DjamaA colorful nation to the east and Sarthia's largest trade partner. While the northern deserts are fairly barren, southern Djama is filled with countless tropical plants and animals. Beyond Djama's vibrant exterior, however, lurks a powerful criminal organization and the local government's struggle to disrupt its activities. |
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Politics
Due to the hostile environment and lack of resources, a large part of Djama's northern areas could be called a lawless wasteland. Guards scarcely bother to pursue criminals out into the desert, and though they are aware that the Ebonbrand and other smaller crime organizations have set up a number of camps out among the dunes, but seeing as an assault on a small desert fortress would be immensely taxing in terms of resources, the law enforcement is content leaving the criminals be – as long as they do not disrupt the nation's naval trade routes.
Djama is ruled by six Merchant Lords. While all of them reside in or near S'Dif, they each possess control over a major city on the main trade route running through Djama. Each Merchant Lord has a court comprised primarily of businesspeople, traders, diplomats and advisors.
In a quite unusual distribution of power, the members of the court have no real political ties to the ruling Merchant Lord and are rather a political faction of their own.
Throughout the Merchant Lord's rule, their court pays close attention to any and all successful, promising traders that might appear in the region. Whoever they deem the most skilled and capable might replace the current Merchant Lord, should the court will it. In Djama, lineage and political power have little value – the court decides who the next Lord will be.
- The Ebonbrand – Few in Djama are unfamiliar with the Ebonbrand, and the faction has a common enemy in just about any resident of the nation, with the exception of other criminals. The guild not only houses 'professional' thieves and smugglers who primarily target the wealthy, but also just about any pickpocket or robber who is willing to serve their cause.
- The Throneshapers – Djama's law enforcement and rule. Most of each Merchant Lord's court consists of Throneshaper members, and though the faction is lawful and gentle in its contacts with the general public, their merciless suppression of crime has earned them quite the reputation.
- Cerulean Concord – The Concord value reliable trade above all, and their presence in Djama is profitable to the Merchant Princes...and the Ebonbrand, who never pass up an opportunity to get their hands on expensive, enchanted goods.
- Djama Trading Company – Djama's link to the outside world. The Trading Company is a behemoth of an organization, transporting goods all across Terran. The staggering number of Niravar and humans that work for the company makes it an easy target for Ebonbrand infiltrators.
Economy
- Given how widespread the faction's influence is, Ebonbrand membership has become a regular occupation in Djama. Just don't put 'unscrupulous criminal' as your job description if anyone asks.
- Cerulean Concord has numerous branches in the region, for both Niravar interested in promoting their goods or arranging trade deals and those capable of creating enchanted goods tailored to the nation's needs.
- The Djama Trading Company is always looking to hire new employees. If you really like carrying crates back and forth and fancy the occasional voyage, this might be the job for you.
- For the more ambitious and skilled, there is the option of Throneshaper membership...
Other common occupations include:
- Trading, be it owning a small business or travelling from city to city, selling your goods
- Tailoring
- Mercenary work, primarily guarding goods, homesteads and individuals
- Fishing
- Sailing
- Crafting, brewing potions
Culture
In spite of their lack of trust, however, the citizens of Djama are friendly and approachable, and are always willing to pause whatever they are doing for the sake of a friendly chat, regardless of whether they know the other person or not. The conversation quickly turns sour if the other party insists on inquiring about their personal life, however, and questions of this nature are therefore considered a taboo in the region.
There are two sides to business in Djama. At first, even the closest of business partners are cold and calculating, in a meticulous process of attempting to determine whether the other party is truly a genuine trader or if they're yet another extension of the Ebonbrand. Once the two business partners gain each other's trust, however, they are practically inseparable. Such arrangements often result in a long-lasting friendship between the two parties.
Out of all the nations in Terran, Djama's approach to religion is the most pragmatic. The locals primarily worship the gods of Time and Matter, though religious rites are typically a small, private ordeal, the only exception being the biannual Adeanselor.
Adeanselor is a biannual, two-week celebration held in S'Dif. It takes place on the Summer and Winter Solstice and is meant to honor the four gods and their continued watch over Terran. It is a chaotic, lively festival that Djama's merchants often spend months preparing for. A few days before the celebration starts, the merchants start filling the streets with painstakingly decorated stalls filled with the best goods their businesses can offer. For two weeks, the country's largest city comes alive with dance and celebration, and the locals typically take the first week off at whatever occupation they have to attend the festivities. The festival ends with a collective prayer to the gods before the crowds slowly disperse and shuffle into S'Dif's many taverns and inns.
Factions
The Throneshapers
Lawful NeutralThe Throneshapers are a faction exclusively found in Djama. It is a massive organization whose influence on the country's politics is unparalleled. Their judgement decides the heir to each of Djama's Merchant Lords, and their decrees are obeyed without question. The Throneshapers have no official emblem - rather, they each wear one, small coin as an accessory with a gemstone of their choosing. Each coin has a small ring with a blue pearl attached to it, to symbolise Djama and its prosperous trade.
Much like the coin they use to represent themselves, there are two sides to the Throneshapers. To the general public, they are kind, benevolent, and helpful – it is not at all uncommon to see advisors lending their services to Niravar and humans alike or stronger members of the organization helping merchants carry their wares. The other side of the organization is only known to Djama's criminals and, primarily, members and associates of the Ebonbrand. To them, the Throneshapers are fierce, merciless, and will stop at nothing to crush any and all criminal activity in their area.
The Throneshapers seek two kinds of people: those who know their way around business and diplomacy and have Djama's best interests in mind, and those who will stop before nothing to achieve the goals of the organization. They closely monitor noteworthy newcomers, and approach them if they show promise. In spite of this somewhat invasive strategy, if the potential candidate rejects the offer, they are likely to never encounter a Throneshaper recruiter again. Among Djama's merchants and traders, an invitation to join the Throneshapers is considered a great honor, and many rush to accept the opportunity with the vision of escalating their influence and wealth before them.
Not unlike Toneru's Obsidian Accord, the Throneshapers are arranged into Courts, each serving one of the Merchant Lords ruling over Djama.
However, in truth, it is the faction members who hold the real power; while the Merchant Lord has a degree of influence over the land, they are likely to quickly lose their position should they fall out of their Court's favour. Should such a situation arise, the Court members are always ready to appoint the next Merchant Lord from among Djama's citizens.
The Throneshapers follow no set of rules, but rather all subscribe to the same three morals:
- Crime is to be eradicated immediately, with no remorse.
- Djama's trade routes and national security must be protected.
- The citizens of Djama must remain safe and in comfortable living conditions. Mistreatment of innocent civilians will not be tolerated.
The Court ◈
Throneshaper Courts have no true structure. Their meetings resemble mass discussions more than they do negotiations, and everyone's opinion has equal value. Each Court is dedicated to serving, protecting, and surveying one Merchant Lord, and consists of a wide variety of Throneshaper members. No member of the Court is superior to another. Niravar who are not skilled in combat will likely find themselves among the Court's many negotiators, economists, and traders.
Tidewardens
Much like their name suggests, the Tidewardens accompany trading ships departing from Djama and sailing abroad. They frequently possess small ships of their own, constructed solely for maritime combat. Winged Niravar and adept swimmers alike are welcome sights in their ranks.
Overseers
A new addition to the Throneshapers. The Overseers accompany trading caravans travelling on land, and have been formed as a direct response to the increasing frequency of bandit ambushes out in the wilderness.
Bulwarks
Throneshaper Bulwarks serve as law enforcement in Djama's cities and along its trade routes. They are heavily armored warriors skilled in combat, and are expected to lend a hand whenever and wherever they can, even in the most trivial of matters. Bulwarks are typically not allowed to harm anyone, even if the individual happens to be a criminal. Rather, they are expected to bring the suspect before the Court, where their fate will be decided. The local Merchant Lord pays the responsible Bulwarks a direct bounty for each criminal caught. As a result, one can occasionally witness honorable duels between Bulwarks of different Lords attempting to decide who gets to claim the lucrative bounty for an apprehended criminal. These duels are never fights to the death and are often accompanied by friendly banter. It's all in good fun.
Eradicators
It is a rare occurrence on which the Throneshapers call upon these members. The Eradicators enjoy the same benefits as the rest of the organization members in exchange for their loyalty, silence, and willingness to act the second they are summoned. Their sole purpose is to hunt down and eliminate individual, powerful targets marked by the Court – the list commonly includes influential members of the Ebonbrand or other notorious criminals. The Court convenes before sending out each individual Eradicator, and they carry with them a written contract allowing them to kill their assigned target. Their work must be precise and without error; no other individuals may be harmed on their missions.
Due to their actions being permitted by the law, it is not at all uncommon for Eradicators to strike in broad daylight. While a horrifying sight to any newcomers to the nation, the locals scarcely bat an eye at the sight of a criminal being assassinated in the center of town.
The Ebonbrand
Chaotic NeutralA notorious criminal organization based in Djama, the Ebonbrand houses thieves, swindlers and murderers alike. Having bribed many of Djama's wealthy and influential individuals, they use their power to gain as much profit as they can - money, after all, makes the guards so much more lenient. Many of Djama's merchant lords have made capturing the mysterious leader of the Ebonbrand their priority, but despite their best attempts, the organization's commander eludes them.
To add insult to injury, the Ebonbrand seem to have made some of the lords their main target; every new recruit is to bring one valuable from one of the lords' mansions in order to prove themselves and be accepted into the organization.
The Ebonbrand are surprisingly organized for a band of lawless criminals, but nevertheless, joining them is no easy task. Being far from approved by Djama's authorities, they never openly recruit new members. Instead, they occasionally approach those who have been caught by the local guards and offer to break them out if the Niravar or human promises to join them. Breaking this promise is ill-advised, as the Ebonbrand are nothing if not vengeful.
The entry test is identical for everyone: Retrieve something of value from one of the merchant lords' mansions. The novices seeking to enter the Ebonbrand are given one month for this trial, and may pass it by any means necessary as long as they draw no attention to the organization. Should they fail or get caught, the Ebonbrand takes no responsibility and has, of course, never heard of the daring individual in question.
The Ebonbrand might be criminals, but they have a set of rules that all members, regardless of rank, are required to follow.
- The goods the members acquire must all be given to the Ebonbrand. In return, they will receive a cut equal to the amount of valuables they brought.
- The members may not steal from one another.
- Low-ranking members are not to act on behalf of the Ebonbrand when securing partnerships with potential suppliers or allies.
- No member of the Ebonbrand is allowed to reveal any information regarding the organization or their membership within it, unless instructed to do so by the current leader.
The Baron ◈
The de facto leader of the Ebonbrand. The role is tumultuous and precarious - if the Baron does not display a sufficient amount of strength and authority over the members, they may very well wind up dead within the first few weeks. If they can keep their role, however, they gain command over Djama's largest criminal organization.
The Council ◈
The Council are a group of elite Ebonbrand members. Most of their time is spent in the faction's headquarters, discussing possible alliances, planning how to get rid of obstacles, and arranging the sale of ill-gotten goods the members bring in. The Council are also responsible for dividing the spoils evenly among the members, and are harshly punished if they are found administering the money they've gained unfairly. They are hand-picked by the current Baron, and therefore often leave the Ebonbrand or return to the lower ranks should a new Baron emerge.
Pilferers
Members who procure goods for the Ebonbrand. They are expected to remember not to rob any of the organization's allies.
Blades
The organization's 'guards'. They accompany the Baron whenever they venture outside of the headquarters and eliminate any obstacles that might stand in the organization's way.
Sentries
The Sentries keep an eye out for potential threats and allies alike. They are to never directly engage with either, however, and are expected to report back to the Council should they find anything interesting.
International Relations
Notable Characters
MevnevonOne of Djama's six Merchant Lords and owner of the Djama Trading Company. Mevnevon seems to adore the luxuries that his status offers him, and has no shortage of jewelry and expensive fabrics. He is rarely seen outside of his estate. |
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Void Reaper Presence
Reference images
Geography
AzmarA small coastal town known for their blue pearls which only grow in the waters off the northeastern coast of Djama. The pearls are often used in jewelry and are all the rage in S'Dif and Hanor. They have a bit of a long distance rivalry with Bathys in Sarthia who also cultivate their own pearls. |
Wayward EnclaveAn island off the northeastern coast of Djama. A popular vacation destination among many of Terran's residents, the island resembles a lush, vivid oasis, perfect for escaping the troubles of everyday life. Residents of the eponymous village at the heart of the island primarily live off providing services to the tourists that visit the locale all year round. |
Shimmering Salt FlatsIn the northern dunes of Djama, the sand beings to dip beneath the sea level, causing water to rush in at high tide. As the tide recedes this water becomes trapped, forming a seamless mirror-like effect that stretches to the horizon. The water soon evaporates in the noon sun, leaving the area white with sea salt. To see the mirror-like effect, it's best to visit early in the morning or late at night. |
Dalpon CanalA river running across the southern part of Djama. Wide and perfect for boats and small ships. The vast majority of the country's exports and imports are transported using the river. |
S'DifTo outsiders, S'Dif is a sprawling labyrinth of wide streets and shady, narrow alleyways rife with thieves and murderers. The city is filled to the brim with taverns, inns, warehouses, and small shops. The locals like to joke that all the roads out of S'Dif mysteriously curve back inside the city, and there are quite a few tourists who, after wandering the city for hours on end, would be inclined to agree. |
StrawlightA mysterious settlement on the bank of the Dalpon Canal. Strawlight is filled with skilled crafters and alchemists, but what the town is most commonly known for is the peculiar mix of smells from the alchemical ingredients laid out in the stalls lining the streets. Nevertheless, the town remains well-respected, primarily due to the skilled healers that call it home. |
ChierateDjama's 'capital of art', as some say. Chierate belongs to a populous community of artists, performers, and craftsmen. The city itself consists of historical buildings, protected from any and all change or alterations by local law, and many visitors to Djama make the visit to Chierate solely to see the architecture. Many of Azmar's blue pearl jewelers are originally from Chierate, and will proudly admit it whenever the topic of their home city comes up. Above all, however, the city prides itself on its stained glass buildings and decorations, to the point where every resident has at least a small stained glass charm hanging in their window. |
Khanryr ImordKhanryr Imord is a heavily fortified city where the districts blend into one another so seamlessly that visitors struggle to navigate the streets at times. It is primarily famous for its alcohol and seemingly perpetual revelry. The residents' scarcely sober state makes it a popular spot for thieves and pickpockets, however. |