Rha

**Rha** is an independent nation located south of Orkfeld. Typically considered relatively unnoteworthy by most, Rha exists as a buffer state between Orkfeld and its southern neighbors, Brynsia and Marland. To the west, it is bordered by the Gold Plains Kingdom. It is known for being home to many dangerous species of wildlife, especially giant antlions, attracting many rich nobles and adventurers alike as hunting grounds. The ninety nine cities and villages of Rha are built on stilts and are partially floating, many buildings held aloft by balloons.

## Geography

Rha is largely made up of large grasslands and savannahs. It mimics much of the environment of Orkfeld - relatively starved of Focus, thought not nearly as imbalanced as Orkfeld proper, Rha finds it's geography quite harsh to survive. Due to strongly aspected fire and ice Focus currents in the nation, it finds itself becoming extremely hot during the day, and very cold at night. Much of Rha is built upon a floodplain of the Fairlaw River, flowing into the interior of the nation; as a result of this, rain often causes the ground around the river to flood, leading to significant disaster.

Rha's fauna is notable for being extremely aggressive. Not unlike Orkfeld, life here has had to adapt to a harsh environment, leading to a harsh and aggressive way of life. Giant antlions are one of the most common major predators in the region, however even herbivores have become overly defensive to a point of hostility, such as giant boars and herds of springhorn. This has led to many adventurers and hunters being attracted to the area to test their skills.

## Government

The government of Rha is handled by a monarchy, that of the Rha dynasty. This dynasty has lasted for the entirety of the Third Era, since the founding of Rha to the present day. The king holds absolute power over the nation, with no checks or balances to their power - however, due to Rha being a relatively unproductive nation in terms of materials and resources, the king often finds themselves in a role of defense rather than offense and as such the monarchy has never mobilized an offensive war since the Truth of Chalster was signed.

The ninety-nine towns and cities of Rha are governed by barons selected by the king. These barons typically only rule over one settlement, however some rule over multiple. It is custom for barons to live in the highest-floating building in the settlement.

## Trade

Much of Rha is inhospitible and difficult to survive in. Populated by dangerous monsters, insufficient and near inedible plantlife, and dangerous floods, the population has turned to monetizing these very threats. Rha regularly exports exotic meats from the monsters populating its borders, such as the salted jerky of springhorns or the legs of giant antlions. As well, the flooding in the region makes it perfect for growing a specific species of flax, known as red rha flax. This flax grows best in flooded, water-heavy environments, perfect for growing around the floodplains of the Fairlaw River. This flax is then turned into canvas with a reddish hue, which Rha has become known for. This red canvas is exported and sold around Eukitia and beyond, and is notable for it's toughness and efficiency at catching wind, making it perfect for sailing ships and the preferred canvas for airships.

## Culture

The people of Rha are a hardy bunch. They survive in a realm that tries to expulge them at every turn, and as a result, their people are very close-knit. They look to outsiders with passing suspicion, as a foreign theif or scoundrel could spell the starvation of a small settlement. Citizens of Rha often stick close together, travelling in groups, with family units rarely going anywhere without the rest of the family. Isolation and introversion is considered strange and almost regarded as a sin. Many settlements put on celebrations each night, where the town eats dinner together and makes merry with song and dance. These nightly events are known as *endrest festivals*, and signifiy the survival of another day. They also serve to ward off predators who may attack smaller settlements with the lights and sounds of large groups of people.

Every citizen of Rha is expected to pull their weight, and laziness is seldom taken kindly. A glutton or fool is more of a burden than most villages can uphold, and they often find themselves banished or removed from the town in other ways. Likewise, interpersonal gripes and arguments are not taken kindly to - the population of Rha cannot afford to be anything *but* united, and these fights are often put down by the local baron before they grow into something problematic. Forgiveness and comradarie is important in Rha society, to the point that every six months, the nation holds a holiday known at *hugging day* - a day where those at odds are to come together and literally hug out their problems.

### Orc Refugees

Despite the struggles that Rha has had with Orkfeld in the past, a number of orcs actually make their home in Rha. These orcs are the descendants of the Or'treshaa clan, a clan that was obliterated somewhere around 633 3E due to warfare with various other orcish tribes. Following this, rather than be absorbed by their foes, a number of the former Or'treshaa clan found their way to Rha and petitioned themselves to be permitted refuge. The king at the time, King Yyt Rha XVI, decided to permit the orcs to settle within the nation. While racial tentions between them and the native humans were originally quite high, over time the Or'treshaa clan became a common and accepted part of life in Rha. The Or'treshaa refugees are notably different from the orcs of Orkfeld, posessing much fairer, almost pink skin compared to the green hues of their Orkfeld relatives. Their eyes, as well, are often of a notably blue hue. Many half-orcs exist in Rha as a result of these refugees and humans intermixing, making up roughly 32% of the population.

### Floating Cities

Due to the dangerous environment of Rha, the cities and towns of the nation are built on stilts that can be upwards of ten feet tall, accessible only by stairs, ladders, or makeshift elevators. However, the people of Rha find even this mildly dangerous ground to live on - as a result, they build their cities vertically, employing the use of enchanted hot air balloons that hold their buildings and homes aloft. These balloons are often elaborately decorated as if they were mosaics, painted and patched with beautiful, artistic dyes. These artistic works often depict each individual family and their personalities or family histories. For example, a family known as jovial might include many yellows and oranges in their home's balloon, and one who's great-grandfather felled a powerful giant antlion might incorporate an antlion design into the balloon. These floating homes, businesses, and streets are connected to the ground level through a series of stairs roughly tied to ropes that keep the balloons in place.

### Orc Invaders

While invasions from Orkfeld have waned in recent years, it is no mystery that the people of Orkfeld see Rha as easy pickings for raids and attacks for supplies. This has led to many citizens of Rha to have a harsh view of non-Or'treshaa orcs, and the formation of a firm defense against them. Siegewrights are somtimes rented from neighboring Brynsia to help defend against orcish tribes threatening to attack the nation, and many local militias are ready at a moment's notice to travel miles in order to defend another settlement.

## History

Rha was founded in 12 3E, growing to it's current borders by the year 44 3E. It found itself almost immediately in conflict with neighboring states like Brynsia and Marland, leading to a series of bloody wars against their southernmost neighbors. On many occassions, the nation found it's borders shrinking or itself fragmented as a result of orcish incursions from the north, which eventually became Rha's main focus - defending themselves from the northern orcs. Eventually, the Treaty of Chalster was signed in 330 3E, ending all violence between Rha and it's southern neighbors, Brynsia and Marland, and allowing it to focus its efforts to defending against the orcs. By the year 400 3E, Rha had once again returned to it's modern borders, and since it's history has largely been peaceful, following the rise and fall of kings and the trade to nearby nations through the Fairlaw River.

## Plot Hooks

* A group of wizards has arrived in a town at the same time as the party. They claim that they are here to purchase canvas for some ritual, but refuse to divulge any other information. The townsfolk bid you to follow them and ensure they don't do anything bad with it.
* A shady stranger asks you to help smuggle ale into a city where the baron has banned it's sale or consumption. The man had a similar appearance to the prince and heir of Rha, or at least you're told...
* A springhorn herd has found itself right outside the walls of a city, but they refuse to move and let anyone out.
* Giant antlions have been becoming more and more aggressive. The party is tasked to find out what is riling them up...perhaps an even bigger monster?
* A hunter has been overhunting springhorns, hurting the local town's economy as a result, however they refuse to stop and the townsfolk are too weak to stop him and his gang. The party is tasked to stop them.