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GEOGRAPHY | HISTORY | RELIGION | CULTURE | ECONOMY


GEOGRAPHY

The Middle Kingdoms is an island continent broken into over twenty different nations, city-states, and tribal groups. The continent is bisected from the northwest to the southeast by a large mountain range, called the Spine of the World. This range creates an effective cultural divide for the continent, and much of the mountain territory is still occupied by tribal groups rather than by organized central governments.

Another mountain range branches off from the Spine to run to the southwest, and a large desert lies between these two ranges. The Black Isles lie westward of the southwestern capes. Several rivers drain east and west out of the mountains. Climates range from Cool Temperate to Desert.

Most governments are hereditary monarchies or a similar form, with the exception of a few Free Cities and the Cyric League, a collection of city-states that have banded together to present a unified face to surrounding nations.

Tribal groups occupy many of the more inaccessible areas of the continent, including most of the Spine of the World, and the Faranel Desert, south of the mountains.


Click for full-size map.


HISTORY


RELIGION

The people of the Middle Kingdoms all worship a common set of deities, the Dozen Gods, although specific religious practices may vary from location to location. These gods are very real, since evidence and relics of their existance crop up from time to time (such as the Two Swords, Sturm and Drang), but it is not known whether they hold sway across the entire world or share power with the gods of other regions. Other regions do have different religious practices, as evidenced by Mousashi's comment that his people, located across the Western Ocean, practice ancestor worship.

The Dozen Gods compete against one another for influence upon mortals, but are also established to be "family," descending directly from Aur the Creator, who used bits of his own life force to create the Sun and the Moon, who are the parents and grandparents of the other nine. Each diety has its own arena of specialty, encompassing both constructive and destructive aspects. For example, the goddess Kenderra is the goddess of both the rain, and of the deluge. In addition, each has both a male and a female personification: Kenderra is the patron goddess of surface water and rain, but Kendon, her male counterpart, is the patron god of the deep sea.

While the Dozen Gods are real, and have influence, they cannot control mortals directly. Instead, the gods can only work to convince them to do their bidding. This restriction on their powers is seen as a blessing from Aur, but it has also caused much misunderstanding and confusion over the course of history.

THE DOZEN GODS
AUR
Creator, Life-Giver

LIRILAN
Sun
TYR-NAH
Moon

KENDON
darkness, sea, stealth
KENDERRA
fertility, rain, streams and rivers, deluge
FEHRIS
law, war

revenge

HEMNETH
agriculture
PAQ
crafts


STHER
GRANE


ERIPH

BORANI
death
CLYDE


CULTURE


ECONOMY


All characters © 2000-2004 Matt Trepal, unless otherwise noted.  All rights reserved.  Do not redistribute without permission, which will probably be given if you ask nicely.

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