Cultural Overview in the Inner Seas -Malta- Appearance: Generally white, though most have a decent tan. Some have olive skin as well. Climate: Caribbean, mostly sunny all year long. Terrain is pretty non-existant, since it is an island nation. Still some grassy mountainous regions can be found, as well as a few forests. Major Ports: Port Rio, Dutain (capital) Major Non-Port cities: None. All Maltan cities are ports. Religion: Existant, but not really prevalent. Free expression of religion is allowed in Malta and there is no official religion of the land. Trade is the more important thing. Government: Oligarchy. Decisions are made by council rule, whom are selected by a combined Magic Views: Slightly distrustful, though tolerant of magic. Sorcerers are not treated any different than the normal class. Of course, a powerful enough sorcerer is treated with respect, but this is more a practical issue than anything reverential (i.e. don't piss off the person who can blow up your head). Tech users, on the other hand, aren't given any special regard and are seen as normal. Commodities: Mostly trade. Malta profits off of buying and selling commodities to other nations. Thus they are most likely to have the most goods at any time. -Dunlor- Appearance: White and slightly pale, though there's some more signs of tanning closer to Istin. climate: Generally pleasant. Full seasons; sunny in summer, snow in winter. Terrain Major Ports: Tristan, Fiojora (capital), Pliote Major Non-Port cities: Borjin Religion: Claim to be monotheistic. For the most part, Dunlor appears rather unreligious, especially compared to the other nations. Only Malta compares in the lax theological standpoint. Government: Democratic. Dunlor is ruled by representative rule of parliament which is then given to the figurehead of the state who makes the decisions. The "figurehead" is mostly just that and simply is in place to appease the more stongheaded of the nations. Magic Views: Technique users are given more regard than true sorcerers. Sorcerers here are seen as wasting their time. Commodities: Most artillery comes from Dunlor. Dunlor was the first to distribute cannons that could handle enchanted cannon fire. Grapes and textiles come from Dunlor, as do fish. -Istin- Appearance: Fairly dark-skinned. Wear wraps and sarongs as clothing. Sometimes minimalistic and often shoeless. Climate: Warm, tropical. Lands are high forest and grasslands. Pretty much untouched by human hands. Major Ports: None Major Non-Port Cities: Putembo (capital) Religion: Spiritualistic. May not be recognized as some as a true religion, but they believe strongly in it. Worship is mostly of the Earth Mother, although Bwello (god of sky) and Hugo (god of sea) are highly worshipped as well. There are gods who preside over earthly and human affairs as well. Government: Tribal Monarchy. Matriarchal. Rule is tied to bloodlines as well as prowess as a warrior. The male of the chieftess usually goes out to hunt while the Magic Views: Magic is reverred. The highest sorcerer in the village is called a witch doctor. It is believed that magic is a gift from the gods. Commodities: Tobacco, Sugar, spices, and cocoa make Istin a prime desired trade spot. Trade is usually conducted by mooring the boat closeby on the beachside and then walked to the nearest village to collect the barrels. -Defender's Republic of Vithril- Appearance: Fair-skinned, most a little hardened features. Many wear at least leather armor. Tend to be a little stronger built. Climate: Sometimes cool to warm, but tends to be fairly humid. Fog is a usual occurance for most of the lands of Vithril, save the south which represents the fringes of Caladeem. The fringe consists more of grasslands and plains. Major Ports: Vesta, Belmont, North's Keep Major Non-Port Cities: Namor, Tundra's Hold, Vin (Capital) Religion: Vithril's main religion promotes warriors and honor, though to the outside, not many are sure to believe the second part. Victory through strife is placed above all else. Government: Militaristic. Outsiders would call it a dictator, some would call it a monarch. The leader of Vithril is also the leader of the military. None would respect the leader if they were afraid to go into battle themselves. Magic Views: Met with some reservations but mostly awe. Certain elements are held in higher regard than others. Flame, Ice, Blood, and Mist are respected more than others. True magic \ of these sorts are feared by a good number of the people. Commodities: Steel, Iron products, pork and meat products, salt -Caladeem- Appearance: Dark-skinned, dark hair, usually fine features. Climate: In the desert, hot and dry. In the plains and grassland on the fringe, warm and dry. Major Ports: None. Caladeem has no viable ports of its own. Major Non-Port Cities: There's only two real "cities" to speak of. Caldril and Nafir. Most Caladeem people do not live in cities but rather camp where is safe. Tent cities are common but often on the move. Religion: Caladeem people worship gods of the sands and wind, which they think of in multitudes. They do not have any gods for human emotions or events, but gods of the material realm related to their survival. Only when the gods are calm can a person live a long and happy life. Each element of their life has multiple gods preciding over it and they are strong believers in karma. Government: Tribal rule. There is a caravan leader, whom the others will respect as long as they believe he is working in their own interest. There are alliances among caravans, but no one rules supreme over the other. This leader is almost exclusively male. Some would say anarchy fits the Caladeem as well. It is only loosely that they agree to be a nation, but they share a common bond. Magic Views: Magic is reverred, especially if it's magic that provides for the survival of the caravan. Water adepts are particularly useful because some of them can divine water sources. Diviners are held in the same position that priests are in other nations. Commodities: Mostly spices, some say that gold and other treasures can be found in the desert as well. Caladeem also serves as a trade source between Zaxon and Vithril. -Zaxon- Appearance: Range from pale to tan. Zaxon uniforms are grey and white or blue and white depending on your rank. Climate: Temperate. There is more of a rainy season than Dunlor but it's mostly fairly pleasant. Major Ports: Rohdan Major Non-Port Cities: Calidor (Capital) Religion: The Goddess Fiona. That's all that matters. Worship is mandatory in many cases, but the people are more than happy to do it. Prayers are offered at the beginning and end of every meeting, given at meals, and the Goddess has provided. Zaxon occassionally sends out missionary work and goes out for crusades. Government: Military Theocracy. The government is ruled by the church mainly, though the church has a hand in military affairs as well. The Arch Bishop is the one who tends to watch over the welfare of the people. Magic Views: Since the priesthood is mostly made up of sorcerers, magic is fairly well respected. Again, true sorcery is looked on higher than tech users, though adepts have their uses. Adepts are usually kept at the lower ranks of the clergy if they are discovered however. Commodities: Cotton, grapes, corn, and grains are some of the chief exports. Since Zaxon has the most access to forests (save Istin, who does not wish to part with their forests), lumber is also exported. -Chu-lin- Appearance: Slanted eyes and slightly darkened skin, some call it yellowed. Material is made mostly of silk and elaborate attire is not uncommon. Climate: As one travels further east through Chu-lin, the skies (in both the land and some of the seas around it) are almost a constant overcast. The threat of lightning storms can occur at any time and thus the climate is generally very dangerous. There are patches which are less likely to be stricken, and these few vital areas are used for livestock and farmland, but most of the Chu-lin food supply must be imported. Because of the dangerous climate, many towns in Chu-lin have had rods installed to absorb the lightning. It has been said that some have tried to harness this lightning, but no word of success or failure has been heard. A lot of Chu-lin is craggy rock, which also provides for an excellent defense against potential port strikes. Major Ports: Huan, Gan Di Major Non-Port Cities: Chu-in (capital) Religion: The Chu-lin people have a strong belief and reverence of all gods and believe they gave them this land to force them to overcome hardships. This has worked to develop a strong-willed people. Chu-lin has gods to serve over every element of life (though some of the lesser elements might be called "spirits" rather than gods). Most Chu-lin meditate at least once a day to renew their attachment to these gods and spirits. Government: Emperor/empress rule. The Chu-lin aren't picky about the gender of their ruler, only that they are a firm leader. The monarch has a chief advisor as well as a council (but mainly hears only from their advisor. Magic Views: Magic (called "chi" in Chu-lin) is held in high regard. Tech users especially are impressive because it adds to their techniques as a warrior. Development of the body is important in Chu-lin, but also is development of the soul, which is achieved through magic. The Chu-lin believe the harmony of these to elements is the closest one can get to divinity. Commodities: Silk, stone, and spices are all common exports of Chu-lin. Rice is also found, though the amount of available land for rice fields is dwindling.