This page will eventually be a complete list of the major governments and cultures of Whent with very brief descriptions.
Governments and Cultures of Whent
| A'Satyagraha, Empire of the Seven Golden Seals | Al Hirza | Altaar Clansmen | Confederacy of the Mountains of Ylimbor | The Durri Hive | Garhurak, the Empire of the Raven | Horizon, Kingdom of the | Jurri Tribesmen | Kellit Tribes | Kurturack Gop | Land of the Princes of the Wind | Mayana | Mishi no Sutaka, the Empire of the Enduring Light | Monnit Tribes | Obucc Tribes | Ocher Orb Alliance | Principality of Vartillia | Pthlessessen | The Romm | Ruhk bor Keshoort, the Empire of the Burning Night | Sessell | Silver Water Home | Sivlestri Wood | Tami-Ferruk | Tarnheld Kingdoms | Taurus | Toth Mountain Lodges | The Tower of the Arcane | Tribes of Quirt | WindSong Towers |
A'Satyagraha, Empire of the Seven Golden Seals
Government: A'Satyagraha has the distinction of being both the largest and most oppressive culture on the face of Whent. A rigid and absolute caste system determines ones standing within the society. With vanishingly few exceptions one's caste is determined by one's birth and is unchangeable. At the highest levels are the priests with the Emperor holding the semi-divine position as the High Priest and the representative of the gods on Whent. This is an important distinction since the Emperor does not act for the people interceeding on their behalf, but instead dictates to the people the wishes of the gods. Any magic use other than divine magic derived from the gods of the Ansud Pantheon is forbidden on pain of death. The two principle peoples of the empire are the human Ansud and Ossian races. The Ossian are a conquered people and as such occupy the lower castes. They are the laborers and menials although they are also found acting as scribes and tutors. The Ansud are the rulers of the empire and occupy the highest castes. All priests, ranking warriors, merchants and such are Ansud. Such is the will of the gods and menials found even carrying money, sacred texts, or the arms and armor of a warrior are subject to death. Any and all non-humans in the empire are the lowest of the low and may hold no position in the empire other than slave. Any non-human found in the empire may be placed into slavery at the whim of any Ansud who whishes to do so. All this aside the internal workings of the empire are actually quite smooth with few people objecting to the state of affaires. All members of the empire are raised and inculcated into their positions so few would even think to question the status quo. This stability comes at the price of inertia and there is a distinct lack of energy and drive to achieve among the empire's common folk. This contrasts with the intense pride most citizens hold in their empire and the empire’s place as the largest and grandest on Whent.
The Empire wars with all nations on its borders. The empire is attempting to expand their control but is not seeking to expand the empire. Much of their border wars are skirmishes with the Princes of the Wind and attempts to exterminate the various non-human races they come in contact with. The empire is a major competitor and bitter rivals with Taurus, Mishi no Sutaka and Al Hirza. This enmity is returned ten-fold from Al Hirza, the Mishi tend to react quickly and violently to protect a given interest, while Taurus largely ignores the empire's tirades while undercutting their prices in key markets.
Population: Ansud and Ossian as mentioned above comprise nearly the entirety of the population. Various non-human races have been taken as slaves, but even this is rare - the non-humans do not seem to fit in well and are often killed. The trade areas on the periphery of the empire often see a greater mix of human and humanoid types. Note that there are no members of the canid races kept even as slaves. All such are to be put immediately to death by order of the gods. (The empire is sporaticaly warring with the Grallini of Garhurak and has not taken well to the fact that they have lost every major encounter.)
A'Satyagraha in depth Back to the Top
Government: A fairly new kingdom who's king (Sha) is close to declaring his realm an empire. Al Hirza is similar to A'Satyagraha in that there is a state religion but the religion of Al Hirza is devoted to Baari, the "One True God". Followers of Baari insist there is only one god and all other gods are false. The people of Al Hirza are indistinguishable from the Ansud and appear to be of the same genetic stock, but have vastly different beliefs. Al Hirza is a feudal monarchy with very strong tendencies toward a meritocracy. The Sha is an absolute dictator but all the "noble" positions are filled by those chosen by the ranks of the senior priests known as the Koumin. Naturally the Koumin typically choose one of their own for the most important positions - including that of the Sha - but the Koumin have been very astute at choosing persons of proven ability. Persons outside the ranks of the priesthood and even non-humans hold positions of authority and prestige, something uncommon in most other states. Of note all members of the kingdom must practice and hold to the tenants of Baari. Al Hirza is actively and energetically proselytizing, believing that those who do not follow the way of Baari are damned as sinners and are to be converted or killed to keep them from corrupting others. While an intensely millitant state they have also shown they are skilled at adapting this philosophy to allow for the necessary business of commerce and intra-governmental relations. For all the rhetoric they have skillfully maneuvered through the waters of diplomacy to become a powerful force within Whent over a mere 150 years. Scholars of the arcane arts have begun to note that the spells of the Koumin appear to be of Arcane origin rather than Divine more often than not. Speculation among the few who know of this is rampant but those in the know believe that ability to draw Arcane Principle is required to rise to the rank of Koumin. The spells of the lesser priests are almost uniformly of Divine origin.
Population: 75% to 80% of the population are indistinguishable from the Ansud of A'Satyagraha. This number is dropping as the fledgling empire-to-be brings more and more races (human and otherwise) into the fold through conquest and conversion. A significant population of Dwarves, Elves, Altaar among other non-humans have joined the nation and embraced Baari. All of the various human races are also represented with the exception of the Bennificata. None of the Bennificata have chosen to convert as yet.
Al Hirza in depth Back to the Top
Altaar Clansmen
Government: Organized into clans having one or more families. Alliances between the clans are constantly shifting. Raiding neighboring clans is a way of life among the Altaar and frequently leads to bloody warfare among the clans. All members of a particular clan answer to a clan chief or "Lord". Each Lord chooses his successor from any of the male members of the clan typically naming their oldest son. While the Lord is theoretically unlimited in his authority, a number of Lords who have angered the family heads within their clan have been "retired".
Population: The Altaar are a race unto themselves, similar to the Great Men described on page 47 of the Rolemaster Companion from Iron Crown Enterprises.
Altar Clansmen in depth Back to the Top
Confederacy of the Mountains of Ylimbor
Government: Composed of a number of diverse communities the Articles of Confederacy were intended to keep all on an equal level with each other. Originally designed to provide a unified front for dealing with the Elven Empire the Confederacy has degenerated into an excuse for the powerful to rule the rest. Only the most flagerant violations of the Articles are punished, with might making right in nearly every other case. In general the Articles prevent only overt violence between its members.
Population: Nearly every Giant race is represented with Trolls, Gnolls, Kobolds, Goblins, Orcs, Dwarves, Men, and even a small enclave of Elves also having membership.
The Confederacy in depth Back to the Top
Government: Each of the many hives has a Queen-mother who is absolute ruler of the hive and its members. The many hives are very cooperative with each other and work together more often than not. While most decisions effecting the race as a whole are decided cooperatively among all the Queen-mothers, every Queen-mother may choose whatever course she wishes. The decisions of the group are not binding.
Population: The Durri are an insectile race. Known types are the Queen-mothers, workers, warriors, and the directors. A more complete discription may be found on the Races page.
Durri Hive in depth Back to the Top
Garhurak, Empire of the Raven
Government: This empire is the dominant force among the trees of the Great Forest although the existence of Garhurak is known to few outside its confines. Formed initially by a number of Grallini tribes under the influence of the Bennificata the Grallini formed a government consisting of a Senate elected by the people and the Emperor who may name his successor with the approval of the Senate. The current government allows the Emperor very nearly unlimited authority but the Senate is inviolate and may advise the Emperor, vacate an Imperial Edict with a 2/3rd's majority and even remove the Emperor if they have a 3/4th's majority. The empire is both expansive in nature and progressive in their dealings with various races other than their own. Relations with the human nations along the Great Forest are strained for the most part and actively hostile where A'Satyagraha is concerned. Most humans are largely ignorant and fearful of the Grallini thinking them little more than beasts. This misunderstanding most often leads to conflict and has tainted the way the Grallini approach any initial contact with most humans.
Population: The various canid races (Grallini, Kakkeli, and Kankoran) comprise the majority of the members of the empire. Also found within the empire are a few humans, Elves, various members of the Orchish races, giants and other forest races. All races are equal under the law and the only slavery allowed is through indenture due to criminal penalty, debt, or capture through combat. Under a recent law no period of indenture may exceed 20 years.
Garhurak in depth Back to the Top
Government: A kingdom of mermen with a very large number of Aquatic Elves. The Capital includes the Island of Stars, grown from coral by the mermen and elves mostly to allow an unobstructed view of the stars, and now used as a port for trade and the very occasional "land-bound" visitor. With the exception of a large and active military clashing frequently with other "barbarian" undersea races and tribes the monarchy is largely benevolent and informal and has little influence on the day to day life of the Horizon folk. The monarchy is hereditary with the current monarch appointing his or her successor from among those of the family.
Population: As mentioned the kingdom is about 60% merfolk with 35% of the remainder being Allarin [Sea Elves]. Much of the remainder are humans involved in maritime trade and other sea related activities.
Highlights: The Island of Stars is home to the Merfolks' Academy of the Arts. Those who know of the academy acknowledge that there is no finer place to study patterns associated with water and weather effects. This is believed to be the source from which the Brie mages developed the Maritime Mage Mystic Variant.
The Kingdom of the Horizon in depth Back to the Top
Government: A loose collection of tribes that engage in what can only be considered an obsessive level of competition amongst themselves. The tribes are known for their preoccupation with acrobatics, horseback (and giant bird) riding, and individual melee. Most "battles" are only to first touch or perhaps first blood and serve to establish who is the better competitor more than to conquer each other. All in all the plains are a chaotic place for those used to a more structured society. The other item of note about the tribes are they barter as obsessively as they compete at physical activities. Many travel to the plains for the express purpose of trading with the tribesmen. The goods they trade are often unique outside of the plains and the Jurri never lie so merchants are sure they are not being cheated. Even so the Jurri drive hard bargains and enjoy besting others in this competition as well. Those who are willing to measure their physical skills against the Jurri often find themselves paying lower prices than other merchants depending on how good a competitor they were. (Note that that is how well they competed, not whether they won or not.) The Jurri skirmish quiet often, and in a much more deadly fashion, with the orchish races from the Mountains of the Sun.
Population: Nearly all are Jurri or Jurri/Elven half breeds. The Teleri [Wood Elves] seem to have taken a liking to the Jurri and are often found travelling among the tribes, although they rarely stay in one tribe long. Various merchants and the like may be found on the plain, but by and large it is the Jurri's exclusive playground.
Highlights: Among the tribes there a number of Jurri who raise and bond with Thyfur. These Jurri are called the "Children of the Raven" or simply a "Blacklance" for their most common weapon. Such Jurri serve their tribe but must also answer the call of the Shamen when there is need. Another group known as the "Shorn" for their bald heads are renowned for their ability to track and kill threats to the plain, particularly threats who are capable of using magic. The Shorn are said to be capable users of Arcane magics and by virtue of their membership in the group forego loyalty to any tribe instead swearing to guard all tribes and the plain.
The Jurri Tribesmen in depth Back to the Top
Government: A tribal culture found in the Great Northern wood the Kellit are ancestral enemies with the Obucc and Monnit tribes and exist largely as hunter gatherers. Devoted followers of the Way of the Mother, (Druidism), the Kellit swore long ago in the distant past to never use anything not provided for them by the Mother. While this may have been taking things too far, only the wood elves compare to them in their knowledge of the ways of the forest. The Kellit never use metal weapons, and have mastered the magical art of strengthening wood to nearly the strength of steel.
Population: The Kellit are of the Zurrtani race of humans. Due to their close association with the woodlands and the Druids they have a significant population of half-elves; about 10%
Highlights: Aside from the woods lore many of the Kellit possess the weapons and other objects of wood made by the Kellit are much sought after for both their durability and their beauty.
The Kellit Tribes in depth Back to the Top
Kurturack Gop is both an island and the city that comprises the center of the government. The government of Kurturack Gop is nothing more than controlled chaos – and barely controlled at that. Kurturack Gop is ruled by the Guild of Artificers – a group of Grataar who are accomplished Alchemists and Magic Crafters. The guild admits only Grataar and the members of that race seem to have a natural talent for those arts. The Guild of Artificers cares about little more than having the money and resources to pursue their art. In an odd twist this has resulted in the highest ranking guildsmen having as little as possible to do with the running of the government. Younger members are appointed to positions of "Undersecretary" of the various departments and they are responsible for running the government. These appointments are often used to punish those the ranking guild members have become irritated with predictable effects on governmental efficiency. The various Undersecretaries rarely work together unless it is required by a ranking member of the guild.
The character of the government has created a den of thieves. The city is a ramshackle sprawling bazzar of shacks and tents surrounding the stone buildings of the city center. The central area is referred to as the "Stone Ward" and is home to the offices of the government as well as the living quarters of the majority of the Grataar. Outside of the Stone Ward the only rule the city bothers to enforce is the prohibition against harming any Grataar, and even that rule has been violated without reprocussion on occasion. Numerous "protective associations" exist throughout the city and are generally responsible for protecting the interests of their members – or at least those who pay the appropriate kick-backs. The only positive is that one can find nearly anything one desires if they spend the time to find it.
Population: The ruling Grataar represent only about 20% of the population. The rest of the city’s inhabitants include members of every race on Whent and beyond. The vast majority are humans human variants swimming through the squallor.
Kurturack Gop in depth Back to the Top
Land of the Princes of the Wind
This area would most properly be divided into the northern desert area and the southern scrub plains but very little at all is known of the people who live in the desert waste. What is known is that both areas are settled by the same people known as the Aleem. The people of the desert are violently anti-social and absorbed in their own culture. The tribes of the south are taciturn as well but are joyous among themselves and with the few who they have become friendly with. The southern tribes are light horsemen of astounding talent. When a-horse few if any can equal them with their curved swords and compound bows. For these tribesmen death in combat is the common goal of nearly all able-bodied men and no small number of the women. Those few who have spent time among the Aleem mention that there seems to be something going on under the surface that the Aleem do not share even with the most trusted outsiders. What has been noted is both a statistically large number of birth defects and the great lengths the tribes go to provide for and include these individuals in the tribal activities. Where the vast majority of societies practice euthanasia the Princes’ treat the afflicted as treasured members of their tribes.
The Princes are hunters and raiders, moving frequently and raiding each other when choicer targets are not available. They travel pulling large felt covered wagon-tent contraptions that they live in. They have managed to tame some of the Aurochs of the plains and use these beasts for meat, milk, and to pull their homes. The tribe is led by their war chief (the Prince among Princes) but there is a very strong advisory role played by the women and the afflicted. See the racial description for the Aleem for more.
Population: Aside from the occasional merchant caravan who has paid the Aleem to allow passage the desert and plains are the exclusive purview of the Aleem.
Land of the Princes of the Wind in depth Back to the Top
Mayan culture transported from an Earth. One of the few cultures the Toth had established friendly contact with. The Toth had foreseen some terrible end for the Mayan culture and, after admitting their knowledge to the Mayan rulers, moved the culture, en-mass, to the home world of the Toth. Mayana has still, after 1100+ years, not established any official relationships with outside governments, preferring an isolationist policy. Situated as they are in the middle of the mountains known as The Wall they could not have chosen a better place to remain apart from the world. Aside from the Toth the Mayan have infrequent contact with individuals from the various tribes of Qirt, (who believe the Mayan to be somewhat holy), the Benificata, and the Eandroth. Contact with the Sessell is usually violent and has been increasing. The Mayan have won handily so far, but population pressures among the Sessell are increasing and both the Mayan and the Durri will experience increasing violence from Sessell.
Mayana in depth Back to the Top
Mishi no Sutaka, Empire of Enduring Light
: (Japanese)
Mishi no Sutaka in depth Back to the Top
Tribes in the Great Northern wood. Ancestral enemies with the Obucc and Kellit tribes. (Hunter gatherers) Generally good relations with the Jurri. Some friction with the Vartillia. The infrequent encounters with Orcs are to the death.
The Monnit Tribes in depth Back to the Top
Tribes in the Great Northern wood. Ancestral enemies with the Kellit and Monnit tribes. (Hunter gatherers) Isolationist hating anyone who enters their territory. Ritual death by torture and cannibalism are common. The Obucc are the most feared of the northern tribes. Abutting the Mountains of the Sun much of their energy is expended fighting against the Orcs living therein. Fierce in battle and quite skilled in a number of offensive magics it is probably a good thing they are so isolationist. What little trade they engage in is solely through the Jurri and primarily for iron and steel weapons. Even the Jurri, with whom they are on quite good terms, are fair game if they violate the territory the Obucc have reserved for their trade use. "Ah yes, I know you have long traded with us. It is too bad we did not pay you more so you would have been a bit fatter! Cheer up, I will send the money for the arrowheads to your family. Now be sure to scream good and loud to please the gods, and hopefully Jodur. If you are very good I may be able to ask him for his second daughter's hand. You are lucky to have come at such an auspicious time!"
The Obucc Tribes in depth Back to the Top
Government: A very loose alliance of pirates operating out of the islands around Kurturack Gop. The group has the tacit permission of the Grataar as long as they continue to pay the Grataar a "tariff" and sell most of the goods through the Grataar. The pirates must also defend Kurturack Gop if the need arises. This has only happened once, against a force from Al Hirza. About 24 of the ships acting under the grace of Kurturack Gop failed to answer the call to defend the Island. Without fail every pirate involved was struck with a terrible wasting disease which, perversely, greatly increased the life-span of the afflicted. None have, as yet, died of natural causes, although over half have chosen to take their own lives. Many of the afflicted are fit only to beg at this point. It is considered extremely bad luck to not give to the afflicted by seamen the world over. Those with nothing else have been known to give up their own shirt rather than ignore a plea for aid from one of the afflicted.
The Ocher Orb Alliance in depth Back to the Top
An Island kingdom with one principle city and numerous small settlements. Vartillia is known the world over for the quality of their seaman.
The Principality of Vartillia in depth Back to the Top
lands controlled by the matriarchal Lizard men
Pthlessessen in depth Back to the Top
Found throughout the multiverse the Romm, more commonly the Gypsy peoples, have there place here as well. They have reputations as thieves, con artists, entertainers par excellence, masters of horse flesh, adept fortune tellers, and skilled users of a variety of basic magics. These are, of course, just reputations and the truth may tell a different tale to those willing to listen. What is true is that they are, for all their outgoing ways, a very isolationist group. When not engaging in the necessary public actions to support themselves they dislike and resent and intrusion by non-Romm. While they must of necessity hide it, they are highly egotistical believing themselves to be superior to all other races by nature of their freedom. Those bound to the land are akin to the fruits of nature that the Romm pick, leave to let replenish for a while, and then return to harvest once again. While the Romm are not scholarly by nature their knowledge of the highways and byways, as well as the breadth of their knowledge of the mundane, is generally unequalled.
The Romm in depth Back to the Top
Ruhk bor Keshoort, The Empire of the Burning Night
Orcish empire under the Mountains of the Sun. Actually a very inclusive government with pockets of nearly all the underground races the Orcs have left most conquered races to their own homes as long as tribute continues to flow to the emperor. This relationship is largely a product of the age of the Empire that has stood for over 3,000 years, an incredible feat considering the Orcish propensity for violent outbursts. On the other hand the Empire is by no means "enlightened". Orcs and a few Dark Elves and other powerful advisors hold places well above the common citizenry, both legally and socially. Most non-Orcs are subject to enslavement for the most minor of offenses, although this usually applies only when the offense is against an Orc or outside that particular race's territory. Among the Orcs position is dependent upon strength and destructive ability. Disputes are normally settled by bloodshed and this right is legally recognized. Non-Orcs may invoke this privilege only by the grace of the most powerful Orc in the area at the time. Scholars have been baffled at the lack of Orcish raids on settlements around the Mountains of the Sun. Given the breeding habits of Orcs it has been estimated that the population would reach critical levels every 12-18 years precipitating raids to feed the population as well as prune competition for the leadership positions. This model has been found accurate for other known Orcish holdings. Rumors that the Empire has been engaged in near constant battle with some underground evil have recently surfaced but the fear of huge hoards of Orcs emerging to sweep through the Jurri Plain, Tarnheld, and Sivlestri Wood is a real and driving force in those areas. Also of note the Empire of the Burning Night seems to have reached some sort of non-aggression agreement with Garhurak.
Ruhk bor Keshoort in depth Back to the Top
: Lands dominated by the Sessell, [giant spiders]. The government in the area falls under the Sessell "Philosophy of Taking"; that is one may take anything they wish by force or threat. A society of rabid individuals the Sessell ideal is one who is so mighty and crafty that they may do whatever they wish without fear of reprisal. In general the females tend to be physically strong and aggressive while the males tend to agility and mental craftiness.
Sessell in depth Back to the Top
High Elven holding in the Bay of Moons
Silver Water Home in depth Back to the Top
Elven forest
Sivlestri Wood in depth Back to the Top
Loose alliance of Bearman tribes. Formed over 2000 years ago in the face of aggression from the "Princes of the Wind" but largely ignored after the Princes were defeated by the infant Al Hirza. Resurrected through the need for a unified front with which to deal with Garhurak. The Tami-Ferruk are now loosely allied with the Princes and Garhurak, and will likely join Garhurak as a "Free Client State" within the next 50 years. The idea of having "Free Client States" is a recent one introduced to the Garhurak Senate a mere 10 years ago as a way to avoid violence between the Bearman and the expansionist Empire.
Tami-Ferruk in depth Back to the Top
Government: An alliance of petty kingdoms around a High King who's seat is the Kingdom of Golith. Currently the power of the High King is waxing and may become great enough to enforce vassalage upon the petty kings. The high numbers of fighting men and ready militia reflect the tensions between the High King and, most particularly, the King of Renthull. If nothing else does the cost of maintaining these fighting forces may precipitate the coming violence.
Population: With the exception noted below the nobility are all High Men, with the masses being about 20% high men, 25% mixed men, and 40% normal men with the remaining 15% being of various non-human races - mostly dwarfs and elves)
Tarnheld in depth Back to the Top
Government: Taurus exists as an independent and neutral trade city. Largely an unknown to outsiders, Taurus is controlled by a representative government with all of the city's districts having four seats on the Tauran Senate. Typical day-to-day business is handled by one of the many Chief Magistrates appointed by the Senate.
Population: Benificata 60%, the remaining 40% consists of visitors and non-Benificata living in the Principia. While the vast majority is human, the exact composition varies tremendously. The total population is about 237,000
Taurus in depth Back to the Top
family lodges and occasional "Academies" focussing on Mentalism and Astrology. Their lodges are always in the remotest of locations, most often in mountainous regions, with the greatest concentration being in the mountain chain known as The Wall. One of the truly ancient races they are adept wielders of arcane magics and have the only Academy of the Arcane in the world. This is a secret of course, and one revealed only to those they deem worthy. Most of the Toth don't know the location of the Academy. All are masters of the Mind Shifting and Body Shifting spells which they use to travel throughout the world. They are the "saviors" of the Mayan culture and have assimilated much of the philosophies of the Benificata. A secretive race, only the Mayan and the Benificata routinely and knowingly interact with them. Outside of their homes Toth are disguised as a rule via the Mind and Body Shifting lists, with the durations extended through their use of crystals the Toth "grow" for such purpose. The Toth hold the knowledge of the creation and activation of the "Dancing Gates" which they use to travel the vast distances between their lodges.
Toth Mountain Lodges in depth Back to the Top
the reputed home of the Dark Elves where they reign supreme, even to the authority of the High Elves. The location is generally unknown, although every city has one or more rumor-mongers with a map to its location. All the maps show different locations and those in the know aren’t telling which, if any, are correct.
The Tower of the Arcane in depth Back to the Top
Jungle tribes, primarily human.
The Tribes of Qirt in depth Back to the Top
center of the Hira'razhir culture which spans much of the Lower Dragons' Rest mountains
WindSong Towers in depth Back to the Top