Well hello my lovely darlings. This one wasn’t planned to be quite like this so it will be interesting to see how it pans out though I was already planning to greatly expand what I originally called the Southern Continent. If nothing else it needs a proper name. So, my lovely darlings, ready to explore the gateway to a vast and dangerous land? Just don’t disrespect the small folk, they have large friends.
Rahman
The Chasyl Alu mountains divides the land of the old world elves from the lands of Rahman. In the southern edge of this mountain range, towards the eastern end is the city state of Garman. Located on a plateau that rises nearly shear out of the desert below, the city of Garman is ruled over by a Devourer Dragon who has ruled for several hundred years and will continue to do so for several hundred more.
The edge of the plateau is lined by walls of pale limestone that set the air to shimmering in the heat of the day and dazzle the eyes with reflected light. The battlements on the walls are wide enough for three men to walk abreast and one can see for tens of miles across the desert. The walls add to the sheer cliffs already substantial height, proudly stamping the statement that the city owns what it has and it is not letting it go. It also raises the edge of the terrain to just above the height of all but the strongest and most lethal of sand storms.
Within the city limits is a maze of buildings and courtyards. None of the rooms are the same size as the ones around it and none of the courtyards are square. Indeed, the city more closely resembles a hive of some sort of insect than a regular human town. It is a confusing mass of mud plastered baked clay bricks and it is frightfully easy to get lost within its multitude of layers. Running through and over and under this labyrinth of ways is the city’s water purification system. All water within Garman is recycled, running through a multitude of pipes enchanted to make the water run up hill to the top of the system. Once there it drops through a series of pebble beds of decreasing gravel size before filtering through several layers of sand, then layers of charcoal and finally ash. It then filters through several tanks where careful amounts of water from a local fermented dish called alkimit are added to neutralise the lye from the ash. Crushed Moringa seeds are added in the last two tanks to clarify the water. It is then run through artificial wet lands that surround the palace, alternatively thick with reed bedsand oyster beds. These last purification areas provides the ciy with its emergency food reserve and the tradable good upon which Garman’s prosperity rests. Garman merchants trade the fresh water pearls collected from the harvested oysters for food stocks of more exotic provenance than what can be grown within in the city itself.
The solid matter collected at the top of the system is carefully scrapped away and taken down the service road that clings to the cliff side and ends at the floor of the desert. Here the night soil is buried in the sand. Strangely enough the carts do not sink into the sand, if they stick to a certain route that meanders through the dunes and the dunes around the base of Garman appear to be slowing their migration rate. Some travellers have said that they have seen strange leafless bushes apparently growing out of the sand. It is possible that the addition of organic material is providing a substrate that is anchoring the dunes in place and holding the night moisture near the surface long enough for highly adapted plant life to start taking root. One wonders how it will effect the local climate and societies if the desert can be made still.
Due to he city’s location, it has sat mostly apart from the constant aggression that tends to rule the desert, its people living small, slow lives and seemingly content with them. A man can have several wives, if he can support them but must pass various tests from his prospective wife’s family to be allowed to marry, most of them public and mildly humiliating to prove how far he’s willing to go. If he has senior wives, they are allowed to join in with these rights of passage. Most families have an area, be that a roof, a courtyard, a sky well or the side of a stairwell, where they mix the gritty soil of the mountains with chippings from the reed beds and kitchen scraps to produce growing areas where any arid terrain specialist plants can grow. Dates are the most common, providing further shade, the under storey held by lemons and orange trees, with millet and panic grasses providing the bottom layer. Chickens are communal animals, keeping down pests and people trade the eggs they find. Children roam the up and down ways of the city to find where the chickens have hidden them.
The palace that stands with its back to the mountain is much taller than the houses of the rest of the city but is fairly narrow in depth and houses not only the royal family but also the training and living quarters of the dragon kin warrior and the chambers of government and quarters for the families of officials. This does mean that should any official disgrace himself, he and his family are within arms reach of the king. So far King Bobolonis has not had to use this most aggressive of censers on his government.
Several times a year the palace grounds are thrown open to the general public of Garman and King Bobolonis hosts a massive, two day feast. Food beyond compare is served, drink of both fruit juice, sherbet waters and stronger beverages flow. There is singing, dancing, poetry, drumming, music, priests tell sacred stories and on exceptional years, when they have managed to trade as far ad the Tiansin Empire, fireworks light up the night sky, painting the desert with coloured stars. The people of Garman do not share the love of gold that infests the hearts of many men, they want to be happy and for others to be happy, they do not see why you have to draw up walls to make everyone separate when that just makes you miserable. After all, you cannot eat gold or fancy buildings or possessions so why fuss over them? To the people of Garman, the most beautiful things is an honest smile and the best place in the world is a cozy fireside with well loved family around it.
Garman has not been muchly disturbed by the wars and aggravations of other nations. If nothing else, despite their neighbours dislike of their way of life, King Bobolonis, in his natural form, is one of the largest Devourer Dragons in the Rahman peninsula and his dragon kin children are some of the most disciplined fighters. They have never been defeated and some speculate that the only reason they do not rule the whole of the peninsula is that Bobolonis has no ready wish to challenge his kin and also understands that the effort of trying to wield the fractious desert tribes into one nation would be a task that would take the rest of his life and would result in a family bloodline soaked in blood, if it survived at all. That and he watches the horizon carefully, wondering if there is a tomb dragon out there that covets the ruins of everything he has built.
The peninsula below the kingdom of Garman is a dusty sandy land, covered in shifting sand dunes and oasis fighting not to sink below the grit of wind blown particles. This the land haunted by the Devourer Dragons, their long streamlined bodies gliding through the humming sands, the quiet rumble of their passages the only warning of their movements. The cities here grow around the oasis, walls of white being built to keep out the sand, gardens planted to conserve the water. The building are made of sun baked mud bricks, plastered with mud plaster and painted white to reflect the heat. The thick walls keep the heat out during the day and the heat in during the night. Only the richest have individual homes and gardens, the poor living clustered together in warrens of buildings build and rebuild, resulting in rooms that have eight sides to them as the floor is on two levels due to one of the rooms below it having a higher ceiling that the other. Steps and stairs are a common fact of life as people live, work and trade within their living spaces. The merchant's quarter can be a wild experience for any that have not attended one before, a sea of tents that cram into a corner of the city, their walls flapping and booming in the desert wind as the sunsets. Watch your ankles as guide ropes stretch into walk ways. Any journey into the merchant quarter will take hours and it is best to plan for it to be an all day affair. First one must expect to spend quarter of an hour chatting with each merchant, exchanging flattering phrases before one gets down to the serious business of the barter. It is a grave insult to not barter and one that will earn you unfavourable prices for evermore.
Though the peoples of Rahman share a common religious belief in the worship of Jagra, the kingdoms have united and divided again through out their history, the history of this region being written in blood and flame and war. The blood feuds and vendettas run deep and long. One of the few times that they have been close to a truly united force was under the rule of the Zvaks. Having forcibly welded the people of Rahman under their rule they then began expanding west through the land bridge between Rahman and the Southern Continent. This expansion of their rule stalled at the little kingdom of Muldwa. This tiny kingdom of small people seemed like an easy conquest for the followers of Jagra and indeed as they flowed out of the Taniyn Mountain Range, they met very little resistance. Then they discovered the reason this tiny kingdom has survived for so long - Assassin Dragons. Two packs of them call the Taniyn Mountains home and they have a long standing bargain with the small people of Muldwa. Bargains are about the only thing that an Assassin dragons are willing to honour. The forces of the Zvak of then was sent packing within the week.
There are lingering relics of an older religion that are sometimes revealed by the shifting sands of time, seeing as they are only half buried. Away from the kingdom of Garman, dragon kin are not welcome or wanted, their births the evidence of dragon touched bloodlines and the religion of Jagra depicts dragons, all dragons, as evil beings who must be destroyed. When a dragon kin is born in Rahman it is immediately taken from its family and sent to be trained in secret locations. There, through cruelty, harshness and discipline, it is taught that its life is both worthless and valueless, an affront to Jagra and it is only by his mercy that they are allowed to continue to draw breath. That they have no souls and will be thrown into the outer dark upon death to never see the face of their god. That the only way that they can come close to redemption so as to be allowed to look upon the hem of their god's cloak is to spend their whole life in service and obedience, in prayer and pain, thus paying for the sin of their existence. Theirs is an on going battle with the dragons that prevent the holy expansion of the worship of Jagra and they are never thanked for it, what ever victories they manage are punished because they have never done enough to please Jagra. And yet there are always dragon kin born.
The only others who are persecuted in such away are the Master Smiths. These strange wizards are another brand of necromancers but their type of necromancy is strangely different to any other. Indeed they claim to not just reanimate the dead but infuse them with the souls of the damned. It is never the same soul as the one that just vacated the body but it is a soul. In this strange and mystic rite the body also becomes something other than human. No two Damned Souls are the same, some having many legs, some having no legs at all, some being as thin as skeletons, some being heavy set with muscle. They feed on blood and flesh and their masters have ever used them for destruction, desecration and to defile so their persecution is hardly surprising, though there have been some of the Master Smith sect who have tried to avoid creating trouble, withdrawing to the empty quarters to be left alone. Unfortunately there are always those who will hunt those that wish for peace and war is always the result.
Muldwa
Travelling down the land bridge that lies between the Calen Caer inland sea and the larger ocean, one passes through the Taniyn Mountains to reach the small country of Muldwa.
Muldwa is a small country boarded by big nations. On the north east side of the Taniyn Mountains sits the country of Rahman, a country that has a long standing relationship of aggression with the small folk of Muldwa. To the south west Muldwa is boarded by both Nubia, which has the longer shared board and Tamerry, which has the smaller border but just as much covertness of the soft and furtile lands of Muldwa.
Caught between the ambitions of three larger neighbours one would expect the Muldwa would have been destroyed centuries ago and in the normal course of history it would have been. The gnome people of Muldwa are not known for being great warriors, having neither the strength or the endurance of the dwarfs who live in the mountains further north. Though not wholly true, the people of Muldwa accept that they are a small people, which indeed they are. Usually shorter than even the dwarfs, standing somewhere between two and a half and three and a half feet tall, they are also more lightly built, lacking the heavy muscle that gives dwarfs their stamina at the forge and foundry. Instead the gnomes of Muldwa cultivate their social skills. Instead of being the defenders of their country themselves they recruit others to do their fighting for them. Seeing as their allies of choice tend to be the two packs of Assassin dragons that call the Taniyn Mountains home, one has to admit that this policy has kept their kingdom safe for all this time.
To the outside world the gnomes of Muldwa seem to be simple people, spending their days tilling the coil, raising their crops and tending the land and they do all of that but that is not all they do. Though the greater majority of the gnomes of Muldwa are involved in the hard work of farming that is just the public face of what the gnomes do. Many of the properties of Muldwa have two houses on them. One of them is the dwelling place of the farmer, his family and the storage of their lands produce. The other will be for the lateral branch of the family. These younger sons of the main branch that aptitude for the work are employed in the Muldwa bureaucracy.
On the surface it does not appear that a country as small as Muldwa should need such a large bureaucracy and then you realise that the Muldwa bureaucracy is not justifying itself by inventing forms that have to be filled out in triplicate. In steady the Muldwa bureaucracy is so large to cope with the vast amount of information that pours in from every trade route, official and unofficial, that Muldwa has and a few that it doesn’t have. The reason Muldwa is divided so heavily between farming and bureaucracy is because farming gives the gnomes of Muldwa the exports to take them up and down the byways if the world while the bureaucracy processes all the information that is sent back to the home country. The government of Muldwa strives to know everything that is in progress in the world and what is going to come next. Therefore it is not just the official news that Muldwa listens to. It surprises people no end when they learn that such simple, unassuming folk can have links into some of the most vicious circles of organised crime. What they trade in these dark circles is unknown, other than possible information but it is known that those who trade in slavery don’t seem to trade for long, even if they have not allowed gnomes into their business dealings. Some how the enemies of the organisations practising slavery all manage to converge at precisely the correct time. Muldwa’s people are free and they object to others being forced against their will. It may take a long time fore it to be complete and it may arise once more else where in the world because of the laws of supply and demand but the people of Muldwa have standards and they will be held to.
And that is the most dangerous truth of the people of Muldwa – they do not watch passively. Their footsteps might be quiet and their voices even quieter but the gnomes of Muldwa are not content to allow the flow of history to go on uninterrupted, if nothing else if they did their little corner of the world would be swallowed up within a decade. This means that the gnomish network gathers and weaponizes information the way others use money. One has to wonder who is the more dangerous, the Tomb Dragons and their hunger to see countries brought to complete and utter smash or the gnomes of Muldwa who will enable scandal, reveal top secret documents and distribute the pamphlets of revolution just to guarantee their survival.
This is why the duties of farming and bureaucracy are so stratified in Muldwa, the disciplines are so very different and so very draining. The bureaucrats live their lives knowing that a wrong decision, or an untimely decision, will either result in the destruction of their own people or unnecessary suffering upon others. Every day they have to weigh a hundred and one different factors, consider a thousand different variables. There is no rest for those that serve their people in this way. Such works, such effort, such hyper awareness is taxing on body, mind and soul, which is why the farming people of Muldwa are left out of the loop. They do not need to carry that burden, they do not need that darkness laid upon their souls and the bureaucrats need family and friends that are untouched by the duty they shoulder. They need people who can live and love and sing without inhibition and without the moral duplicity gnawing on their souls. The bureaucrats need people who’s lives are unweighted by the shackles of weighing the scales to judge the more necessary evil. Choosing the lesser of two evils maybe still choosing evil but you still have to chose and the bureaucrats need people who can remind them what they are choosing for else the duty could destroy their minds and lead them to a place where they don’t care who gets hurt to ensure Muldwa’s survival.
If all their scheming and carefully planted information fails to avert the events that would see Muldwa conquered then the gnomes will call upon their most dangerous assets to secure victory – the Assassin Dragons of the Taniyn Mountains. This is another reason why the gnomes trade so heavily with their neighbours. It is only by trading so much with their neighbours that the gnomes of Muldwa have the money needed to hirer the services of the Assassin Dragons. Every merchant of Muldwa gives fifty percen of their profit to go into the Fund. Where the Fund is stored is not up for discussion but it has but one purpose – to pay the Assassin Dragons for services rendered. When one considers that Assassin Dragon contracts can last for decades before the final blow is struck then one can understand why the people Muldwa need such a vast reserve of ready capital. As for how they guard this capital? What many of the bigger folk don’t realise is that the peaceful appearing gnomes of Muldwa do have their warriors and their fighters. It is done quietly and is often disguised as Rest Day games but the gnomes of Muldwa are sure shots with the sling and the bolas as well as the blow pipe. They favour staffs as close combat weapons and these weapons do more damage than many would expect as they are cored out in the groves of hornbeam by the wild termites that live there and then the people of Muldwa fill the cavity with hot lead, resulting in a weapon that weighs a lot more than foreigners would expect and in the hands of one that have practised with it every Rest Day and dug tons of earth every other day it is a bone breaker. People forget that you don’t have to pierce plate armour to kill the wearer, you just need to crush it in hard enough to restrict the chest. The people of Muldwa know that they would be over run by an invading army, hence why they use every trick in the book, plus a few they invented themselves to avoid invasion but there have been pirate raids in the past and smaller gangs and renegades that have breached the boarders of Muldwa only to find the little people rise up righteous when they are pressed. They even have their own form of cavalry. Too small to ride horses, the gnomes of Muldwa have domesticated a strain of the Markhor goat, slightly smaller than their wild cousins. The females are better milk givers than their ancestors, while the males are still cantankerous, misbegotten sons of biscuit eaters. These are the beasts the gnomes who have given themselves totally to the way of the warrior ride into battle. They ride without stirrups, carrying the spear over arm and cross rough country at a pace that leaves mounted knights floundering behind. The hobelars are specialists in light cavalry tactics and are most often seen attached to gnomish merchant caravans, though their numbers seem to be ever changing, some days as many as a dozen travelling with the caravan and other days seeing barely a handful riding with the merchant. The author wonders if the hobelars are how information spreads so quickly through the Muldwa network, although recently they have been joined by members of the goturi who seem to be in training for the skills to ride the Markhor goats, while in return some gnomes of Muldwa have been seen to now use the compound, short bows of the goturi. The Markhor goats are also not passive mounts. As said before the males are cantankerous, misbegotten sons of biscuits eaters and are armed with cork-screw or curly horns that in the male can reach up to six feet long. Markhor goats cannot be broken as you break a horse, it is more of an understanding between mount and rider. You have to earn the respect of the buck Markhor for him to allow you on his back but once he has allowed it the bond between rider and mount is deep and enduring. On the battle field they move almost as one and the Markhor are known to stab, gouge and head slam with their horns as well as kick and even bite. Sometimes it appears that the rider doesn’t fight so much as direct their mount’s violence to where it would be best aimed.
Muldwa architecture is strange to the eyes of outsiders in that there appears to be no straight lines or right angles. This is due to the method of construction. One of the tree species native to Muldwa is a plant known as a Barangan. Unusually for a tree, the mature plant only fruits once in its entire life and an it only lasts for a maximum of two years before it dies back and re-sprouts from the root stock. Instead of wasting this resource, once the long, finger shaped, yellow with black speckled fruit has been harvested, the people of Muldwa cut the main stalk down and strip the outer bark off. This outer layer is charcoaled in semi sealed containers and dug into the soil as fertilizer. The rest of the stalk is soaked and then the fibres extracted by crushing with rollers. After a further soaking in a lye solution as well as washing and drying the fibres are carded, spun and woven into one of the toughest fabrics known on Hestia. The gnomes of Muldwa sew this material into long tubes sealed at one end and then pound a sandy soil and powdered clay mixture into the tubes, compressing it in for hours at a time, coiling the tubes in the shape desired on the ground. By layering up these ‘earth bags’, the people of Muldwa construct a bee hive shaped structure, usually two layers thick with further sheets of Barangan cloth between the layers with ropes of Barangan fibre sewn through the cloth and wrapping round the bags in an overcasting pattern to give added strength to the construction. They are usually built on earth work platforms that slope away from centre to prevent sitting water and the outside and inside is plastered in cob. The people of Muldwa love to paint their houses in plant dyes to form beautiful mural landscape scenes, including animals from around the world, including the dragons. These are then lacquered in a substance called ‘water glass’. The gnomes of Muldwa create this substance by dissolving crushed quartz in highly concentrated lye solution. They usually paint it on three or four layers thick and the result is a water proof structure that resists fire, flood and earthquake. They maybe small and their buildings maybe small but the people of Muldwa build to last, both their houses and their society.
If you come in peace to Muldwa the Muldwains are polite and cheerful until they trust you, especially if you come with coin to trade but there is a difference between polite and friendly. Still you earn their trust and acceptance then you an access the most extensive information network ever created.
And there you have it, not as far as I thought we would get with this blog post, I really did expect to have started exploring the last continent of the Old World - or would that be Still Surviving World? – by now but thinking about these places as proper cultures instead of just names on the map has made me broaden my approach and consider the details like never before. After all if the small people aren’t going to be relying on the benevolence of larger stronger people then they are going to have to have a different lever to make the world give them respect. Come to think of it Muldwa is a little like Switzerland like that, if you have enough gold then you can make the world bend to suit you. I have to admit it has been rather fun in many ways but it is really time consuming, hence why this post has wound up being late. Now I realise why it took J. R. R. Tolkien seventeen years to write The Lord of the Rings. When you want to build a world that actually feels like it is lived in and has a history of its own, a bed rock and a foundation that feels real then you need to spend the time on it. So I hope that it is up to the standard for you, my lovely darlings. Enjoy, be safe and be kind.



