Bandit Realms

"Peace is good, war is better!" - Bandit King Le'ijorn (L.pngE.pngapp.pngI.pngJ.pngO.pngR.pngN.png)

Population
Capital
Government Monarchy / Feudalism / Anarchy
Language
Currency

Northeast of Saeoth, past the sea of exile, to the shores on the other side of the ocean of mist, dwell the remnants of the tribe of excellence. For the most part, they are leaderless, and squabble with each other for anything they can. Anarchy and greed have ruled these islands more so than any royal bloodline. The rest of the world knows them to be only bandits, and seldom is their kind allowed in other civilisations.

Ancient records describe a falling out between the tribe not long after the tribe of wisdom was exiled from the mainland. Tribesmen sought after 'excellence' as having the most wealth. There was bloodshed of kin in the name of obtaining more riches, and no one was safe. The tribe dispersed in all directions, however most travelled with their king, over the seas to the Isle of Silence. Since then, they have set up fortresses, and torn them down; they have created vast and powerful navies, and destroyed them in battles against each other.

Many a time, a bandit has claimed to have royal blood, and has often united the bandits for a time, usually in a campaign of raids against the descendants of the other tribes. But these 'Bandit Kings' generally have short lives, either dying in one of these raids, or in betrayal from his own kin. When the armies of bandits become leaderless, they often destroy themselves in trying to find a new leader, ending up worse off than before they were united.

It should be noted that the technologies that the bandits possess, especially in seafaring, are particularly advanced, and often rival or even prove more effective than those made by the people of Saeoth. If the bandits were more unified in a drive for wealth, they could bring about massive devastation to all other races. It is often considered lucky that civil conflict has prevented this volatile race from dominating the world.


1. History

See Above.


2. Politics and Government

Each bandit nation has it's own royal bloodline, and each bloodline can be traced back to the tribal chiefs in the days of the seven tribes. But these bloodlines have not always remained strong and often there have been long pauses of anarchy and segregated military rulerships between one Bandit King ruling and the next.

One must have royal blood to content for the throne over all the bandit nations, however heirs are not chosen by first-borns or clostest in relation to the previous Bandit King, the kingship is merely claimed by those who are strong enough to secure it with their military forces and wealth.

When a Bandit King takes the throne, he has supreme power to dictate his political agendas over the bandit realms. But he must always be ready to deal with any that may with to contend for his title, even amongst the ranks of his own army. Many Bandit Kings have had their lives cut short due to murder of some description and the resulting power-struggle either ends up in a successor to the throne, or all the bandit nations going their separate ways for a time.


3. Foreign Relations

Most of the time, the bandit realms are too far away from the other nations and are too busy fighting amongst themselves to have any formal relations with other civilizations. Though their diplomacy may differ between factions, they generally look something similar to what is listed in the table below. Here, "volatile" means that factions may have good trade negotiations with other countries, but they may also send raiding parties against that other country's outlying villages in the same week!

Foreign Country Relations with the Gemstone Kingdom
Dark Lords Hostile
Dhalkenor Hostile/Neutral
Courage Tribe No Relations
Gemstone Kingdom Neutral (Volatile)
Kaithel Principalities Neutral
Knowledge Tribe No Relations
Justice Tribe No Relations
Saeoth Neutral (Volatile)

When there is a Bandit King on the throne, many (if not all) of these relations will change to Hostile, as the bandits unite in a desire to conquer the known lands of Polaris.


4. Geography

The bandit realms cover many islands of varying sizes, and a long stretch of coast at the north-west of the mainland.

4.1. Climate

4.2. Seas and Waterways

4.3. Major Cities


5. Economy


6. Demography


7. Culture

7.1. Arts

7.2. Architecture

7.3. Cuisine

7.4. Industries and Trade

7.5. Literature

7.6. Science and Philosophy

The Circle-Hilt Sword
Unlike any weapon on produced by the other races, this weapon has a hilt that joins up to the blade twice, forming a large ring. This unusual hilt enables the wielder to switch between a slicing grip and a stabbing grip with more ease than a conventional sword or dagger would allow. Mostly found in the designs of cutlasses and short swords, these hilts are also (but rarely) incorporated into larger swords. The added speed and finesse make these weapons graceful, but deadly.


8. Language


9. Religion - Multiple Deities

Main Article: Gods of the Bandit Realms.

The bandit realms have rejected Daioth and have made up gods for themselves. Many villages and towns will have a patron god that they focus their worship on. The selfishness and cut-throat rat-race of their societies can be seen in which of their gods are highly worshipped: money, pleasure, warefare, etc.


10. Education


11. Military Structure


12. National Identity, Emblems and Symbols


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