal Elder servants to rebels was when Dharummut tore open the belly of the Steel Lion, revealing that the immensely powerful servitor had actually been devouring the spirits of the dead Ascari people.  The eating of sacrificed animals is an important part of Ascari rituals, as animal flesh consumed in this way is thought to go some measure towards restoring the souls of the Eaten.
 
 
At the centre of Ascari spirituality is the organisation of the Ash Lodges.  These shamanic priests of Dharummut hold sway as intermediaries and advisors amongst the Ascari blood-clans; they maintain the most sacred sites of the Great Wolf, and oversee the cross-clan ceremonies when the people come together in winter to partake of the fire dances and the reading of old memory-wolves.  Ash Brothers and Sisters are commonly thought of as some sort of savage mystics by northerners, but the truth is that they maintain libraries of lore and storehouses of relics of their people; they take on a fierce appearance as suits their patron deity, but they are by no means bestial of mind.  They have long held together the society of the Ascarians; now, under the leadership of the fire-scarred Wolf-Chosen, they look set to transform it.  Having defeated the fiery avatar of the Great Wolf, this high priest is set on aggressively unifying the arslans, planning to force them into a federation that seeks not just to fight the Kyrosi but also to remake the entire people into a powerful, aggressive nation.
 
 
The most sacred site in Ascaria is the Wolf Excarnate, the carcass of Dharummut.  When flung to earth by an Elder God, the grievously wounded god crashed through the Sarok Expanse and on into the Ascari heartlands, tearing a series of gorges, canyons and craters until it came to rest and excarnated into true divinity; here, the remnants of the body are zealously guarded by the Ash Lodge.  To eat of the flesh of Dharummut is to gain great power, and it is an honour only rarely gifted by the Brothers and Sisters to great leaders and heroes.  The scrimshawed claws and bones of the god are amongst the most holy relics of the Dharummut faith, enough so that grand thearchs and high priests of far distant lands have come seeking such precious talismans for their home countries.
 
 
Since the death of Dharummut, wolves have become a common animal in Ascaria, and they are considered as holy creatures; hunting wolves is a sacred act.  A peculiar rite has grown up around the notion of 'memory-wolves' - the capture of a wild wolf, followed by dying or scarring it with patterns and words that tell the name and story of a recently dead man or woman whose life has been worth recording.  When Ascari come across a dead memory-wolf, it is their duty to capture a new wolf and copy the old tale across to the new one, preserving it for future generations.  In this way, a great number of Ascarian wolves have painted or tattooed hides, their flesh bearing words in scars; to kill a memory-wolf, or to ritually capture one for a great ceremony, brings the memory of the dead man or woman back to the fore of the minds of the living, letting them reread the tale of the deceased and remember it afresh.
 
 
Other unusual elements of Ascarian society can be seen in their magic and warrior-traditions.  Certain warrior-brotherhoods exist across blood-clans, often long and storied associations of fighters, martial exponents and hunters that have ther own traditions, tactics and folklore.  Some rare few are associated with the Ash Lodge, and these practice esoteric and spiritual techniques of the furies.  In general, the Ascarians make more use of ritual tattooing and scarification to open up the body's elemental channels than the Drak people do, and an extensive body of lore has grown up around using and manipulating these channels to heal - and to harm.  Ascarian magi are rare, but the elementalists that do emerge amongst the blood-clans often use extensive scarification to further strengthen their magic.  In recent times, faced with Kyrosi arcane supremacy, many elementalists have voluntarily engaged in dangerous levels of scarification, acupuncture and alchemy to fully open their elemental channels to a dangerous, consuming level, making them incredibly potent arcanists for brief periods of time to battle the Frost Council before their flaring magic overwhelms them.
 
 
Despite its disunified nature, Ascaria is as a whole a serious economic element in the Drakkath region.  Trade in hides, pelts, furs (especially the precious seremat), herbs and drugs from steppe-plants and flowers, ivory and woven cloth are important for both the Drakkath and the Ascari people, as well as trade with the Munerik and Masked Kateni farther west.  Amongst the lands of the blood-clans, permanent trade-towns have grown up, and certain routes through the steppes are so well-travelled as to be roads with waystations growing up around them - and, unfortunately, raids on caravans and travellers by the more lawless blood-clans.  Further south, in the tundra itself, the trade-towns peter out; once per year, the southern blood-clans drive north to the towns to trade and sell their goods.
 
 
The Ascaria blood-clans are not the only inhabitants of the steppe and tundra.  Savage gnoll bands roam far and wide, selling their services to the arslans for their feuds and battles, or just pillaging and raiding.  These gnolls have a distinct culture from their kindred in the Drakkath and further north; they still offer propitiation to the Elder Gods in strange, remote shrines and are sometimes accused of encouraging and aiding the sporadic Elder cults that lurk in Ascarian society.  They also have a tradition of selling the self; band-members take on a contract of service wherein they render themselves another's property, voluntary slavery, an act that is apparently of important significance and personal development in their spiritual code.  Most commonly, this comes in the form of making themselves the bodyguard of an Ascarian willing to pay the band the appropriate price; gnoll slave-bodyguards are devoted and willing to die for their chosen master, and their ferocious and dark reputation earns their owner a great deal of respect and fear.  Beyond gnolls, the steppes also see goblin clans and the occasional ogre phratrie lurking amongst the hills, timelong enemies of the blood-clans where both sides have often tested each others' mettle; far south, in the tundra, a series of goblin towns stand in a confederation that has enough strength to seriously threaten the nearby Ascarians.  Other creatures terrorise the great expanse; winged beasts strike the most fear as there is no-where to easily hide from them, and hippogriffs and drazhikar are both held in high esteem in Ascarian culture as symbols of terror, strength and speed.
 
 
Signs of Ascaria's past still scar the landscape; from the wounds carved by the Great Wolf's death, to the rusted, collapsed fortresses of the Steel Lion.  Several regions, damaged badly during the Dawn War, have become geologically active spots with geysers and steam vents, chemical pools and steaming lakes; some hold ancient meteorites at their hearts.  A few examples of Ephras's library-forests still stand - woodlands of strange, gnarled trunks and boughs interlaced with one another, where the bark is twisted into the forms of bizarre words and the soft wood beneath can be scraped away into pages and pages of weird, babbling text.  A rare few areas have eerie 'hidden hills', where the air itself seems to warp and twist light; from a distance, one can see a great hill, but on getting closer said earth formation fades away.  Surviving warbands of the Steel Lion's servitors often lair and lurk in such places of broken reality.  Immense, lumbering behemoths with fuming vents on their carapaced backs slowly prowl the southern reaches, where steppe becomes tundra; their shells, metal-threaded internal organs and ivory are highly prized, and an arslan whose home is a behemoth shell is a powerful figure indeed.
 
 
  
 
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