Tarania

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    Original creator is Kelne. Governments vary from settlement to settlement. Most gods are worshipped equally. Currency is the Taranian zante (rarely used). Predominant resident race is human.

Background

The nation of Tarania consists of a series of shield volcanoes, some thousand miles off the west coast of Igala (the nearest major landmass). Only the westernmost of these (the island from which the nation takes its name) is still active, and even that is only sporadic.

Although the Sushijin were the original inhabitants of Tarania, the actual land area of the islands was largely untouched until the arrival of humans around 600 BT. Explorers finding the islands found themselves in a magically rich environment with fertile soils, with little in the way of native predators. When word reached Baron, there were a number of settlers willing to brave the crossing, a large part of these being refugees driven from their homes by war.

Though their new home took some time to adjust to, life was no great hardship, with settlements taking shape on Tarania itself, Rotora, and Mototu. Over the ensuing decades, these towns grew and flourished.

It was in the year 250 BT that the first true magical tap was made to the power radiating from the volcano. Taranian society changed almost overnight as this energy was put to use in a variety of magical devices. While still isolated, Tarania became something of a popular trade destination as a result.

Over the ensuing centuries, more and more demands were placed on the reservoir, the belief forming that since it had never run dry so far, it never would. Airships, personal transportation in the form of flying carpets, and long distance communications were all developed.

It wasn t until 1096, with the creation of the Portals, that matters finally came to a head. After less than a year in operation, the drain proved too much. Energy saving measures were instituted, but the damage had already been done. Searches for alternative energy sources bore little fruit, with one notable exception.

Perhaps the greatest single mage in Taranian history, a man named Keshin refused to accept the collapse of everything that made his nation what it was. And his studies had provided him with what he saw as the perfect replacement for the elemental energies of the volcano.

Though no one has ever been in a position to confirm it, it is believed that Keshin tapped into the power of a sleeping god, with disastrous consequences. The rivers of lava cascading down the mountainside were the most obvious symptom of this, but people were able to escape them with relative ease, though a large part of the capital was destroyed. What only emerged later was that every enchanted item bound to the volcano had been disrupted beyond repair.

Again, the country changed almost overnight. With the energies of the volcano effectively depleted by this event, and no safe replacement available, people were effectively thrown back on their own resources. Keshin continued to claim that, given time, he could restore everything to what it was. As the government and the vast majority of the people disagreed with him, he was banished.

The backlash wasn't restricted to inanimate objects. Although it is rare to meet a Taranian with no magical ability, with no abundant source of magical energy to tap, many of them find themselves subject to limitations, above and beyond the typical elemental affinities common throughout the world.

By far the most common of these is range. Many Taranians find themselves literally unable to effect anything they can't reach out and touch. Although their control at that distance can be formidable indeed.

Other limitations include inability to create elements, the need for a focus of some sort or, in very rare cases, a need to be in a complete trance in order to perceive or manipulate the astral plane at all.

Taranians take magic rather seriously. Understandable, given just how close they came to destroying themselves with it. The philosophy 'use only what is given freely' is the guiding light here. By tradition, only personal energies may be used to empower spells. Any magical items which draw upon the environment to maintain themselves are banned by law.

Exceptions are made for sentient constructs, as they had no say in their making, though their creation carries the penalty of exile.

Other exceptions have been made, though rarely, and foreigners may bring relatively minor items with them into the country for short periods. Still, there will only be a handful of permanently enchanted items in Tarania at any given time.

Well, legal items, anyway. There are those who rail against the law, seeing it as a denial of their birthright. These "Keshinites" are secretive, hiding their activities from society in general. Many may emigrate to lands in which their activities are completely legal.

Along with magical items and golems, Taranians strongly disapprove of blood magic and necromancy. Potions occupy something of a grey area. While not officially approved of, they are altogether too useful to be banned outright.

Government

Tarania has little in the way of central government. Isolated by distance, and with little of value to the outside world, they are content to leave matters in the hands of local councils, though there was a flourishing central government prior to 1100. Nowadays, politics almost never go beyond the bounds of a single island.

Military

Limited to town militias. It's been a very long time indeed since the Taranians last fought a war, and although many individuals practice fighting skills, military strategy is virtually unknown.

The Dolphins

Law enforcement and other such tasks are generally taken care of by the Dolphins. They are loose-knit groups of between 3 and 5 people, with a variety of skills ranging from mediation to search and rescue to more conventional fighting skills.

Religion

Despite their belief that the god of war sleeps under Tarania, worshippers of Khar are extremely thin on the ground. Taranians tend to worship the gods equally, in low-key ceremonies.

-- Kelne