Difference between revisions of "Charn"

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{{TableClass}}
[[Category:Setting]]
 
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| | [[image:flag_charn.png|200px]]
[[Category:The Greater World]]
 
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| valign="top" |{{TableMain}}
[[Category:Nations]]
 
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{{T02}}
'''Capital:''' Conquera
 
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| colspan="2" | Charn
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|-
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| style="background:#ccc;"|'''Capital'''
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| Abyss'a
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|-
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| style="background:#ccc;"|'''Population'''
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| 6,512,400 Common: ([[humans]], [[mul'niessa]]) Uncommon: ([[oruch]], [[khazad]])
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|-
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| style="background:#ccc;"|'''Government'''
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| Tyranny.
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|-
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| style="background:#ccc;"|'''Religion'''
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| (Bauglir) [[Maugrim]], (Mundus) [[Thul]], (Chodan) [[Reos]], [[Kor]], [[Vardama]]
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|-
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| style="background:#ccc;"|'''Imports'''
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| Iron, magic items, monsters, slaves, spells
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|-
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| style="background:#ccc;"|'''Exports'''
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| Artifice, magic items, artwork, fruit, jewelry, sculptures, timber
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|-
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| style="background:#ccc;"|'''Alignment'''
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| NE, LE, N, LN
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|-
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| style="background:#ccc;"|'''Affiliated Characters'''
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| [[:Category:Charneth|Charneth]]
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|}
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|}
   
'''Population:''' 6,512,400 (humans 72%, orcs 5%, dwarves 4%, shadow elves 4%, other general monstrous races 8%, other non-monstrous races 7%)
 
   
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Charn has spread its roots from the area of its founding in Hextus to the edge of The Desolation, the old Azure Kingdoms and the Sunset Sea in the south. It controls considerable amount of territory, having swallowed up smaller independent realms and having forged treaties with monstrous nations situated in the shadows of the Walls of the World. War was sought with the fertile western kingdoms and for awhile Charn’s size spread all the way to the borders of the Greatwood and southern Myrddion. While they collapsed under the weight of their own empire, corrupted political structures rotting from the corruption within, Charn is still a fearsome empire, despite its myriad troubles. Without a doubt, many consider Charn to be the greatest military power on the continent, simply one that lacks a coherent and stable authority at present.[[image:charn02.jpg|thumb|right|Thulite priests render a new meaning to the term noblesse oblige]]
'''Government:''' Tyranny
 
   
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The Stygian Empire of Charn is considered by many to be the sister nation to Myrddion. Charn was a theocracy, ruled by the triune churches of Taara, Maugrim and Thul, before a military strongman proclaimed himself Tyrannus Maximus. That did not last, and with Maugrim’s retreat and Taara’s rise, Charn was plunged into turmoil once more.
'''Religion:''' (Bauglir) [[Maugrim]] (Mundus) [[Thul]], Chodan ([[Reos]]), [[Kosomoth]], [[Kor]], [[Vardama]], [[Animus]]
 
   
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The temple of Taara, with the assistance of several wealthy noble houses, had already undercut much of the influence the other two faiths held within the nation and had subsequently been excluded from thee triune church. With Taara's rise, this fissure was made permanent, as the shadow elves made their move, formally seceding from Charn and establishing their own state to the east, centered on the city of Lathail in the Forest of Whispers.
'''Imports:''' Iron, magic items, monsters, slaves, spells
 
   
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To the typical Aerythian, Charn is a dark and evil empire where cruel servants of the gods of darkness and their mighty military forces endlessly crack whips over the backs of slaves, while experimenting on them in the name of arcane magic and artifice in a mad quest to recapture the glories of ancient Kulthus. They see Charn as representing all that stands for evil in the civilized world. The reality is only a little different from this and many folktales that exist about Charn have large strands of truth behind them.
'''Exports: '''Artifice, magic items, artwork, fruit, jewelry, sculptures, timber
 
   
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Charn, a desolate nation, relied on other nations for sustenance and for the production of food. Alexandria's disappearance and the recent unrest of nations brought famine to its doorstep. The poor began to starve, as the blasted landscape gave up no food and lack of trade choked off external supplies. Hunger cults dedicated to Thul preached cannibalism; in Aby’ssa, the nobles ate too well, hoarding whatever they could find, take or appropriate. Charn assumed the mantle of a nation of monstrous atrocity, that which its enemies had always claimed it was. Poison and ruin spread across its landscape as the once insurmountable Black Wall began to crumble -- the Desolation expanded over and through the gaps; at the same time, the reuse of the Black Wall’s stones for more every day purposes by scavenging peasants became more common. Now, the Black Wall is a tattered remnant of what it used to be.
'''Alignment:''' LE, NE, N, LN
 
 
   
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The troubles reached everywhere: even Charn's architecture was not immune. Castle Conquera's levitation and propulsion systems failed and it settled on the rim of Aby'saa's caldera where it crushed tenements and manors with equal abandon. Years later, gangs of slave slowly excavate the mountainside in attempt to settle the grounded castle.
Charn is considered by many to be the sister nation to Myrddion. Until recently, though referred to as the Stygian Empire of Charn, Charn was a theocracy, ruled by the triune churches of Taara, Maugrim and Thul. Corruption and stagnation within the government following the loss to the western nations in the Crown Wars nearly two decades gone, however, lead to a near total collapse of Charn's infrastructure. The temple of Taara, with the assistance of several wealthy noble houses, had undercut much of the influence the other two faiths held within the nation and though it was to the detriment of Charn itself, saught total control. The Taaranites conscious decision to hamstring the power of the military was their downfall, as a general within the Five Dragon Army and head of an old and powerful noble house, Vincenzo Macello, managed to consolidate power within the military itself. With the support of the Five Dragon Army behind him, as well as Daraeon Teras, the new Chosen of Maugrim (following the rather convenient death of the previous, rather aimless, Chosen) and Barntos the Betrayer, Chosen of Thul, Macello was able to rally enough noble houses to oust the temple of Taara, execute her Chosen and in what many have called a bloodless coup d'etat, claim the ultimate seat of power in Charn. Declaring himself Vincenzo Rex, he became the first Tyrannus Maximus Charn has seen in centuries.
 
   
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Charn's size means that its climate varies greatly. Mountains known as Caracoroth’s Teeth form the barrier between Charn and the blasted lands of The Desolation. This mountain range rings the northern Dreadlands and is surrounded by dry arid wastelands and poisoned regions created by the experimentation of Charneth necromagic and war machines. It is still nevertheless a great deterrent against forces approaching from the north. The main pass here, known as The Gap, is well guarded and protected.
Many imagine Charn as being a great expanse of evil, darkness and terror. As the entire nation is, and has been for nearly two hundred years, surrounded by a great black wall nearly two hundred feet in height, it is easy to imagine that the countryside is nothing but monsters, undead and infernal abominations as far as the eye can see. In fact, most of Charn is a barren wasteland, with occasional patches of low prairie and sparse woods where rivers break up the blasted earth. Most agree that Charn was, at one point, a moderately forested nation, but the drive for industry and power that has posessed its leadership over the past five hundred years has driven the very land itself to exhaustion. Still, the land is dotted with cities that are themselves strung together either by well-worn roads or the iron lines of the Ghost Rail.
 
   
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Central Charn, located around its capital of Aby’ssa, has been ruined by the overuse of Black-Tech, necromantic energies and the unsafe pushing of industrialization in order to promote and strengthen Charn’s war engine.
Though it is often said that there will be no peace in the world so long as Charn exists and that their alliances with the forces of evil and drive for terrible power will always make them a threat, none can deny that little has been heard from them since the end of the Crown Wars. As merchants and traders, as well as mercenaries, tinkers and other travellers, are allowed beyond the black walls of Charn, there are always rumors coming from the empire. Generally, though, they do not speak of an imminent threat, only that Vincenzo Rex and his right hand man, Imperator Prime of the Five Dragon Army, Royce Teras, are maintaining a stranglehold on the people of Charn. It is known that a great deal of their friendship with the Shadow Elves has been strained, given Macello's ousting of the Taara powerbase.
 
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"Charn is like any other place," Vortal answers quietly, "The people here don't know any better. Don't know what the world is like beyond its borders. I do. The magic runs in my family's blood. We know first hand what the Garnaks did to them. My first son, Eshranti, is one of them now." He grimaces, glancing down towards the ground, continuing, "I have heard of the thing he and the others have done. Now I hope to avoid the same fate for my grandchildren here. I was a fool to've come here, but those of us that remain deserve protection and to make the best of it. You won't find an attitude like that commonly, though. Most people... they've learned to love the hate that's been bread into them. The hate... and the *fear*. I heard from ny neighbor yesterday that a gileadian cleric spread a blight and that's why the plants don't grow anymore. That Charn's been targetted because of its commitment to Law. They.. just don't *know*. And you can not trust them *to* know."
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Far more fertile lands lie further south through conquered regions such as Nightlune, Tham’Dar and Valdoren. Coastal wetlands, moors and marshes dominate the Sharl Peninsula while a sultry sub-tropical climate characterizes the rotting ‘bread basket’ of the Charn Empire. Heavy rainfall and short lived but fierce storms are typical for the coastlines which are blessed with mild winters with warm breezes occurring from lands further in the south. The northern tips of the Walls of the World which separate the continent of Aeryth from the continent of Cellene form the southern borders of Charn. Volcanic activity around several mountains produce numerous rivers of fire while an enormous forest and jungle land spreads south towards the coasts from here.
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Local factions began to dismantle choice buildings for kindling and parts--the great Rail fell to such needs, its supporting infrastructure being ripped apart. A portion of it remains--the section linking Aby'ssa and Valdoren, and rests beneath heavy guard. It remains the nobility's most secure access to food in the midst of the famine.
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With the death of its leader and turmoil inside its crumbling Wall, Charn received a final blow when the shadow elves, under the blessing of Taara's dark hand. The elves claimed for themselves an area centered on city of Lathail in the Forest of Whispers and seceded from Charn. Today, Charn wars with them and the raiding nomads of Veyshan. The efforts keep its attention divided and for now, the nobles occupied and united.
   
Despite all of this, Charn is still seen as the ultimate boogeyman by most of those in the western nations. Children think of it as a land of nightmares manifest and grown men speak of it with dread. Even the stout adventurers that populate lands such as Alexandros and Stormgarde talk of the days when Charn was a constant threat to all who follow the light and dread the return of those days. After all, they say, there is an old saw about a sleeping dragon and how it will always, eventually, wake.
 
   
 
 
==Life and Society==
 
==Life and Society==
   
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Charn, in many ways, is a representation of the depths to which mankind can fall. Like Myrddion, the roots of its people can be traced back to the Eldanar and the Summer Kings. Its nobility are, for the most part, the descendents of those high men, themselves as highborn as Myrrish lords, though twisted by their desires over time and the influence of Taara and Maugrim. Over time, some houses have mixed their blood with the infernal, becoming changed in a manner similar to their land with its influence of Black Tech. Artifice and Dark Technologies have long been a part of Charneth life. Thul's call for cannibalism to ease the wages of famine has some turning to their slaves, finishing duels and bloodfeuds in creative ways and bribing magistrates for the corpses of the executed. In the tiers below the nobility, the common people are desperate.
While most of those who do not live in Charn are apt to assume that the daily life of the average Charnese citizen involves either crushing innocents and living large off of the suffering of the masses or being one of the suffering masses and the crushed innocents, the fact of the matter is that in cities, villages and townships throughout most of the countryside, the people live as people everywhere live. The commonfolk toil and scrape by. Taxes in Charn may be somewhat higher than they are elsewhere and the penalty for failure to pay may be steeper, slavery is certainly a fact of life that everyone accepts and the presence of monstrous races is always something one must deal with, but in the end people do as people must and make do.
 
   
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Life for the common freeman in Charn is, if nothing else, orderly. The government and the military are everpresent and there is no ignoring either. On the one hand, this means that every citizen of the Empire lives under the constant shadow of their Tyrant, but it also means that they live under his vigilance. Thanks to the acceptance of monstrous races by the people of Charn, random attacks on villages and acts of savagery are actually far less likely within the black walls than in most civilized nations without. Most live a meager existence, but feel safe that said existence goes on.
 
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"...The people here are poor. They are permitted by the Thulites to sell themselves into service after life to pay off their debts. It is a contract between them, bound by Thul. And who in Charn does not live in poverty and die in debt?" Vortal smiles, wanly, "It is all perfectly legal and permissable... *within* Charn. One must pay a yearly tax to ensure the 'protection' of the bodies of those permitted to rest peacefully. Failure to pay can result in the body being disturbed, if it is 'required'. All perfectly legal. I believe you are getting the picture."
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Meeting wartime quotas for food and production consumes much of the nation's focus and labor, and Thul's hand ensures that death is no method to avoid it. Consequently, in some areas production has actually risen, and atrocity becomes a feature of the landscape in areas scarred to ruin from the use of Black Artifice.
==People, Culture, Traditions==
 
   
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Children born within the greater areas of Charn are tested for the potential of magic at a very young age by Charn’s elite Corp of wizards, the Shadow Council. Children who are identified as potential users of magic are usually taken away at young ages to the Grey Enclaves. There they are trained in the arts of spellcasting according to the tradition of the Shadow Council. Their arcane training is rigorous and attempts to weed out weak-willed or morally beneficient apprentices who may tempted to join the more benevolent communities to the north and west.
Charn, like Myrddion, is an ancient civilization whose roots can be traced back to the Eldanar and the Summer Kings. Its nobility are, for the most part, the descendents of those high men, themselves the highborn. Even the smallest speck of a village is most likely ruled over and, generally, protected by a magistrate in the form of a highborn baron or lowlord.
 
   
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Even in the famine, internal trade drives the economy of Charn. External trade is rare and fraught with challenges. The lax laws and corrupt nature of both laws and people make some business practices so common place they are expected. It’s not unexpected for customers to be lied to or misled about products and the typical consumer is expected to determine the worth of something on his own before buying it.
As well, artifice has long been a part of the life of Charnese citizens. While Charn cannot boast the elegance of art that Gustav can, they have a strength of industry that goes unmatched by any in the western nations. Many an independant artificer, separate from the guilds and unions that congregate in the larger cities, has advanced the cause of his own family by pushing the bounds of what artifice can do beyond anything that would be accepted beyond the black walls. Necrotech is not unheard of and many wealthy families that fall short of noble blood may have technological revenants for house servants as opposed to slaves or paid attendants.
 
   
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Amongst Charn’s military, armor typically features demonic and infernal visages. Spikes, blades, great shoulder pauldrons and cloaks are all fashionable. Their weapons are similarly constructed. This is true for all from Dominion Lords to the bodyguards of the Shadow Council, the Shadow Knights.
Similarly, magic is quite common even among the lowborn, though it is often kept to close to ones belt. While it is not illegal for one to practice low wizardry, thaumaturgy and the practical magics, none would wish to be thought of as using illegal sorcery. Throughout the vast majority of the nation over the past several years, what is called 'internal magic', 'wild magic' or 'sorcery', unstudied magery, has been widely deemed illegal. Those who may manifest sorcerous powers are deemed in violation of the law, a law whose penalty carries the weight of death or slavery, depending entirely on the age of the subject. The younger the sorcerer is when found, the more likely it is he or she will be conscripted into slavery and trained at one of many Red Dragon facilities created specifically for the indoctrination of these individuals. There they will become specialized and when they emerge, they will either be weapons, hounds at the beck and call of the Red Dragon Army, or sold off as personal slaves to the richest of noble houses or trade guilds. To have one of these slaves carries with it considerable prestige and no small amount of risk. Misuse or even the suspicion of misuse of these slaves can lead to a quick and unseemly death for the unfortunate slaveowner.
 
   
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Slaves are everywhere in Charn and used for a variety of purposes. Markets hawk their wares taken from lands as far away as the Esentran islands or Dran in the distant north. Slavery is used as a common means of punishment for a variety of crimes with indentured servants sometimes being treated barely better then true slaves. Slave raids are often made on lands adjacent to Charn but sometimes open trade is conducted with lands that are more open regarding such things.
==Government==
 
   
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In times past, slaves were not treated with rampant cruelty by the typical owner as Charn frowns upon the misuse of property and the crippling of it so that it cannot be used, however slaves are quickly put to the death at the first signs of uprising, disobedience and minor infractions against authorities.
These days, Charn is a military-backed tyranny. Under Vincenzo Rex, the Tyrannus Maximus of Charn are the highest general of the Five Dragon Army, Imperator Primus Royce Teras, as well as his domestic advisors, informally called the Council of Ministers. Whereas the Imperator Primus is the supreme commander of the five branches of the Five Dragon Army, each minister has his or her own area of expertise on which he offers the Tyrant his or her advice.
 
   
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However, now, slaves are not only a source of cheap labour, but they are also a source of food for the desperate. Despite the harsh penalties levied for disobedience, uprisings are becoming more common.
The Tyrant himself is seen as more than a mere head of state, but as representative of the Tyranny itself. Every magistrate answers to a governer and those governers answer to the three imperial rectors who themselves report to the Tyrant. Still, everyone within the system and those outside of (and as such beneath) it are indoctrinated to see the Tyrant as the step immediately above the person immediately above them. While there is a complex bureaucracy that runs the empire, it is invisible to most of those who are not directly involved in it.
 
   
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Charn’s various holdings are divided into regions known simply as Domains. Each Domain has an appointed Dominus or Domina who oversees it and is aided by members of The Dominion forces. These Dominion Lords, as noted above, are reclaiming their place in the power structures of Charn, and can wield significant and extensive local influence.
Additionally, the noble houses have their own unique power structure. Primarily determined by age of house, strength of blood, service to the military, wealth and favor of the Tyrant, the power of a house can wax and wane considerably from one generation to the next. Now that the Tyrant is in firm control of the empire and the primary reason for unity in ousting those loyal to the Taaran temple is gone, a considerable struggle has developed between the noble houses for power and favor. While titles such as lord, baron and even duke still exist, they are, for the most part, relics of a bygone era and generally only trotted out to impress those for whom the titles are presented. There is respect for a title, but as Charn has no monarchy, the titles themselves give little in the way of intrinsic power. Still, influential government offices are often given to those whose families' political power is strong, while those who are on the outs may find themselves and their family given poor positions or none at all.
 
   
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==People, Culture, Traditions==
The military itself is a considerable political entity in Charn. Though they do not have the right to tax or enforce law and are sustained entirely by the bureaucracy of Charn, the military is an everpresent power that no commoner, nor noble, dare ignore. It is well known that the Imperator Primus of the Five Dragon Army, Royce Teras, was one of Vincenzo Rex's strongest supporters during the uprising and is now the Tyrant's first among advisors and allies. This, as well as the Tyrant's own military roots, gives the desires of the army considerable sway when it comes to policy decisions. While few nobles would brook insolence from a soldier or even an officer of the Five Dragon Army, no noble is fool enough to think that his ambitions are more important than that of the army.
 
   
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Charn is an integrated culture with human and infernally-blooded nobles co-existing with hobgoblin and orc warlords forging allegiances with Dominion Lord Generals. Humans are still the predominant race here and they consider most monstrous races as ‘Lesser Races’ unless there are special stipulations from the local ruling authority. Treatment of Lesser Races varies from location to location and depends upon the willingness of a given Dominus to enforce their treaties.
Most of those in Arcania, when they think of Charn's military, immediately think of the Black Dragon Army. For many hundreds of years, the Black Dragon Army has been the standard bearer for Charn and its military conquests. To those westerners, the Charnese army and the Black Dragon Army are one in the same. This could not be further from the truth. There are five divisions of the army, each connected to the other by yet another web of bureaucracy which helps to determine what rank in which tops what rank in what. Each division is its own individual power, though all are governed by their high generals, the Imperators of the Five Dragon Army, and the first general, Royce Teras, as well as the Tyrant himself. The five divisions have their own complimentary specialties, with the Black Dragon Army being that which is first in the field, last to leave and most likely to be engaged by an enemy. The other four exist, primarily, to support and advance the work of the Black Dragon Army.
 
   
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Over the centuries, Charn’s society has evolved into a den of betrayal, intrigue, and corruption. Centuries of violence has created a society marked by common violence in the government, public entertainment, and the very streets. Criminals are sold as slaves and forced to become gladiators who are themselves treated as less than property at times. Lesser races dealt summary justice in the middle of the market place and duels are fought openly in the streets. The leaders of the various factions and government groups tolerate such behavior so long as it does not degenerate into raw chaos.
The Red Dragon Army is an organization of wizards adept at destruction, battle and conquest. Also given commission within the Red Dragon Army are the gladia of the Maugrimite Orthodoxy, battle priests who are part of the Orthodoxy, but serve as soldiers and officers within the Five Dragon Army. The Blue Dragon Army is primarily non-combatant technologists and machinery support, as well as tender units and field support. The Green Dragon Army is Charn's naval power. Few even know they exist if for no other reason than Charn has never openly boasted a great maritime strength, though they also encompass the bulk of Charn's air power, a very real strength whose power many witnessed in the Crown Wars. Finally, the White Dragon Army are scoffed at by most members of the other four divisions, as they are an entirely non-combatant support and clerical division. They make the rest of the armies work the way they are supposed to work, though it's often assumed that their primary duties are laundry, cooking and balancing numbers, they also make certain every Black Dragon soldier has the weapons and training he needs to fight, every Blue Dragon technologist has the tools he needs to make war and so on and so forth.
 
   
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Charn's long and glorious past is celebrated by noble circles and commoners alike, with festivals supplemented by the display of artifice and necrotech. The Shadow Council's recruitment has waxed in recent years, and it has become one manner of upward mobility in desperate times.
==Religion==
 
   
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==Government==
The primary religion of Charn is, of course, the Orthodox Church of Maugrim (often referred to as the Maugrim Orthodoxy or the Maugrimites) which is an enormous mechanism of faith with just as much discipline and expectation of order as the government and the military. As much or more. The head of the church is often called by many Arcanians the Chosen of Maugrim, though his proper title is the Pontifex Maximus of the Maugrimite Orthodoxy, Patrician of Conquera and Vicar of Abys'sa. The third title has very little modern meaning and most assume that it refers to some honorary granted in the ancient past. Within the structure of the church, and in most circles without, the word of the Pontifex Maximus is absolute law. Daraeon Teras, the current Pontifex Maximus, has close ties to both the Imperator Primus of the Five Dragon Army (they are, in fact, brothers) and the Tyrant, having been among the greatest supporters of change.
 
   
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An aristocracy established by the hierarchy of its Temple of Darkness ruled Charn without contest for many years. The Temples of Darkness itself were devoted to three of the prime evils in the world and the Charneth belief that it is the chosen nation to represent the ordered will of Thul, Gloomweaver and Bauglir (Thul, Taara and Maugrim) in this world. Behind the powers of the temples are several seemingly immortal beings; these so-called Chosen of the Gods are often picked from existing members of the clergy but have sometimes been called from other walks of life. Currently, Daraeon Teras is the Chosen of Maugrim and Barntos the Betrayer is the Chosen of Thul. If there is a Chosen of Taara, the shadow elves are not naming her; the last Chosen of Taara to visibly serve in Charn was publically executed by the old Tyrannus Maximus, giving lie to the purported immortality of the Chosen. With Taara's new rise and Animus' fall, the delicate structure unpinned Charneth politics collapsed. Vincenzo Rex was assassinated and the three church’s Chosen no longer had the power to efficiently replace him.
Though very few in the church are also members of the structure of Charnese government, their influence is absolutely undeniable. The Tyrant pays as much attention to the advice of the Pontifex Maximus as he would any member of his council of ministers. There is no doubting that the word of Maugrim holds as much place in the hearts of the smallfolk, much less the military, as the power of the Tyrant. As such, the Pontifex Maximus often treats with the Tyrant as an equal, though he is never so foolish as to take his role for granted. After all, despite being Chosen, more than one temple head has found himself dead at the hands of his successor.
 
   
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Daraeon Teras, the Chosen of Maugrim, is the nominal ruler of Charn, but he rules at the pleasure of a whole variety of players, all of whom jockey for power continuously. Barntos the Betrayer, Chosen of Thul, exercises considerable control throughout the realm. The merchant princes have seized power and the nobility have been weaking desperate and subtle games that quicken Illotha's influence. Rune's crumbling power left the Shadow Council’s Archmagi free to widen their base, but in consolidating their power within Charn, they lowered themselves in the purge of the Red Dragon Army, into the morass of politics. For the first time in a long time, the Shadow Council is a player in Charneth politics and not above it.
Beneath the Pontifex is a structure with a complexity that dwarfs even the government. The Pontifex Maximus lords over the church with the assistance of his collegium of pontifices, the nine highest clerics of Maugrim in the church proper. Each of these clerics has his own position, title and responsibility. There are the three flamens, each of which represents a specific aspect of Maugrim. The Flamens Draconis is representative of the fivefold dragon. The Flamens Tyrannus is representative of Maugrim the ruler. The Flamens Ferrous is representative of Maugrim the final judge. There are then the consuls, the clerics who individually lead the three most important arms of the church. The Legate, who is master of Ordo Praetor, the church's military arm. The Auspex, master of Ordo Augur, the church's seers and scholars. The Lictor, master of Ordo Prefect, the stewards of the church. Finally there are the Censor, Maugrim's master of the coin, the Quaestor, Maugrim's master of buildings and the Filius Sacrorum, who is a cleric of Kosomoth sent by that temple. Given the nature of the temple of Kosomoth, the Filius Sacrorum is often the Chosen of Kosomoth.
 
   
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Also, with the Rex’s destruction and the Shadow Council’s purge, the Five Dragon Army has been shattered and the Black Dragon Army raises its standard alone once more. Its Dominion Lords are powerful players in Charneth politics, wielding considerable local influence and commanding the loyalty of many troops. The Black Dragon Army is almost constantly in the field, whether it is fighting in skirmishes along the Veyshan border or engaged in full-scale operations against Shal’hazar. Despite the relative weakening of Charn, it is as combat-ready and combat-capable as ever, and a force to be feared.
Beneath the above is a large number of countless vicars, patricians, patrons, pila, gladia and ignae. Each serves the various arms of the church in their own way. It is all very complicated and a new acolyte can spend years before he realizes just who he answers to. Or at least, who he should answer to the fastest. Of important note is the fact that the Orthodoxy is quite sexist. No women can join any arm of the church other than Ordo Prefect, and even there no woman can ever rise above the position of ignae, a fairly low attendant within an individual church's structure.
 
   
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==Religion==
Second in power to the Maugrim Orthodoxy is the Order of Thul, often called the temple of Thul or the church of Mundus Thul. Unlike the Maugrimite Orthodoxy, and in fact contrary to its name, the Order of Thul is primarily the Chosen of Thul, Eurid Barntos, and a mass of his followers. The church is made up of necromancers, death priests, intelligent undead of all stripes. In fact, a surprisingly small percentage of the Order are actually clerics. Unlike the Orthodoxy, the Order welcomes acolytes of death whose talents lie outside the realm of the divine. Whereas the Orthodoxy has the hearts and respect of the masses, the Order of Thul has its fear. More than once, magistrates have had to step in and politely ask members of the Order to stop terrorizing their citizens, as Thul teaches far less in the way of respect for law and order than does Maugrim.
 
   
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The primary religion of Charn has historically been the Church of Maugrim. Daraeon Teras, the current Chosen of Maugrim, is a major player in Charneth politics and the nominal ruler of the Empire. The Church's influence, though strong, wanes with Maugrim's relative retreat. This power vacuum allowed a number of other faiths to step forward into the void.
Considerably lower on the spiritual food chain is the rabble that call themselves the fellowship of Kosomoth. There is very little structure other than who preaches and who does not. In fact, for the most part, it comes down to might makes right. There is a chosen of Kosomoth, but generally he will end up as a member of the Maurimite Orthodoxy, if only due to fear for his life or a desire for some greater purpose. It is possible that there was once a greater structure to the fellowship of Kosomoth when the temple of Taara carried greater sway in Charn, though it is doubtful that it was anything more than organization put into place by the Taarans to make it easier to manipulate the fellowship.
 
   
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The second player in Charn’s triune theocracy was the Order of Thul. The Chosen of Thul, Eurid Barntos, is the leader of the Order, which welcomes necromancers, death priests and intelligent undead of all stripes. Unlike the Orthodoxy, the Order welcomes acolytes of death whose talents lie outside the realm of the divine. With Maugrim’s retreat and the mutual rejection between Charn and Taara’s church, Thul's faith is on the rise in the age of famine and desolation. Hunger cults have spread among the common citizenry, preaching survival through cannibalism.
The one notable exception to the lack of organization in the fellowship of Kosomoth are the Janissaries of Kosomoth. These dreaded warriors, who dedicate their body, life and soul to the will of Kosomoth, have not actually been heard from except in rumor in over fifty years. However, just the whisper of their continued existence is enough to make the blood of any who have heard the stories of their terrible and deadly efficiency run quite cold. It is unknown who exactly it is who trains these soldiers, but it is certain that they cannot be associated with the mostly mindless thugs that make up the fellowship. What is known is that the Janissaries are exclusively made up of the children of conquered nations. Their parents are killed and the children are trained using methods that rob them of idenity and individual desires, leaving only a compulsion for following orders and a longing to die for Kosomoth. When seen on the field of battle, their swordsmanship is without equal and their tactics are without peer. The stories told of them border on mythological. It is a very good thing that they appear to no longer be a factor on the modern battlefield.
 
   
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At one point, followers of Kosomoth also participated in Charn’s theocracy, as junior partners. However, with Kosomoth’s disappearance, they have faded entirely into other faiths – or, in some cases, the followers themselves have just disappeared as well.
Finally there is the remnants of the temple of Taara. Mostly, these followers are fringe elements. There are no longer any official temples to Taara in the capital city of Conquera, though some smaller settlements may still have a building dedicated to the dark mother. The primary concentration of Taaran worshippers are to be found among the shadow elves in the Hexenvald, the dark woods along the southwestern border of Charn. There remains a matriarchy and an underground temple structure that still worships Taara. Though the government of Charn has an alliance with these shadowed elves, their faith has little to no influence of the working of Charn, a fact that has somewhat soured relations between the two.
 
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The temple of Taara is on the rise once more in Charn. During the recent exile, these followers have been fringe elements, operating in the shadows and in hidden cults. Now, the seditious faith is spreading, operating more openly as Maugrim’s influence wanes. The primary concentration of Taaran worshippers has always been found in the shadow elves of the Hexenvald, the dark woods along the southwestern border of Charn, and these links have persisted in the nearby human populations, even after Shal’hazar’s secession.
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Illotha's cults too grow in influence, as the games of the nobility become more dangerous for smaller and smaller stakes.
   
 
==Sites and Settlements==
 
==Sites and Settlements==
   
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'''Aby’ssa (metropolis, 126,600):''' The capital city of Charn is built into an enormous crater and is the center of Charn’s industry and political and religious power. Although not a seaport, Aby’ssa sits on a number of major trading routes and important crossroads points. It is said in Charn that all roads point to Aby’ssa; it is linked to Valdoren by the only remaining Ghost Rail line. This gives the capital access to a steady supply of food from more arable lands. This city is divided into Rims. The Outer Rim is the upper class social areas of the city while the Inner Rims characterized by factories, slums, poorer housing, gangs and crime.
Despite the fact that the greater part of it is wasteland, Charn is still a vast land with as much area as any other nation with the possible exception of Dran. In addition, no other nation encompasses quite so many land types. Charn has mountains, forests, coasts, lowlands and marshlands. Criss-crossing it all is the great web of iron called the Ghost Rail. As such, the people of Charn have triumphed over the inhospitability of most of the land and made their homes wherever they could. The landscape is dotted with hamlets and villages, townships and cities. The most important features of the Charnese landscape follow.
 
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[[image:Charn-city.png|thumb|Conquera was once a flying terror, city and mobile fortress]]'''Conquera:''' The once-mobile flying castle of Charn. Conquera was a floating chunk of rock roughly four miles by six miles and nearly a mile and a half deep and home to the heads of the Maugrimite and Thulian faiths. It had been the headquarters of the broken Five Dragon Army and the old Tyrant himself. The castle, however, crashed into the Outer Rim of Aby’ssa, and is being dug into the volcano’s caldera by armies of slaves. They work to resettle the castle into the earth, though it sits unpredictably, and every year it is cushioned by more crushed corpses.
   
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'''Temples of Darkness:''' The political power with Charn once largely lay in the hands of its priests. The Tower of Night and the Temple of Darkness is an artifact of Charn’s prior triune theocracy; it was a shared temple equally dedicated to all three deities – these days, only the altars dedicated to Maugrim and Thul are used; the wings of the temple dedicated to Taara are sealed and warded, though none dare to destroy her shrines. The influence of these dark gods is felt all throughout this labyrinth like structure from its highest towers to its deepest depths. In the depths, living gates of adamant and iron guard areas where direct communions with the gods are performed.
Wandbohrung - The primary stop most people will pass through when going from the world that is outside of Charn and that which lies inside its walls. Wandbohrung is a bustling trading down whose population is varied enough that it defies all expectations of a Charnese city. As the easiest stop from the outside world, it is also the site of a rather large Five Dragon military base. At any given time, a quarter of the city's population is army personnel and another quarter are likely traders, mercenaries or adventurers. Passing through from the Desolation to Charn requires passing through a customs house, where taxes are determined, as well as an inspection by the army officials present, however it is not nearly as invasive as most expect.
 
   
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'''Valdoren:''' Becoming the second city in Charn. Valdoren is a major hub for food imports from Charneth colonies and across Charn's more arable south. It is also a major military logistical site for the campaign against Shal'hazar.
Conquera - Mobile capital of Charn. Conquera is a floating chunk of rock roughly four miles by six miles and nearly a mile and a half deep. Conquera is home to the heads of the Maugrimite and Thulian faiths, as well as the supreme headquarters of the Five Dragon Army and the Tyrant himself. Far more information on Conquera can be found in its own entry.
 
   
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'''The Dreadlands:''' are most impassable these days, and seem more like an extension of the Desolation.
The Shipyards - On the western coast of Charn lie the shipyards. A facility so vast that two cities have actually sprung up around it, Shipton and Shipcity, the first north of the second. In each if you do not work at the shipyards, your neighbor does and you work for a business that sells to the people who work at the shipyards. The shipyards themself are where the Green and Blue Dragon Armies have their individual headquarters, as it is where both sea and airships are built. Both Shipton and Shipcity boast lazy ports where trade comes in from the settlements on the south of Jammur, as well as the lands beyond the eastern seas.
 
   
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==Plot Information==
Hexenvald - The Witch Wood, the Dark Forest and many other names. Two separate groups can be found in the Hexenvald. The shadow elves, who have an impressive underground commuity, have their hidden altars to Taara in the very depths of the wood. Any alliances they have given with the Charnese are null when a man steps into the woods without permission. In addition to the elves, further south along the coast, is a mixed group of halflings and goblins and something in between. No one treats with them. Not even the elves. They have lived in the woods as long as there have been woods. They do not leave and all attempts at communicating with them have lead to full bellies on the part of the natives.
 
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'''Aby'ssa Description (Whirlpool)'''
   
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The ground grows more rugged and bouncy and rocky, as you're not on the roads, the closer you get to the crater of Aby'ssa.
Lake Hali - Six months out of any year, Conquera can be found floating over the black shores of Lake Hali. It is said that one time, in times long past, there was a city where the black waters now sit, unmoving. If there was, none are particularly willing to go and check. The lake sits in an enormous crater surrounded by the great black peaks known as the Teeth of Caracoroth. Beyond these peaks on every side lie the badlands known as the Blasted Waste. Though the waters of Lake Hali are utterly still, the lake itself is anything but dead. It is said that the waters go down to depths far greater than they should and that there are things to be found there that rival the terrors to be found in the deepest caves in any other part of the world. All that is certain is that all attempts at plumbing the lake have resulted only in missing explorers.
 
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Indeed, you can now look out the window and *see* it.
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The crate is huge and a city that once hovered above the earth sits fallen in it.
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Fallen. Not unlike the Gods that they worship.
   
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[[Category:Admin|Charn]]
The Blasted Waste - Whatever was done in Charn to lead to the desolated quality of most of its landscape, its epicenter seems to be Lake Hali and the blasted wasteland that is found for a hundred leagues around it. The land gives forth no sign of life. There is no shade to be found. Passage through the Blasted Waste is an unrelenting experience that quickly wears away at the mind of anyone going through. Those that try alone tend to kill themselves. Those that try with friends tend to kill them.
 
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[[Category:Greater World|Charn]]

Latest revision as of 23:02, 10 February 2020

Flag charn.png
Charn
Capital Abyss'a
Population 6,512,400 Common: (humans, mul'niessa) Uncommon: (oruch, khazad)
Government Tyranny.
Religion (Bauglir) Maugrim, (Mundus) Thul, (Chodan) Reos, Kor, Vardama
Imports Iron, magic items, monsters, slaves, spells
Exports Artifice, magic items, artwork, fruit, jewelry, sculptures, timber
Alignment NE, LE, N, LN
Affiliated Characters Charneth


Charn has spread its roots from the area of its founding in Hextus to the edge of The Desolation, the old Azure Kingdoms and the Sunset Sea in the south. It controls considerable amount of territory, having swallowed up smaller independent realms and having forged treaties with monstrous nations situated in the shadows of the Walls of the World. War was sought with the fertile western kingdoms and for awhile Charn’s size spread all the way to the borders of the Greatwood and southern Myrddion. While they collapsed under the weight of their own empire, corrupted political structures rotting from the corruption within, Charn is still a fearsome empire, despite its myriad troubles. Without a doubt, many consider Charn to be the greatest military power on the continent, simply one that lacks a coherent and stable authority at present.

Thulite priests render a new meaning to the term noblesse oblige

The Stygian Empire of Charn is considered by many to be the sister nation to Myrddion. Charn was a theocracy, ruled by the triune churches of Taara, Maugrim and Thul, before a military strongman proclaimed himself Tyrannus Maximus. That did not last, and with Maugrim’s retreat and Taara’s rise, Charn was plunged into turmoil once more.

The temple of Taara, with the assistance of several wealthy noble houses, had already undercut much of the influence the other two faiths held within the nation and had subsequently been excluded from thee triune church. With Taara's rise, this fissure was made permanent, as the shadow elves made their move, formally seceding from Charn and establishing their own state to the east, centered on the city of Lathail in the Forest of Whispers.

To the typical Aerythian, Charn is a dark and evil empire where cruel servants of the gods of darkness and their mighty military forces endlessly crack whips over the backs of slaves, while experimenting on them in the name of arcane magic and artifice in a mad quest to recapture the glories of ancient Kulthus. They see Charn as representing all that stands for evil in the civilized world. The reality is only a little different from this and many folktales that exist about Charn have large strands of truth behind them.

Charn, a desolate nation, relied on other nations for sustenance and for the production of food. Alexandria's disappearance and the recent unrest of nations brought famine to its doorstep. The poor began to starve, as the blasted landscape gave up no food and lack of trade choked off external supplies. Hunger cults dedicated to Thul preached cannibalism; in Aby’ssa, the nobles ate too well, hoarding whatever they could find, take or appropriate. Charn assumed the mantle of a nation of monstrous atrocity, that which its enemies had always claimed it was. Poison and ruin spread across its landscape as the once insurmountable Black Wall began to crumble -- the Desolation expanded over and through the gaps; at the same time, the reuse of the Black Wall’s stones for more every day purposes by scavenging peasants became more common. Now, the Black Wall is a tattered remnant of what it used to be.

The troubles reached everywhere: even Charn's architecture was not immune. Castle Conquera's levitation and propulsion systems failed and it settled on the rim of Aby'saa's caldera where it crushed tenements and manors with equal abandon. Years later, gangs of slave slowly excavate the mountainside in attempt to settle the grounded castle.

Charn's size means that its climate varies greatly. Mountains known as Caracoroth’s Teeth form the barrier between Charn and the blasted lands of The Desolation. This mountain range rings the northern Dreadlands and is surrounded by dry arid wastelands and poisoned regions created by the experimentation of Charneth necromagic and war machines. It is still nevertheless a great deterrent against forces approaching from the north. The main pass here, known as The Gap, is well guarded and protected.

Central Charn, located around its capital of Aby’ssa, has been ruined by the overuse of Black-Tech, necromantic energies and the unsafe pushing of industrialization in order to promote and strengthen Charn’s war engine.

"Charn is like any other place," Vortal answers quietly, "The people here don't know any better. Don't know what the world is like beyond its borders. I do. The magic runs in my family's blood. We know first hand what the Garnaks did to them. My first son, Eshranti, is one of them now." He grimaces, glancing down towards the ground, continuing, "I have heard of the thing he and the others have done. Now I hope to avoid the same fate for my grandchildren here. I was a fool to've come here, but those of us that remain deserve protection and to make the best of it. You won't find an attitude like that commonly, though. Most people... they've learned to love the hate that's been bread into them. The hate... and the *fear*. I heard from ny neighbor yesterday that a gileadian cleric spread a blight and that's why the plants don't grow anymore. That Charn's been targetted because of its commitment to Law. They.. just don't *know*. And you can not trust them *to* know."

Far more fertile lands lie further south through conquered regions such as Nightlune, Tham’Dar and Valdoren. Coastal wetlands, moors and marshes dominate the Sharl Peninsula while a sultry sub-tropical climate characterizes the rotting ‘bread basket’ of the Charn Empire. Heavy rainfall and short lived but fierce storms are typical for the coastlines which are blessed with mild winters with warm breezes occurring from lands further in the south. The northern tips of the Walls of the World which separate the continent of Aeryth from the continent of Cellene form the southern borders of Charn. Volcanic activity around several mountains produce numerous rivers of fire while an enormous forest and jungle land spreads south towards the coasts from here.

Local factions began to dismantle choice buildings for kindling and parts--the great Rail fell to such needs, its supporting infrastructure being ripped apart. A portion of it remains--the section linking Aby'ssa and Valdoren, and rests beneath heavy guard. It remains the nobility's most secure access to food in the midst of the famine.

With the death of its leader and turmoil inside its crumbling Wall, Charn received a final blow when the shadow elves, under the blessing of Taara's dark hand. The elves claimed for themselves an area centered on city of Lathail in the Forest of Whispers and seceded from Charn. Today, Charn wars with them and the raiding nomads of Veyshan. The efforts keep its attention divided and for now, the nobles occupied and united.


Life and Society

Charn, in many ways, is a representation of the depths to which mankind can fall. Like Myrddion, the roots of its people can be traced back to the Eldanar and the Summer Kings. Its nobility are, for the most part, the descendents of those high men, themselves as highborn as Myrrish lords, though twisted by their desires over time and the influence of Taara and Maugrim. Over time, some houses have mixed their blood with the infernal, becoming changed in a manner similar to their land with its influence of Black Tech. Artifice and Dark Technologies have long been a part of Charneth life. Thul's call for cannibalism to ease the wages of famine has some turning to their slaves, finishing duels and bloodfeuds in creative ways and bribing magistrates for the corpses of the executed. In the tiers below the nobility, the common people are desperate.

"...The people here are poor. They are permitted by the Thulites to sell themselves into service after life to pay off their debts. It is a contract between them, bound by Thul. And who in Charn does not live in poverty and die in debt?" Vortal smiles, wanly, "It is all perfectly legal and permissable... *within* Charn. One must pay a yearly tax to ensure the 'protection' of the bodies of those permitted to rest peacefully. Failure to pay can result in the body being disturbed, if it is 'required'. All perfectly legal. I believe you are getting the picture."

Meeting wartime quotas for food and production consumes much of the nation's focus and labor, and Thul's hand ensures that death is no method to avoid it. Consequently, in some areas production has actually risen, and atrocity becomes a feature of the landscape in areas scarred to ruin from the use of Black Artifice.

Children born within the greater areas of Charn are tested for the potential of magic at a very young age by Charn’s elite Corp of wizards, the Shadow Council. Children who are identified as potential users of magic are usually taken away at young ages to the Grey Enclaves. There they are trained in the arts of spellcasting according to the tradition of the Shadow Council. Their arcane training is rigorous and attempts to weed out weak-willed or morally beneficient apprentices who may tempted to join the more benevolent communities to the north and west.

Even in the famine, internal trade drives the economy of Charn. External trade is rare and fraught with challenges. The lax laws and corrupt nature of both laws and people make some business practices so common place they are expected. It’s not unexpected for customers to be lied to or misled about products and the typical consumer is expected to determine the worth of something on his own before buying it.

Amongst Charn’s military, armor typically features demonic and infernal visages. Spikes, blades, great shoulder pauldrons and cloaks are all fashionable. Their weapons are similarly constructed. This is true for all from Dominion Lords to the bodyguards of the Shadow Council, the Shadow Knights.

Slaves are everywhere in Charn and used for a variety of purposes. Markets hawk their wares taken from lands as far away as the Esentran islands or Dran in the distant north. Slavery is used as a common means of punishment for a variety of crimes with indentured servants sometimes being treated barely better then true slaves. Slave raids are often made on lands adjacent to Charn but sometimes open trade is conducted with lands that are more open regarding such things.

In times past, slaves were not treated with rampant cruelty by the typical owner as Charn frowns upon the misuse of property and the crippling of it so that it cannot be used, however slaves are quickly put to the death at the first signs of uprising, disobedience and minor infractions against authorities.

However, now, slaves are not only a source of cheap labour, but they are also a source of food for the desperate. Despite the harsh penalties levied for disobedience, uprisings are becoming more common.

Charn’s various holdings are divided into regions known simply as Domains. Each Domain has an appointed Dominus or Domina who oversees it and is aided by members of The Dominion forces. These Dominion Lords, as noted above, are reclaiming their place in the power structures of Charn, and can wield significant and extensive local influence.

People, Culture, Traditions

Charn is an integrated culture with human and infernally-blooded nobles co-existing with hobgoblin and orc warlords forging allegiances with Dominion Lord Generals. Humans are still the predominant race here and they consider most monstrous races as ‘Lesser Races’ unless there are special stipulations from the local ruling authority. Treatment of Lesser Races varies from location to location and depends upon the willingness of a given Dominus to enforce their treaties.

Over the centuries, Charn’s society has evolved into a den of betrayal, intrigue, and corruption. Centuries of violence has created a society marked by common violence in the government, public entertainment, and the very streets. Criminals are sold as slaves and forced to become gladiators who are themselves treated as less than property at times. Lesser races dealt summary justice in the middle of the market place and duels are fought openly in the streets. The leaders of the various factions and government groups tolerate such behavior so long as it does not degenerate into raw chaos.

Charn's long and glorious past is celebrated by noble circles and commoners alike, with festivals supplemented by the display of artifice and necrotech. The Shadow Council's recruitment has waxed in recent years, and it has become one manner of upward mobility in desperate times.

Government

An aristocracy established by the hierarchy of its Temple of Darkness ruled Charn without contest for many years. The Temples of Darkness itself were devoted to three of the prime evils in the world and the Charneth belief that it is the chosen nation to represent the ordered will of Thul, Gloomweaver and Bauglir (Thul, Taara and Maugrim) in this world. Behind the powers of the temples are several seemingly immortal beings; these so-called Chosen of the Gods are often picked from existing members of the clergy but have sometimes been called from other walks of life. Currently, Daraeon Teras is the Chosen of Maugrim and Barntos the Betrayer is the Chosen of Thul. If there is a Chosen of Taara, the shadow elves are not naming her; the last Chosen of Taara to visibly serve in Charn was publically executed by the old Tyrannus Maximus, giving lie to the purported immortality of the Chosen. With Taara's new rise and Animus' fall, the delicate structure unpinned Charneth politics collapsed. Vincenzo Rex was assassinated and the three church’s Chosen no longer had the power to efficiently replace him.

Daraeon Teras, the Chosen of Maugrim, is the nominal ruler of Charn, but he rules at the pleasure of a whole variety of players, all of whom jockey for power continuously. Barntos the Betrayer, Chosen of Thul, exercises considerable control throughout the realm. The merchant princes have seized power and the nobility have been weaking desperate and subtle games that quicken Illotha's influence. Rune's crumbling power left the Shadow Council’s Archmagi free to widen their base, but in consolidating their power within Charn, they lowered themselves in the purge of the Red Dragon Army, into the morass of politics. For the first time in a long time, the Shadow Council is a player in Charneth politics and not above it.

Also, with the Rex’s destruction and the Shadow Council’s purge, the Five Dragon Army has been shattered and the Black Dragon Army raises its standard alone once more. Its Dominion Lords are powerful players in Charneth politics, wielding considerable local influence and commanding the loyalty of many troops. The Black Dragon Army is almost constantly in the field, whether it is fighting in skirmishes along the Veyshan border or engaged in full-scale operations against Shal’hazar. Despite the relative weakening of Charn, it is as combat-ready and combat-capable as ever, and a force to be feared.

Religion

The primary religion of Charn has historically been the Church of Maugrim. Daraeon Teras, the current Chosen of Maugrim, is a major player in Charneth politics and the nominal ruler of the Empire. The Church's influence, though strong, wanes with Maugrim's relative retreat. This power vacuum allowed a number of other faiths to step forward into the void.

The second player in Charn’s triune theocracy was the Order of Thul. The Chosen of Thul, Eurid Barntos, is the leader of the Order, which welcomes necromancers, death priests and intelligent undead of all stripes. Unlike the Orthodoxy, the Order welcomes acolytes of death whose talents lie outside the realm of the divine. With Maugrim’s retreat and the mutual rejection between Charn and Taara’s church, Thul's faith is on the rise in the age of famine and desolation. Hunger cults have spread among the common citizenry, preaching survival through cannibalism.

At one point, followers of Kosomoth also participated in Charn’s theocracy, as junior partners. However, with Kosomoth’s disappearance, they have faded entirely into other faiths – or, in some cases, the followers themselves have just disappeared as well.

The temple of Taara is on the rise once more in Charn. During the recent exile, these followers have been fringe elements, operating in the shadows and in hidden cults. Now, the seditious faith is spreading, operating more openly as Maugrim’s influence wanes. The primary concentration of Taaran worshippers has always been found in the shadow elves of the Hexenvald, the dark woods along the southwestern border of Charn, and these links have persisted in the nearby human populations, even after Shal’hazar’s secession.

Illotha's cults too grow in influence, as the games of the nobility become more dangerous for smaller and smaller stakes.

Sites and Settlements

Aby’ssa (metropolis, 126,600): The capital city of Charn is built into an enormous crater and is the center of Charn’s industry and political and religious power. Although not a seaport, Aby’ssa sits on a number of major trading routes and important crossroads points. It is said in Charn that all roads point to Aby’ssa; it is linked to Valdoren by the only remaining Ghost Rail line. This gives the capital access to a steady supply of food from more arable lands. This city is divided into Rims. The Outer Rim is the upper class social areas of the city while the Inner Rims characterized by factories, slums, poorer housing, gangs and crime.

Conquera was once a flying terror, city and mobile fortress

Conquera: The once-mobile flying castle of Charn. Conquera was a floating chunk of rock roughly four miles by six miles and nearly a mile and a half deep and home to the heads of the Maugrimite and Thulian faiths. It had been the headquarters of the broken Five Dragon Army and the old Tyrant himself. The castle, however, crashed into the Outer Rim of Aby’ssa, and is being dug into the volcano’s caldera by armies of slaves. They work to resettle the castle into the earth, though it sits unpredictably, and every year it is cushioned by more crushed corpses.

Temples of Darkness: The political power with Charn once largely lay in the hands of its priests. The Tower of Night and the Temple of Darkness is an artifact of Charn’s prior triune theocracy; it was a shared temple equally dedicated to all three deities – these days, only the altars dedicated to Maugrim and Thul are used; the wings of the temple dedicated to Taara are sealed and warded, though none dare to destroy her shrines. The influence of these dark gods is felt all throughout this labyrinth like structure from its highest towers to its deepest depths. In the depths, living gates of adamant and iron guard areas where direct communions with the gods are performed.

Valdoren: Becoming the second city in Charn. Valdoren is a major hub for food imports from Charneth colonies and across Charn's more arable south. It is also a major military logistical site for the campaign against Shal'hazar.

The Dreadlands: are most impassable these days, and seem more like an extension of the Desolation.

Plot Information

Aby'ssa Description (Whirlpool)

The ground grows more rugged and bouncy and rocky, as you're not on the roads, the closer you get to the crater of Aby'ssa.

Indeed, you can now look out the window and *see* it.

The crate is huge and a city that once hovered above the earth sits fallen in it.

Fallen. Not unlike the Gods that they worship.