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.
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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
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LIRILAN
Sun
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TYR-NAH
Moon
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KENDON
darkness, sea, stealth
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KENDERRA
fertility, rain, streams and rivers, deluge
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FEHRIS
law, war
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revenge
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HEMNETH
agriculture
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PAQ
crafts
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STHER
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GRANE
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ERIPH
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BORANI
death
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CLYDE
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| 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.
Fight Cast Or Evade
is hosted by Planet Furry,
and uses the Autofox
autoupdater script, Fender guitars, Zildjian cymbals, and Peavey amps.
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