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'''Overview''' Khagul Gurung is the name of a vast continental area, encompassing within it a tremendous range of climates, terrains, governments, societies, cultures. and beliefs. Within this continent are four main regions - [[Minnerwẽ]], [[Gurung]], [[Khagul]], and [[Chi]]. Surrounding these are a variety of other geographical entities, uncivilized tribes, tribal confederations, warlord domains, petty kingdoms, and trading outposts. Many of these form convenient alliances with their more powerful neighbours while others, feisty and rebellious, maintain their independence as best they can. In addition to these settled lands, tracts of unsettled and inhospitable wilderness are found throughout the continent, inhabited only by a few hardy settlers, bandits, dangerous non-human societies, and monsters. This overview focuses on one region in the northeast of Khagul Gurung - Minnerwẽ - from where all players originate. '''Geography - Minnerwẽ''' Minnerwẽ is the ancient name for the vast Steppe which stretches hundreds of leagues, from the peaks of Amûn and the forests beyond in the west to the cold, harsh sea of Krull in the east. The Steppe rises out of the ice flows in the north and warms rapidly, turning to desert but 200 leagues to the south. The desert is, for the most part, uncharted by humans, although great powers are said to inhabit city-kingdoms that crest the jabal and wage war upon each other. This high desert and its extremely inhospitable climate, has long protected Minnerwẽ. The undulating grasslands in the centre are dry and hot in the summer and bleak, windswept and very cold in the winter. Few humans survive long beyond their city walls without travelling in large caravans. The nomads that remain in these vast tracks of land are specialist at survival and no longer would be called human. They resemble more the Djinn folk of the desert or the Dao, and might be seen skirting the desert or mountains looking for trade. Legends have it that they are fierce and unpredictable. The northern Steppe turns to tundra and vast plains of bolder-strewn rock which freeze over in the winter, so one cannot see where land stops and sea begins. Huge glaciers remain year-round on the high mountain slopes, which are high enough to be ice-capped all year. Population Humans were nomadic once, until they found springs, mountain streams and pools that lasted year long. At first, they coalesced around these water sources to trade before moving on to their next destination. More and more decided to remain – the women with young children were first, letting the men continue to ply their trade whilst the family was secure. Gradually, the settlements grew and it became necessary to protect them from the unscrupulous or the plain hostile. In some cases the humans befriended the Hengeyokai and the Spirit Folk who offered guardianship in exchange for shelter, goods and food. For centuries, humans and the other races lived harmoniously, tolerated or simply avoided one another. The cities grew and had as many as one or two-hundred thousand inhabitants. Trade increased and each city specialised in the growth or manufacture of bespoke items that guaranteed strong returns and further growth. Populations were only really limited by access to clean water and disease became a serious concern in some quarters. After the war (see below) populations coalesced around the clergy and the warlords who both espoused their alignment with the (majority) societal norms and offered the best protection – from the gods and the more corporeal. All the regions, other than Khagul, followed a similar pattern to Minnerwẽ. That is that the Steppe became increasingly wild, increasingly devoid of humans and left to the other races (more at home in the wilds) to govern. People built temples and monasteries around which they constructed fortifications, which became cities. Mainly peaceful transition took place to divide religions along sectarian lines with huge growth – in both population and economy - seen where towns had a religious identity, strong defensive capabilities and good transport links. '''Khagul''' However, in Khagul, the warlords fought for supremacy before religious identity had taken hold. Other regions would banish their most unwanted members of society, ensuring they ended up in Khagul where societal norms of behaviour had not yet been established. Survival of the fittest (strongest and least concerned with the preservation of life) ensured that a Khaganate was swiftly established. The city-state of Kharash became the dominant military power and was at the heart of the expansion. The Kuban dynasty – led by Denthi Khan - subsumed or destroyed all other warlords in Khagul. Over the years, the Khaganate expanded into the other regions and it is rumoured now that both Gurung and Chi have lost at least half of their ‘kingdoms’ to the Karash empire. Until recently, Minnerwẽ stayed safe behind the vast desert wastelands to of its southern border. '''Brief History''' The war came six human generations ago. The Minnerwẽe (folk of the region sometimes call themselves Minnerwẽe, though it is no longer in common parlance) call the time afterwards the ‘Change’. No-one knows now from where they came – many still blame the ‘Gouran’ (wanderers or traders) for bringing the evil back to the Steppe. Some say it that Chih-Chiang Fyu-Ya was punishing the people of the Steppe for failing to worship the Gods. Others thought that Lei Kung decided to practice his powers on Minnerwẽ. (History does record that storms raged the Steppe continuously for ten years.) Anyway, the Baatezu came in strength out of the East, borne (so legend says) on great chariots of flame. They smashed down the make-shift fortifications, destroying everything and everyone within. As the Gouran returned, their homes were no more and their loved ones were all dead or carried off into slavery. Few of the Hengeyokai or Spirit Folk endured the onslaught either. In the years that followed, people became much more pious – believing the war was punishment for turning their backs on the Gods – and religious sectarianism determined where people settled. The focus of society was to do two things: support the establishment of places to worship and support protective measures – forces and structures. This led to the establishment of a theocracy, drawn up around what the Minnerwẽe recalled of their ancient deities (stories about which they embellished). The clerical leaders were, however, soon subordinated to the more powerful warlords who had responded swiftly to the overwhelming need of the people to feel secure. The castle-cities were built ever larger and people, again, turned away from the nomadic life of their forefathers. '''Religion - Minnerwẽ''' After the War, the once agnostic people of the Steppe – those few remaining – began to pray more. Factions built up over time and the legends about the Gods, Demi-gods and Heroes sprang up. The Minnerwẽe outdid one another with ever growing and outlandish fables about the deeds of their deities. During this ‘Change’ and as the Pantheon of Deities was formed, the Minnerwẽe separated along sectarian lines. Boundaries began to be drawn up between those of like mind. Occasional conflict would arise but most were short lived. The central belief in Good and Evil ensured the majority saw sense in building societies based on acceptable norms of behaviour. Those really evil were shunned or even banished. Trade began between these city-states and boundaries were never really patrolled or enforced. Hundreds of years passed and Minnerwẽ was at peace again. To the outsider, the sectarian lines were pretty clear: Runnug, in the East, was created by those preferring to live free from stifling laws and dogma; Kran Ghul, in the Centre, was a place of strict hierarchy, loyalty and adherence to societal norms which were codified into law; and Okisuma, on the western border, was tolerant of all sects and beliefs. What was also clear, was that other sects may exist – those more concerned with life and death - but some would have been banished to the inhospitable south and others would have drifted further west. '''Common Deities – Chinese Mythos''' Once the sectarian lines were drawn, the belief system fell into place – albeit the Minnerwẽe would not necessarily recognise the process. Most common folk still had little interest in formal worship; however, they would recognise the normal behaviours expected by their society. Some might be able to name a few deities which would represent their interests and might even give the occasional offering. Religion – in a formal sense – is mostly the purvey of the wealthy and influential. The most recognisable difference lay between the major cities of each province (or aimags): Runnug, in the East: Wen Chung Kran Ghul, in the Centre: Shang-Ti; Shan Hai Ching Okisuma: Chih Sung-Tzu; No Cha, Chao Kung Ming, Wen Chung '''The Kharash Empire''' The greatest empire in current times has its origins in Khagul, far to the South of Minnerwẽ, across the desert. It is led by a warrior king called Koiga Khan who has united the many tribes that existed in Khagul, mostly by force. He is absolutely focussed on destroying or subjugating all that stand in his way. He claims to be delivering the punishment of the Gods, with the blessing of Chih-Chiang Fyu-Ya, on all those that have ‘forgotten the lessons of the war and turned their back on the true gods, or worship false gods’. Koiga’s empire is rumoured to be vast and his influence is felt everywhere; however, the Kharash army – the Kheshig (cavalry) - has only recently crossed the desert into Minnerwẽ.
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