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In the middle of nowhere, on the plains of Afarjasse, is the quiet settlement of '''Afar'''. Established by [[Hakima]] with close ties to the [[Guerra]] tribe, a potent [[regio]] tied to the realm of Night. It is a faraway place dedicated to the practise of [[rituals|ritual magics]] that support the Freeborn. It is not hard to reach, but it stands alone in a sea of sprawling grasslands and does not encourage casual visitors. On nights when powerful magics are performed, Afar is visible for miles around - great bonfires are built and massive drums used to build powerful rhythms to help raise (or draw down, or both) the passionate energy for powerful workings.  
In the middle of nowhere, on the plains of Afarjasse, is the quiet settlement of '''Afar'''. Established by [[Hakima]] with close ties to the [[Guerra]] tribe, a potent [[regio]] tied to the realm of Night. It is a faraway place dedicated to the practise of [[rituals|ritual magics]] that support the Freeborn. It is not hard to reach, but it stands alone in a sea of sprawling grasslands and does not encourage casual visitors. On nights when powerful magics are performed, Afar is visible for miles around - great bonfires are built and massive drums used to build powerful rhythms to help raise (or draw down, or both) the passionate energy for powerful workings.  
===Cazar Straits===
===Cazar Straits===
The islands of the Cazar Straits are dominated by [[corsair]] families. The largest settlement is the port-town from which the islands take their name - high-cliffed '''Cazar'''. Built around a bustling dock, it is a safe harbour that often serves as home port for the [[fleet|fleets]] that protect the Bay from barbarian ships. The holder of the [[Imperial_Bourse#The_Broken_Shore_Bounty|Broken Shore Bounty]] (a seat on the [[Imperial Bourse]]) has the use of a fortified villa in the hills near Cazar.<br> In the southern islands stands the town of '''Shantarim''', another corsair stronghold whose families engage in fierce competition with their northern rivals. It is somewhat less cosmopolitan in nature than Cazar - visitors from mainland families sometimes encounter prejudice and suspicion.<br>
The islands of the Cazar Straits are dominated by [[corsair]] families. The largest settlement is the port-town from which the islands take their name - high-cliffed '''Cazar'''. Built around a bustling dock, it is a safe harbour that often serves as home port for the [[fleet|fleets]] that protect the Bay from barbarian ships. The holder of the [[Imperial_Bourse#The_Broken_Shore_Bounty|Broken Shore Bounty]] (a seat on the [[Imperial Bourse]]) has the use of a fortified villa in the hills near Cazar.<br><br>In the southern islands stands the town of '''Shantarim''', another corsair stronghold whose families engage in fierce competition with their northern rivals. It is somewhat less cosmopolitan in nature than Cazar - visitors from mainland families sometimes encounter prejudice and suspicion.<br>
'''Keywords:''' Coastal
'''Keywords:''' Coastal



Revision as of 22:01, 12 July 2015

This is a placeholder page for content that PD are actively working on.
Southernmost of the Freeborn territories, lush but threatened by barbarians over land and sea
Regions of Feroz

Overview

Feroz is the southernmost territory of the Brass Coast, and like Madruga has both isles and coastline. Here the climate is warm and humid, perfect for the cultivation of different plants. This is the home of the fabulous spice gardens of Feroz, a source of great revenue for the people of this territory. The seas are more treacherous here, and to the south and the west the barbarians constantly threaten by land. As a result many armed merchantmen patrol the seas, and groups of young warriors journey along the borders, fighting skirmishes against jealous foes.

There is a traditional rivalry between the families of Feroz and those of Madruga to the north. Madruga was the first-settled territory of the Freeborn, and there is a popular stereotype that the people who live there are "stuck up". This stereotype is more humourous than hateful - the Freeborn move around too much to allow such prejudice to root itself too firmly in their psyche. Still, if a citizen of Feroz wants to insult a citizen of Madruga, they will fall back on accusations of arrogance and an over-reliance on tradition.

Some of the finest apothecaries on the Brass Coast live in Feroz - the art of potion making has been studied here for centuries and there are a great many herb gardens. The land mainland is a criss-cross patchwork of farms and small settlements - a great deal of food and drink is produced here and exported to other Freeborn territories.

The Vizier of the Incarnadine Satchel is often quite active in Feroz, occasionally dealing with agents of the Spice Gardens or traders from the Jewelled Isles. The Vizier is an Imperial title that is appointed each Spring by Freeborn citizens who control fleet personal resources.

Recent History

Major Features

Isle of the Osseini

So-named for the legendary malignant spirits who once plagued the island. The sutannir here are famed for their knowledge of the arts of exorcism. Foreigners claim the Isle is still home to those who have died at sea at the hands of the corsairs of Shantarim, but most Freeborn have no truck with such foolishness.

The Spice-Gardens of Feroz

The spice-gardens are legendary - a set of heavily-walled enclosures covering several acres where the finest spices in the Empire are grown. A rich source of trade for whoever controls the gardens, the Imperial title of Keeper of the Spice Gardens has changed hands between families only a handful of times in the last few centuries, and the bargaining leading up to a new appointment has regularly involved the whole nation.

The Scorrero Nets

The Scorrero Nets is a Bourse position which produces ilium.

Regions

Afarjasse

In the middle of nowhere, on the plains of Afarjasse, is the quiet settlement of Afar. Established by Hakima with close ties to the Guerra tribe, a potent regio tied to the realm of Night. It is a faraway place dedicated to the practise of ritual magics that support the Freeborn. It is not hard to reach, but it stands alone in a sea of sprawling grasslands and does not encourage casual visitors. On nights when powerful magics are performed, Afar is visible for miles around - great bonfires are built and massive drums used to build powerful rhythms to help raise (or draw down, or both) the passionate energy for powerful workings.

Cazar Straits

The islands of the Cazar Straits are dominated by corsair families. The largest settlement is the port-town from which the islands take their name - high-cliffed Cazar. Built around a bustling dock, it is a safe harbour that often serves as home port for the fleets that protect the Bay from barbarian ships. The holder of the Broken Shore Bounty (a seat on the Imperial Bourse) has the use of a fortified villa in the hills near Cazar.

In the southern islands stands the town of Shantarim, another corsair stronghold whose families engage in fierce competition with their northern rivals. It is somewhat less cosmopolitan in nature than Cazar - visitors from mainland families sometimes encounter prejudice and suspicion.
Keywords: Coastal

Fontargenta

The trading port of Bramar stands on the coast here. Surrounded by rich agricultural land, it's bountiful cornfields compete with Marcher grain in markets across the southern nations of the Empire, and whose vineyards are justly famous. It serves as an important hub for the Imperial wine trade, with many excellent vintages passing through it's docks - both from the Brass Coast to the rest of the world, and from the rest of the world to the Brass Coast and thus the Empire.
Keywords: Coastal

Morajasse

Western Morajasse is the site of the great Spice Gardens. The largest town here is Mora. Once simply a spice-market, the barbarian invasion of Segura saw a burst of rapid militarisation of this peaceful settlement. Refugees are common here: some supported by their families, others looking to work in the market. With the liberation of the western territory, a strange reversal has taken place - the pool of desperate labourers has largely dried up with refugees returning to their homes. Mora benefitted greatly from their presence, and now the town feels "empty" - it remains to be seen how it will cope with it's sudden transition from military staging point to once again being at the heart of a stable territory.

Oranseri

Across the bay from billowing Siroc stands the town of Oran, a thriving port specialising in high-value products such as fine wines and spice mixes. It has cheaper dock fees than Siroc, and a number of entrepreneurs prefer to operate here as a consequence - especially those merchants who are just starting out. It has a reputation for being more energetic than it's larger neighbours to the north and south. Joharra by contrast is considered more stable, and is better known for its industry than it's trade. Famous throughout the Empire for its cloth and dye-work, Joharra is called the Rainbow by coastal sailors who mark their progress round the coast with first sight of the great billowing cloths hung out to dry on tall wooden frames along the low cliffs.
Keywords: Coastal

OOC Notes

  • Each region of Feroz is controlled by the Freeborn (and by extension the Empire), making this a staunchly Imperial territory.