The World Of Khoras - Civilization - Nations

“Once a noble and shining kingdom whose cities lay spread across the land like glittering jewels, it now struggles under the yoke of a demi-god oppressor. Anquar reminds us that vigilance is the price we pay for freedom. Always, vigilance.”
-
Lord Marshall Jonathan Tretiach IV, Garrison

Proper Name The Kingdom of Anquar
Ruler His Imminence and Greatness, Vanquisher of False Idols, Supreme Warlord of the Realm, Ruler of the Known World, Divine Light of the Heavens, Sword of Justice, Keeper of the Four, Lord of the Anquar, Heir to Karnus, His Imperial Majesty, King Dalmoran the Usurper, “the Mad”
Population 15,470,000
Population Density 20 people per square kilometer
Demographics Human (Anquar) 60%, Human (Borderlands Barbarian) 15%, Human (Padashan) 12%, , Mandalar 5%, Hurkyte 4%, Urtas 2%, Sea Gypsies 1%, Other 1%
Languages Anquar 75%, Padashi 20%, Borderlands 5%
Capital City Ipotal (Population: 114,700)
National Colors Blue, green, brown
Year Founded 678 CY
Currency Quaryn
Natural Resources and Manufactured Goods Iron ore, iron products, marble, granite, shale, gold, silver, copper, orichalcum, emeralds, cotton, wool, horses, lumber, apples, potatoes
Wealth Very Wealthy
Government Type Monarchy
Government Stability Very stable
Allies Borderlands
Enemies The Great Padashan Empire
Technology Level Middle Ages
Primary Religion Anquarism
Other Religions Sharmaudism
Climate Temperate
Total Land Area 770,000 square kilometers
Arable Land 46%
Terrain Coastal Grasslands

Description

Anquar is an ancient country with a troubled past. Once a shining kingdom ruled by eight benevolent demi-gods, this once great nation is now crushed under the dictatorship of a single dark overlord, a murderous half-god bent on conquering all lands and peoples. The government and military are one here and rule with an iron fist. Fragments and ruins of the older culture litter this civilization like reminders of better days. Still, something of the old culture has survived. Great castles still crown many hills here. Stalwart knights, many now renegade, roam the land. Horse breeding and ship building are still carried on with skill and pride by craftsmen and guilds.

Geography

Blessed by fertile soil, fair winds and plentiful rain, this kingdom has an abundance of arable land and is what allowed Anquar to thrive in its early life and become a powerful kingdom. Much of the interior is broad grasslands and rolling hills dotted with small forests and groves. The Gynfeld Forest, a thick wood covering thousands of square kilometers dominates the west end of the kingdom. The Moors, a cold marshland, forms the eastern border. The lands grow hilly in the northeast and rise up toward the Tanlur Mountains.

Notable Fauna and Flora

The people of Anquar are notable for horse breeding and there are several strong and sure-footed breeds found here.

One of the most interesting animal species in Anquar is a native bird called the Crown Sparrow. Crown sparrows are beautiful white birds with light blue feathers on the edges of the wings and tail and a "crown" of feathers atop the head. The crown sparrow is an exceptionally intelligent bird able to mimic human speech and known for very complex birdsong. Crown sparrows are highly trainable birds and have been used by the nobles in this nation for centuries to carry messages. The message is not given as a written message, but rather, is taught to the crown sparrow as a birdsong. A specific musical "language" called "crown song" has been developed over the last 600 years and has become standardized throughout the nation. Crown sparrows are able to learn surprisingly complex songs to carry long and sophisticated messages. A message can only be taught to a crown sparrow by someone who understands crown song. Once the message is learned, the bird is instructed as to where to go (again through crown song and usually one of several pre-trained destinations) and the bird flies to its destination to deliver its message. Of course, the receiver of the message must understand crown song as well.

When the nation fell to the treachery of Dalmoran, the use of crown sparrows was outlawed. The Resistance now uses crown sparrows in secrecy and often uses dye to disguise the birds because Anquaran archers have orders to shoot the birds down on sight. The Resistance also uses new variations of crown song to keep their messages out of the hands of Dalmoran.

This region is known for the taruba, a species of bird which is very large, tall and brightly feathered. The taruba is a flightless bird about five feet tall. It has brilliant blue, yellow and orange plumage and an immense tail which fans out in a breathtaking iridescent display. The taruba is the national bird of Anquar. Several hundred tarubas can be found in the capital city. It is illegal to harm one on pain of death. Many are wild, but others are domesticated and treated as pets of the cities.

History

In the centuries before the Sundering, this region was home to peaceful primitive clans and villages known as the Valadur that fished the sea and farmed the land. The Valadur were known for stoic bravery, spartan simplicity and rugged individuality. Their civilization fragmented during the World Storm. Lawless brigands in pirate ships arrived from distant lands and began to plunder the Valadur villages. Bandits began to prowl the land. The Valadur villages banded together to survive. Petty warlords took over small towns and established tiny fiefdoms. Battle between warlords became common and strangers were feared. These were dark days for the Valadur.

The Coming of Karnus
In 111CY, there came a powerful wizard named Karnus. He claimed to have escaped a great war that was being fought across the lands of Ithria. He arrived on a great sailing ship laden with treasure, arcane lore, enchanted wonders and loyal servants. He drove out many of the bandit warlords and quelled the violence. Peace was quickly restored. Karnus established a city on the south coast and began working to help the Valadur rebuild. It is believed by many historians that Karnus was actually one of the Mage Lords from the Alliance. Several disappeared during the Great War.

The Age of Reason
Perhaps having seen too much bloodshed, Karnus was determined to craft a realm of prosperity and peace. He established the city of Ipotal in 119 CY. He founded the Kingdom of Anquar and ruled this realm for nearly two centuries. In 307 CY, he began showing the first signs of Miradic Syndrome. He realized he could not rule forever, and so began working on his greatest achievement before the disease robbed him of his magic. Karnus was aided by many servants, knights, scholars and such. However, there were eight who was closest to him. Wise and powerful, these eight were utterly faithful to Karnus.

These eight he entrusted with the Talisman of Anquar. This device separated into eight individual pieces. When combined, it's strength was awesome. Each individual piece was gifted to one f Karnus' eight advisors. These eight men and women were then entrusted with the fate of the Kingdom of Anquar. As Karnus grew weak and drew near death, these eight were at his bedside. When the end finally came, the kingdom mourned their benefactor. For a full year, banners were coats of arms were displayed upside down. Bright colors were shunned. Festivals were cancelled.

Each King held a piece of the Talisman of Anquar. The Talisman gave each fantastic power, effectively making them demi-gods. The Kingdom of Anquar enjoyed a long reign of peace under the Eight Kings of Anquar. Each King took a wife, made her a queen, and began a noble family. Each noble family ruled over one of the eight districts of Anquar. These families were considered to have "divine blood". They were dedicated to the peace and prosperity of the Kingdom. For almost two thousand years, Anquar knew peace and prosperity. The land thrived under the guidance of the Eight Kings and their noble families. The Kings held council often and worked as a democracy, voting on issues of importance.

The Rise of Dalmoran
The peace of the Kingdom was shattered in 2498 CY. Dalmoran, one of the Kings, slew another named Imbradis and laid claim to his piece of the Anquar Talisman. With two Talisman fragments, Dalmoran was twice as powerful. Very quickly, the nation degenerated into civil war as the demi-gods and their minions fought. For fourteen bloody years, demi-gods and armies clashed across the nation. Dalmoran was successful again and acquired a third piece of the Talisman. With each Talisman fragment, his power grew. This conflict became known as the War of the Gods. During this war, Anark, one of the Kings, disappeared. The noble families of some of the Kings hid away their pieces of the Talisman to keep Dalmoran from acquiring them. The war ended in 2513 CY. Lord Dalmoran was victorious. In the end, he alone remained. Six of the Kings had been slain. Dalmoran had managed to acquire four pieces of the Talisman. The others were hidden away by their divine families. Anark had taken his piece of the talisman with him. With four pieces of the Talisman, Dalmoran was unstoppable.

In 2514 CY, Dalmoran took control of the realm. In the most horrific event of the civil war, the Sharmaud priests (along with protesters, rebels and dissidents) were gathered in the Hindol Square in the capital city and systematically slaughtered. Over 1400 people were butchered that day. This became known as the Hindol Massacre. It is known that several Sharmaud priests escaped this fate. Sharmaudism has since been outlawed. King Dalmoran has founded a new religion with himself at its center. He ordered that the divine families of the other seven Kings be executed and that their knights swear loyalty to him or be put to the sword. Some bent their knee to Dalmoran, but most fought to the death. Many others fled into the wilderness and turned renegade.

All towns and districts fell under Dalmoran's control with the exception of Kannor which withstood a four year siege. The siege culminated in a battle which lasted three days until Kannor eventually fell. The Lord Mayor Vulkain, the leader of Kannor, was publicly tortured and executed as were his officers. Rather than crush the spirit of the Kannorians through fear and assert his absolute dominion over this region, these atrocious acts only planted the seeds of resentment. Because of its distance, graphic separation and because of history, Dalmoran's control over Kannor has been tenuous at best.

Government

Dalmoran has since taken over the Kingdom. He still claims the title of King although he is more of a dictator. He now rules as absolute dictator of the realm. He has established his own order of dark knights. The capital city has endured a time of turmoil. Those who have accepted Dalmoran as king have survived and thrived. Those who cling to the old ways have perished or fled. Out in the realm, the rule of the dark king is less felt, but the towns are commanded by his lieutenants.

The Kingdom of Anquar still has eight provinces. All are ruled by representatives of Dalmoran who rule with equal ruthlessness. Anquar has a huge economic chasm between the wealthy nobility and the commoners. The vast agricultural regions are ruled by the landed nobility. Wealthy barons operate huge estates worked by the peasants. The barons operate within a hierarchy, all faithful to Dalmoran.

Legal System

King Dalmoran rules unfettered by concepts of mercy or justice. His word is law. His armies carry out his word. His priests conduct dark ceremonies to glorify him.

Critics of the Demi-God Dalmoran or his government may be charged with anything up to and including treason. Especially vocal trouble makers are hauled away never to be seen again.

Each village has an elder who rules and judges. Each province is divided up into counties. Each county has a magistrate who rules. Each province has a provincial Court.  The city of Ipotal has a High Court that has 8 judges, one from each province. The High Court is a remnant to the days before Dalmoran. Once a respected court of law where justice was the norm, the High Court is now a farce, the judges are puppets of the King.

Military

Once, before the treachery of Dalmoran, the kingdom had a proud tradition of stoic honor and chivalry. Every male, upon reaching 17 years old, was required to enlist in the service for not less than 3 years or pay a recompense fee. While sons of wealthy nobles might pay a fee to avoid military service, most Anquaran men considered it a point of honor to serve their king. Men of the same province would serve together and friendly rivalries often sprung up between military units of different provinces. Many stay on and make a career of the military.

Some of that tradition still remains. Especially in the outer provinces, the commoners still take pride in serving their local baron. Meanwhile, the city of Ipotal is home to a vast and terrible army of knights and ships, archers and foot soldiers.

Many of the soldiers and knights of the old kingdom have turned renegade and banded together to form a resistance group. This group has grown over the last two centuries and is gaining strength. It has become a serious problem for King Dalmoran and the Anquaran military. The war between Anquar and the Resistance is heating up into a full war.

While the Anquaran military wrestles with the Resistance, they must also fend off the military might of the Great Padashan Empire.

Economy

Each province levies its own taxes. The commoners endure crushing taxes. Each province is required to pay a yearly tax to the capital city of Ipotal. Two centuries of oppression and forced labor have swelled the King's coffers. However, these brutal tactics have also forged a magnificent capital city, a powerful army and an abundance of wealth that Dalmoran wields as a sword crushing any problem that arises. He indulges in any whim with great extravagance, but is wise enough to use the money where it counts.

Anquar conducts trade with many of the nations on southern Ithria. Although they are at war with Padashan, goods from each of these two great nations find their way into the courts and palaces of the other. This usually occurs through black market channels or through mutual trading with peoples of the war torn Border Lands.

Culture

Even amidst the oppression of the last 200 years, many towns and villages have struggled to maintain their culture. Anquar enjoyed some 2000 years of high culture, peace, prosperity... it was a golden age. Dalmoran usurped the throne only two centuries ago. Much of the culture of Anquar has been outlawed by Dalmoran, but much of it is still practiced. Craftsmen still fashion their goods, markets still fill with peddlers hawking their wares, people go about their business. But always there is the shadow of the King's soldiers and priests, his tax lords and inquisitors. The commoners toil in shop and field, but do so with a palpable threat over the kingdom. Sharmaudism is likewise practiced in secrecy by the faithful.

Garmashk is a spicy rice and beef dish which is traditionally made by a man and woman on the eve of their wedding. It is also made by the couple to greet important visitors and celebrate festive events.

Anquarans greet each other by grasping forearms in a firm grasp.

Festivals, with a very strong national pride theme, are common in Anquar, as Dalmoran tries to win the people over, placate fears and tighten his grip.

Anquaran women wear long scarves with any outfit. The color and style of the scarf indicates their status - married, single, single and looking, mourning, widow, not yet a woman, etc.

Important People of Anquar

King Dalmoran
A demi-god, half man and half god, but only through the power of the pieces of the Talisman. Immortal. Wielder of unspeakable power. But served by mortals. A megalomaniac who has founded a religion to worship himself.

Sedarik Kurn, General of the Anquaran Army
General Kurn is the supreme military commander overseeing all the armies of Anquar. He is a tall and thin man with long black hair, pale skin and a clean shaven face.

Willock Farune, High Priest of the Church of Anquar
His Holiness Farune is the High Priest of the Church of Anquar. He is responsible for converting all peoples to Anquarism. He oversees the ceremonies of the Church of Anquar and has been charged with stamping out the last remnants of Sharmaudism.

Hurel Jameiros, Chief Magistrate of Ipotal
Rules over the High Court.

Harikus Verushka
Guild Master and Head School Master at the Tower of High Wizardry. Supreme magical authority in the kingdom.

Towns

Name Population Notes
Maersk 11,500 A beautiful town on the north coast. Major ship building center with excellent shipyards. .
Tenlay 8,700 A wealthy province, considered the favored province. Close to the capital. Home to artists, poets, scholars, magicians, scribes.
Ilwan 7,200 Home to skilled sailors, boat makers, shipyards, fisherman and cartographers..
Gestav 5,500 The largest province - an agricultural region which supplies most of the food for the nation. This region is mostly farmland, orchards and forests. The people of this region are known as skilled horticulturalists and excel at gardening. A poorer region.
Hag's Well 4,600 The northern farming region of Anquar. Skilled horsemen and hunters. Ranchers. A very wealthy region.
Toed's Crossing 2,900 Toed's Crossing operates a number of mining operations in the foothills of the Tanlur Mountains. Toed's Crossing has a number of excellent smithies. Some of the best sword makers in the realm are found here.
Kannor 2,300 Geographically and socially somewhat separated from the rest of Anquar. This region is a bit more free to practice the old ways.

Villages (Population less than 1,000)

Ashmead, Bitter Lake, Ethulraman, Grub's Passing, Heisler, Norton's Hog, Ronath, Sapeur, Trajon, Xanathos

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This page last updated Monday, October 08, 2007. Copyright 1990-2008 David M. Roomes.

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