LORE Lore Compedium

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Kuno

Django Jane
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Table of Contents


The background lore for the world of Persia draws its many pearls from myths and legends -- both historical and GM created -- and partly from our own ancient history. Players are advised to use the provided text as a resource as they create characters and stories of their own. Players are welcome to create their own lore, given that it does not conflict with the information already presented here. Player lore can be submitted here for GM approval.

Here is a table of contents to navigate the lore:

  1. The Persian Empire
  2. Persian Society
  3. Recreation
  4. Organizations
  5. Conquered Lands
  6. Arabia
  7. Greece
  8. Turkey
  9. Egypt
  10. Punt
  11. Outliers
  12. The Nubians
  13. Imperial Resources
  14. Beasts of the Empire
  15. Power of the Empire
  16. New Horizons

 
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THE PERSIAN EMPIRE
 
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World of Persia




First established one hundred years ago by Shah Cyrus III, the Persian Empire began as an endeavor to unite what the Persians believed to be a shared culture and land. They sought out Arabia first, widely believed by many Persians to be a sister country of theirs, and soon after the kingdom laid down roots in the sandy reaches of Northern Egypt, Libya, and Israel. In the decades to come, Greece, Macedonia, Turkey, and the island of Punt would fold to the Persian's overwhelming might, and soon after Shah Nabonidus progenited the inroads for promoting a peaceful amalgamation. It has been forty years since, and his son, Shah Isa, has continued to maintain their prime directive. Over the years, disgruntled insurgents have attempted more than once to buck the mantle placed upon them by the Persians. The uprisings were often crushed swiftly.

By the Shah's grace, those under his rule have been permitted to govern their own lands and traditions as they've been accustomed to. Their respective leaders have remained unchanged despite the yoke of the Persian Empire falling upon their shoulders. The only requirement is that they bow to the shah when necessary - and continue to pay their monthly tithes.

Leadership begins at the top with the shah. He is an unknown figure to the majority of his citizens. It is an ancient custom that the shah remain unseen and kept within his golden gates, as the common masses of Persia are unfit to be in his personal company. Twice a year, on the nights of Nowruz and Esfandegan, the shah steps out onto the lofty balcony overlooking Isfahan and the hanging gardens and can be seen by his subjects from afar. But outside of his inner circle of advisers and nobles, no man as of yet can claim to recognize him. He speaks solely through his councilors and the Door: a twenty foot, gold and iron wrought latticed gate through which, every Sunday, he hears the requests of his people. It has unintentionally made the shah a figure to be idolized.

Under the shah lie in command his District Overseers. They are the most visible members of his government, and under his direction they regulate the many provinces and cities within the Empire's reach. District Overseers are the officials sent as liaisons between the shah and the ruling members of Persia's subjugated countries. Any reports of rebellion are brought back by the Headmen, shadowy extensions of the Overseer's command.

There are several major cities in Persia:
  • Isfahan - the lush capital of Persia. The most populated city
  • Tehran - a mining city that is considered to be the most wealthy
  • Kerman - a moderately sized city abutting the desert
  • Jask - the southernmost, small port city at the Gulf of Oman
  • Rasht - a fishing city at the edge of the Caspian Sea

 
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Persian Society


The heart of Persian society lies within the bustling capital city of Isfahan. Noteworthy for the shah's dazzling Golden Palace and the city's multicolored architecture, Isfahan exudes a brilliant, colorful opulence that other holdings of Persia can only hope to emulate. While the bulk of the city's denizens are Persian, many foreigners have been enticed to the center of the Empire by the promise of prosperity and happiness. As a result, Greeks, Nubians, and Puntlings are scattered amongst the city squares and bazaars.

Hospitality is unmatched when it comes to the Persians. Most are staunch followers of the Zoroastrianism faith. In it, one of its foremost tenets is to bring happiness into the world, and to be good to one another with no expectation of reward. It is not uncommon for Persians to welcome strangers into their homes, and caring for one's neighbor is as natural as breathing air. Unkindness towards foreigners is heavily frowned upon, and those deemed greedy and inconsiderate are generally looked down upon. Sharing meals is intrinsic to their day to day family life.

Many of the customs that adorn Persian day-to-day life are heavily influenced by their faith, though some are transplants still from their Babylonian roots. The public bazaars or marketplaces run from sun-up to sundown, but never on Sunday. It is considered in poor taste to keep any man or woman working everyday of the week, as to spend too much time away from one's family is considered straying away from Asha - to display good thoughts, good words, and good deeds. Public recreation is a common communal experience. The Persians have no qualms about engaging in community bathhouses and steam rooms (gender divided), and many a native will urge a wandering traveler to share in the many hookah lounges that dot the prismatic city walls.

There are several main festivals notable to those in the city:
  • Huvarshta Nights - This 7 day festival is noted in particular by a man or woman's good deeds towards the less fortunate. Affluent Isfahan natives use these nights to open their homes to the poor, foreigners, and other rich ones alike as the capital engages in a city-wide jointly held banquet. It is a night of intense revelry and feasting, and people tend to flock from the smaller cities and villages to partake. Nobility tend to take turns hosting a party for each of the nights.
  • Nowruz - The celebration of a new year is integral to their way of life. Fireworks, dancing, and music are key features of this special night. When the hour strikes twelve, the more wealthy members of society take to the skies in hot air balloons. Bags of flower petals are carried with, and the city of Isfahan is showered from above by nature's bounty, alight by the paper lanterns the commoners alight and set loose into the sky from below.
  • Esfandegan - This festival rose in prominence under Shah Isa's reign. Inspired by his great love for his wife, Isa decreed that no woman is to work on this day and that a veneration of the fairer sex is to be observed. The typical Persian man will bring gifts to his female relatives and friends on this day.

 
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Recreation


As a society, the Persians are perhaps more fond than other nations of indulging in what free time they have outside of employment. Their love of athletic activities comes second only to the Greeks, and they have adopted a few of the western neighbors' pastimes in addition to their own. There are two notable sports that have grown fan bases throughout the cities:

Boxing is highly venerated in Persian society; every year they run tournaments throughout the winter and spring and across the country to find that year's champion. Participants must compete in Persia to be recognized or otherwise receive out-of-bounds Persian officiant recommendation. Once the matches are down to the semi-finalists, players then complete their final games in Isfahan in the Heartfor, the largest sports stadium in the Empire.

By summer, boxing makes way for Boost. Designed by the eccentric Consul Artax thirty years ago, Boost is a test of wills, strategy, and balance. The game can be played either individually or in paired teams. Matches take place in a stadium designed in this fashion: a large, square water pit approximately six feet deep and with a width of fifty feet occupies the center. Within, flat-headed wooden poles ten feet tall jut out of the water in rows and columns spaced evenly at 2-3 feet from one another. The closer to the center the poles get, the thinner in circumference they become. Players are equipped with a helmet, protective padding, and a boosting stick (a padded club). Players enter the arena by way of ropes alongside the outermost poles on either side. The rules are as follows:
  1. The winner is determined by the last man standing, whether through player initiation or a self-fall.
  2. Players move in turns. Players must choose to do either the following each turn: to move or to attack.
  3. Players cannot attack from a distance of more than four poles. A win accomplished by this is considered out of bounds, and the opponent has grounds for a rematch.
  4. Players who attack can choose to strike once or push their opponent. Prolonged pushes will result in a strike against you. Holds and throws are strictly forbidden.
  5. One on One matches are given the best out of four rounds. Paired matches are given three.

It is rumored that even royal members have come to watch Boost matches. An Imperial viewing box with concealing screens hangs above the audience gallery, but it is unknown if the Shah himself has ever come to a game.

Outside of sports, the Persians enjoy indulgence. Hookah smoke bars are welcome treats for natives and visitors alike, and their spas are sure to lure in even the grisliest of characters. Feeling the aches and pains from a long, grueling day of wrangling wild griffins? Pop into a holistic center for a Persian massage and a luxuriant incense that will have you feeling in high spirits.
 
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Organizations


There are many groups - social, political, and military - that run throughout the Empire. While most are innocuous, a few are regarded by some as disingenuous fronts for religious extremists or those opposed to the will of the shah. The District Overseers do their best to keep a record of which organizations are operating where, but some have managed to thrive unnoticed beneath their noses. A hefty bribe in the right hands does wonders...so they say.

Some notable guilds and their place of origin:
  • The Shah's Order - an elite force of scimitar-wielding swordsmen tasked with protecting the shah. Only the best may serve here. (Persian)
  • Riders of Isfahan - a guild of skilled griffin riders known for their talent in aerial combat and archery. (Persian)
  • Ghulam - a faction of the Arabian sultan's personal guard. Their prime directive is to purge Arabia of malevolent spirits, and they specialize in killing supernatural beasts. (Arabian)
  • Sigil - a highly elusive and secretive guild of philosophers and well-to-do philanthropists who strive to do good in the world. An international organization. Their symbol is that of an ouroboros. (Greek)
  • Foosla - members of Persian society with contrarian thoughts to those promoted by the shah. Dubbed the "Accursed", their beliefs border on wanton treason, and they have done well to keep their actions and discussions a secret from the mysterious Headmen. (Persian)

A burgeoning group that are as of yet nameless are those who seek the hidden treasures of the world. Bandits, scholars, tradesmen, and healers alike make up this odd mix of people seeking riches in the far, desolate reaches of the Earth. Only time will tell what they can turn up.
 
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CONQUERED LANDS
 
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Arabia


Both in blood and by creed, they have been deemed Persia's sister nation. Encompassed almost entirely by arid deserts and sandy banks, Arabia is the the land of those with indomitable wills and strength, and it is by fortitude alone that their nomadic forefathers were able to transform the desolate environment into one of kingdoms and citadels. Agrabah, the great city of "lights and heights", is the capital of Arabia and sits squarely in the middle of the desert, accessible only by those familiar with the treacherous routes traversing the sands.

Though it is thought they are distantly related, Arabs resemble the more austere and conservate sibling of the Persians. They do not follow any faith but Islam - and it is a small mercy the shah left this faith to them, lest more bloodshed be had. Arab men and women prioritize head coverings in contrast to the Persians, who prefer to wear their hair out for the world to see. While they are a hospitable people as well, the Arabs tend to be more cautious of outsiders, and they are more beholden to reserved mannerisms and behavior in conduct than their, in comparison, outlandish neighbors. And while the Persians have wholly embraced those marked by animal-like eccentricities, the Arabs remain prejudiced in their views. Aspect clans are not tolerated in their cities, and Puntlings are allowed only on the rarest of conditions.

There is an ongoing and bitter feud with the supernatural forces that populate Arabia. Djinn are a mysterious race of beings that grace the land, but while legends and stories paint them as mystical beings who grant humans wishes, many have been warped by their trickery and betrayal. Anti-djinn sentiments reached the tipping point when the sultan's daughter, after wishing for beauty, was cursed instead. This culminated in the Great Purge fifty years ago, where the Ghulam formed to root out all evil spirits that plagued the land. Soon after ensued a terrifyingly ruthless genocide that sought to wipe out djinn from the face of Arabia. It was not until the interference of the shah that the war ended - though it is said that pockets of the Ghulam still operate in secret.

Some notable locations of Arabia:
  • Agrabah - "The City of Lights." Arabia's shining, multi-leveled capital city.
  • Tārūt Island - a large oasis of a town on the Persian Gulf. Mainly run by fishermen.
  • Osman - a wealthy city amongst the rocky bluffs of the western territory.
  • Jubbah - A moderately sized city hidden amongst the sand dunes. A waypoint for travelers.
  • God's Hand - a massive stone fixture in the very center of the desert. From afar, it resembles a palm turned towards the sky. It is rumored that Rocs nest at its peak.
 
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Greece


To the west of both Persia and Arabia sits a haven of enlightened literature, philosophy, and of course, the birthplace of democratic principles. The collective islands of city-states was one of the last countries to be conquered by the Persian Empire, due in no small part to the ingenious military skills and strategy of their King Bakchos. It was he that united Spartans and Athenians together against the Persian incursion, and they managed to withstand six years of non yielding assault before morale to the North, and Greeks found themselves pressed upon at all sides. Their surrender and subsequent union was a tricky one; While the cultures are distinctly different, the two nations have found there has been much to learn from one another and have managed to form a sort of symbiotic relationship. King Charalampos, famously a man of "good cheer," has helped to smooth over sore feelings in the wake of his father's defeat. And as the Persians have more or less left the Greeks to their own devices, the Greeks consequently have tried to return to life as they knew it.

The country's main exports have been twofold: their military techniques and their Aspect clans. Like Persia, the beautiful islands of Greece share both a healthy love for the way of the sword and of the animal-like men amongst them. Goat aspect clans in particular are highly favored in Greece, with many poets and songstresses coining them with the Greek term "satyr." They have been irrevocably linked with the god Dionysus, and Goat aspects are often brought along to parties as tokens of good luck from the gods. Having now been freed from the shackles of war and infighting, the Greeks have turned the brunt of their energies towards education. Philosophy is on a new wave of enlightenment across the cities, and Athens in particular is a hub for famous orators to make their theories heard to similarly wizened crowds.

Popular locales for visitors to travel are:
  • Athens - the unofficial capital of Greece. The center for education and repose
  • Sparta - a militaristic city where all aspiring warriors go to train
  • The Crucible - a giant colosseum where warriors go to test their mettle against man and beast alike
  • Phocaea - a large, mountainous city in the north. Largely populated by Goat aspects.
  • Halicarnassus - a lush, affluent retreat town for the well-to-do of the Empire

 
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Turkey


The Turks are an enigmatic nation by nature. A society of recluses and inventors, the ingenious tinkerers were far more interested in preserving their cities and knowledge than engaging in a baseless war with the Persians. An alliance was drawn the same day notice of war was given, and as such, the transition from independence to yoked leadership was seamless. Turkey was more than happy to share their technological advances with the Persians in exchange for the protection of their armies; historically, the Turks were never at the forefront of militaristic advances, and they welcomed the extra muscle on their borders. Persia, in turn, was made privy to things such as their aircrafts.
Hot air balloons were invented by their scientific council, and it said that they are in the process of inventing an air vehicle that can fly faster than the Rocs themselves.

The Turks look to Aysel the Effervescent as their leader, a charismatic woman who first ascended to power ten years ago after usurping her father, an aged man she considered "beyond the prime of astute judgment." Under her rule, the people of Turkey have taken a more pragmatic style to their way of life. Utility is championed over frivolity, and the Turks have made many advancements in the way of transport for the Persians. Youths are often encouraged to pursue careers of academic means, and laboring positions are looked down upon and often reserved for those of second-class: Aspect clans. Unlike other societies, the Turks do not think of the Aspects as being beholden to gifts, but rather, as being impaired by animal inferiorities. Aspects are best likened to the adage "seen, not heard." Most Turks will only tolerate Aspects in domestic positions, but some sympathetic citizens show them more good fortune and kindness - out of the judging eyes of their peers, that is.

Despite their strange ways, Turkish cities are designed in styles akin to the warm architecture of their sister Middle Eastern nations. Sun-baked stones and archways amongst crowded streets filled with homes are their staple, though the larger cities hold factories rivaling even Aysel's castle in size. Factories are not permitted in the capital city of Byzantium due to the noise and smog. Çatalhöyük is a popular city due to its many colleges and the great latitude city officials give scientists to test out new ideas. This city is currently the only one to openly grapple with the widening divide between the rich and the poor.
 
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Egypt


Egypt remains a hotly contested acquisition of the Empire. The Persians successfully managed to occupy half of it before running into the invading Nubians: an African kingdom intent on carving up the continent for themselves. War loomed on the horizon, but after months of tense negotiations, the two rival empires settled on splitting the country in half. The Northernmost part went to the Persians, and the South remained in Nubian clutches.

History has not been kind to Egypt. After their last Pharaoh was ousted from the throne in a violent political upheaval 70 years ago, Egypt has been fraught with infighting and an unstable economy. Remarkably, being under both the Persians and Nubians' thumbs have given them one thing they haven't tasted in a very long time: peace. In accordance with their last recorded state of government, the shah has returned King Hor-Aha to position as pharaoh over the North; to the south, King Sneferu was also returned to prominence, though it is rumored that the man holds no more power than that of a figurehead. Together, their current goal is towards Reconstruction: the rebuilding and restoring of their cities and their sacred places of worship, in order to bring Egypt back to its former glory. Persia has generously drawn from its own pool of supplies and workers to help the pharaoh in his endeavor, but there are concerns that the deeper the shah pulls from his pocket, the deeper Egypt as a whole falls in…

North Egypt holds claim to the great Mouseion - a bastion of Middle Eastern knowledge and artifacts. Not even the Egyptians know how many scrolls and books the magnificent library truly holds. At twenty stories tall, it is said it will take years to fully explore its depths, and rumored to be among its many texts are written words from the Egyptian gods themselves. North Egypt is also home to the great pyramids and its native sphinxes, legendary quizzical creatures that are rumored to have baffled even the greatest minds of Egypt. Today the statues are largely inanimate, and it is really just the older ones of Egypt who still believe the lion-like sculptures hold any semblance of life to them whatsoever.
 
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Punt



No stranger land exists in the Eastern hemisphere than the small, rocky island of Punt. It is said that they are direct descendants of the centuries-long extinct giants, and while the natives of Punt are nowhere close to the giants' rumored fifteen meter stature, they still stand a good two heads taller than the average human man, the smallest of their race measuring at minimum seven feet tall. While the nation is considered to be under the rule of the empire, the Persians never officially conquered them - rather, an agreement of peaceful relations was reached, and the Punts opted not to engage in war. A small mercy for the Persians, as the people of Punt are known to have extraordinarily powerful kicks.

Punts, or "Puntlings" - as the Persians affectionately call them - are identifiable by more than just their tall stature. Their skin color often comes in strangely inhuman colors, the most common being blue, gold, or red. Some may sprout tiny horns from the heads - a trait no doubt passed from their massive, beast-like ancestors. Others have pointed ears akin to the djinn, adding to the distrust Arabs hold for them. They are a fiercely industrious people known for their craftsmanship and blacksmiths. Puntlings rarely leave their island nation, but the few who venture out are highly sought after in world markets. Their kingdom is broken up into clans and tribes scattered across the volcanic, mountainous island. It is rare that outsiders are allowed to live amongst them.

Their capital city Shaol exists in the heart of their Ten Stone Mountain. Due to the labyrinth of stone and puzzlework enacted by their forefathers around it, it is impossible to reach the city without the aid of a Puntling guide or, at the very least, a seven foot tall individual.

There is no one leader for Punt. The Puntlings operate under various city-states and tribes, each region deciding collectively how best to control and cohabitate in their territory.
 
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OUTLIERS
 
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Races


They belong to no nation. By blood, creed, or power, the Outliers are a diaspora of people dwelling amongst the Middle Eastern cities. Pretending to be one of them and yet never quite blending in - no matter how hard they desire it. Their origins are hotly contested by scholars and scientists alike; first imagined to be the natural designs of the gods (i.e. the Persians believe they exist to encourage cohabitation with all creation), there are now several mythical beliefs tied to the strange beings. Their power invites fear and envy - a dangerous combination.

Aspect Clans

No one knows when they began showing up or from where. The first sighting of an Aspect was in Punt, and the island has erroneously been associated with the birthplace of these scattered clans. Physically they are hybrids: human beings with animal-like features and often one or two associated traits. Their features and sizes themselves vary, but most Aspect members are predominantly taken from several specific animals: lion, lizard, pig, bird, and goat. Overwhelmingly, Aspects appear humanoid, but the strange, beast-like attributes intrinsic to their nature continue to keep them isolated from the more prejudiced nations.

Aspect clans settle wherever they are allowed. They often come in groups, preferring to find relative safety in the numbers of their own kind. Like tends to stay with like: for example, Pig Aspects will travel together, and so on and so forth. The persecution of Aspects in Turkey has led to the mass migration of those there to the Heart of Persia and Arabia, leading to a flare of nationalistic sentiments in the latter. Unofficially, the city of Lo-na in Punt has been claimed as the sole Aspect city in the empire. Puntlings do not recognize it as such, but they do not oppose the ownership either. There Aspect clans of all kinds find solace, and the native Puntlings are content to leave the residents to their own devices.

Endowed

Once long before, when the gods still paid attention to the meager day to day lives of the humans below, it is said that Ahura Mazda blessed the most devout of his followers with powers to heal the world. Centuries have passed since that time, and that endowment has been covetly kept within certain Persian family lines, passed down from generation to generation through their sacred blood. The original Endowed were capable of great feats, but the power has since been diluted by the mixing of common blood. It is a rare caste kept mostly amongst nobility. Those outside of the elite who share the power are highly coveted...and hunted.

The Endowed have only one of these abilities:
  • Restore - the ability to heal and absorb damage
  • Warp - the ability to damage or negatively impact an object or person's structural integrity
  • Invade - the ability to manipulate a living being from within their psyche

It is rumoured that a school exists to train those who are Endowed, but the nobility have kept mum about the location or details of such an institution. (Refer to the Powers chapter to learn more about their abilities.)

The Tuaregs (Non-Playable)

One of the last few nomadic clans to traverse the Arabian peninsula. They are a mysterious community of wanderers: their language is foreign to all but the most studied scholars, and they keep mostly to themselves. They are known to pass through cities, towns, and even the smallest of farms to sell their wares: strange baubles, jewelry, and other odd items rarely seen in the Persian Empire. No one knows where they craft such things - or where. The Tuaregs are entirely matriarchal. The women adorn their faces in yellow paint, and men who are of age are required by their custom to cover their face from below the eyes, as only their wives are fit to lay eyes upon them.
 
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THE NUBIANS
 
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The Nubian Empire



To the South of the Egyptian-Persian border lies a growing entity that rivals its Northern neighbor in power. They emerged about forty years ago; fresh out of a violent power struggle with tribal warlords, the Nubian Empire emerged from the ashes of war. Their goal mirrors that of the Persians: to unite all of the continent under one government. No more petty squabbles. No more fractured leadership. And certainly no more chaos. Their endeavors in this regard brought them head-to-head with the Persian empire in their fight for control over Egypt. After two years of violent skirmishes, the two kingdoms agreed to a compromise: the Persians would retain control of the northern half of Egypt, and the Nubians would hold dominion over the southern half. A structure has been built to partition the two sections, and to attempt to claim land past the divide from either side will result in subsequent war. A terrifying prospect that both sides would prefer to avoid.

They are brutally efficient people. Living amongst The Sands and the jungles of Africa breed only the strongest, and the warrior-like mindsets of their ancestors has carried over into the current Nubians of today. The Nubians believe in every man and woman being born to serve a specific service for both kingdom and community alike. Any able-bodied person who does not contribute to their household or their country in some fashion or the other is quickly ostracized; in rural areas, many times they are even ousted from their village. Foreigners are the only ones who receive a reprieve from their working ethics. Despite the remaining tension between themselves and their neighbors, the Nubians remain receptive to all foreign travelers passing between their borders. Only the Persians are treated suspiciously and, at times, are barred from entering their cities. This is a glaring contrast to their unofficial adversaries, who in turn have no qualms about Nubians exploring the reaches of their kingdoms. Although for how long, one can only guess.

It is unknown who currently rules the Empire. As secretive as the Persians have been with the face of the leader, so, too, have the Nubians been equally deceptive with the face of theirs. Persian spies have been unable to glean any information of substance; not amongst the desert villages, not within the lofty, structured cities within giant Dragon Blood trees, and not amongst the people of the savannahs. There is persisting speculation from the few spies who have returned that the current leader may indeed be a child, but there is no evidence to corroborate such information.

The heart of their power lies in Ubasa, a massive city intertwined with the branches of their largest Dragon Blood tree dubbed Good Father, which is estimated to sit at 1,300 feet tall. A deep river encircles the base of the tree, and branches of the river run in paths towards the center of the tree's roots. Despite the many skirmishes that have happened around the city, not once has Good Father ever been set on fire. The Nubians contend that the tree's dragon blood makes it unable to be lit aflame, a provision they claim is from the gods above. The theory has yet to be tested.
 
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PERSIAN ASSETS
 
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Imperial Resources


Gold is king in the Persian Empire. Throughout Persia and its holdings, the shah's gold coin (a daric) - engraved with a likeness of his face - dominates over all other currencies. It is the only form of payment accepted in major Persian cities, but a poorer or foreign traveler may find an amiable enough merchant willing to deal in trades for goods. Jewels, beasts of burden, and pretty baubles are all acceptable products for trade should a man have no other recourse. Subjugated countries such as Turkey and Arabia allow for either the coin or their own methods - the lira or dirham coin, respectively - for payment. Puntlings have no known form of paper mint currency predating the Empire, and they still prefer to deal heavily in exchange of goods...and at times, people.

GOLD VALUE
(alternatively, what you can purchase with it)

1 daric = a bundle of produce
5 daric = a meal
10 daric = a night's stay at a well-to-do inn
100 daric = a horse
1000 daric = a griffin
5000 daric = a moderately sized home


Agriculture

Due to its comparatively lush environment in regards to neighboring lands, Persia's main export are its domestic fruits and vegetables, with their largest trade partner in this regard being Arabia. Farming is a viable source of employment for many foreigners and Aspects first coming to the land. Animals such as sheep, cows, and horses are prolific to the area. Specialty animal caretakers are left to take care of domesticated griffins.

In smaller cities and villages, bartering with well-grown crops and fine stocks of animals is used - and occasionally preferred - over purchasing goods with the gold coin. An adventurer will have to be more discerning in their travels over which is preferred by the merchant or craftsman in question: gold, crops, or an animal. But be careful: leading with the wrong option could come across as an insult to the native Persian.

Transport

Arabian horses remain the dominating source of transport for those canvassing the Heart of Persia. They help to pull the many wagons, buggies, and peddler carts employed by the Empire's citizens. Those with more financial means can invest in hot air balloons for passage across the treacherous sands, and those richer still lay claim to the magnificent griffins, which are often used in lieu of both horses and aircrafts alike. A rare few in Egypt possess sand lizards ("rasps"): massive reptiles capable of transporting 2 to 3 persons on its back across the desert. They are fast but incredibly difficult to tame. Only the Nubians know the secret to commanding them...and to deal with the fierce and incredibly insular nation is almost as difficult as taming the sand lizards themselves.

Artillery

Be it saif or scimitar or xiphos: there are no shortages of pointy-ended weapons to stab into the Empire's foes. The Arabians are the most renowned figures of military excellence and skill, challenged only by the Spartans versatility. They have helped to pioneer weapons used to fell beasts both of the sands and the skies, and it is rumored that their nar blades can cut through even the elusive djinn. Aerial warriors are at the forefront of utilizing cutting edge technology for bows and crossbows. For the imposing stone golems that wander the desolate ruins of man, Turkish scientists have come up with the explosive firebombs to blast away at their rocky physiques. It is said they are working on something akin to a cannon but smaller and able to be held, but this could easily be the talk of fanciful imagination.
 
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BEASTS OF THE EMPIRE
 
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Air



Extraordinary creatures abound in the skies, lands, and waters of Persia and its territories. Outside of the normal fauna populating the Empire, strange and powerful beasts dot the landscapes, at times deigning to engage the humans coinciding with them. Some are friendly and revered throughout human history. Others?

May you pray to the gods that you never encounter them.

Air

Atena (pictured left) - neither scaled nor feathered, the curious Atena are flying creatures native to the heart of Persia and its shores. They range in size from anywhere to ten to forty feet in length, and their furry hides are covered in any color known to man. They are curious, friendly creatures. They are known to parrot sounds and words that they hear, leading to the misunderstanding that the dumb creatures comprehend far more than they actually do. Humans have yet to domesticate them, though not for lack of trying. Fire is known to chase them away should their meddling become too cumbersome on a traveling party.

Griffins - Roughly the size of horses, the half lion, half hawk hybrids known as griffins or shirdals dot the skies above Persian cities. They are docile, intelligent creatures. Wild griffins are known to travel in groups of eight to ten; they prefer to stay in lofty locations, and those utilized by nobles and the Riders of Isfahan tend to keep theirs perched in the towers interspersed amongst the city blocks. Griffins are carnivorous by nature.

Rocs - Nothing is more frightening to hear echoing over the desert's endless expanse is the cry of the Roc. There is of yet no beast larger than this to command the skies; the massive birds - resembling falcons - are able to seize an elephant in its monstrous talons, and ancient texts speak of the days when they would terrorize Arabian towns and homes. Lately, their numbers have dwindled, and the few that roam the lands seldom pay any mind to the insignificant humans below. A small mercy for any traveler unfortunate enough to encounter them.

The Simurgh - The Simurgh remains the most romanticized and revered creature of Persian culture. There is known to be only one of its kind in existence. Rivaling the dangerous Rocs in size, the Simurgh is a brilliantly colored bird similar to a peacock in appearance. Few have the fortune of catching sight of it, and those blessed few who have physically encountered it have mythologized the Simurgh in their accounts. They claim that it is benevolent, possessing rare healing abilities - although skeptics claim that this can not be confirmed. Every blue moon, the Simurgh's beautiful song can be heard carrying over the city of Isfahan at dawn.
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