Gilgemash

The nation of **Gilgemash** is a land of anachronism, similar to many nations born in the southeast of Giantstep millennia ago.

## Geography

### Borders

Seguerial Hordas, Land of Changing Waters (North); Inner Sea of the Frog (East); Moonlight Shore States, The Strange Meadows (South); Ettin-Range (South-West); Gökmavi Khaganate (West)

## Society

### Demographics

Mostly human. Minor populations of nchuandar, dwarves, beastfolk, extraplanar hybrids, drow, ta’lunasir, seguerials, ecrkoecknoi, orcs and goblins.

## History

Gilgemash is one of the world’s oldest civilizations, dating back to before the Khenomeric Empire when it was one of many similar nations scattered along the southeast coast. Unlike other so-called “South Khenomeric” cultures, it never joined the Khenomeric Empire, though it does have many similarities in terms of religion, architecture, dress, and other cultural markers.

Instead, it slowly expanded in various directions, but lost territory nearly as often as it gained it. It suffered from a range of problems including difficult neighbors like orcs, drow, and ettins, an unwillingness to treat vassal peoples well, and a tendency towards either infighting or going through periods of self-indulgent decadence.

At various points in history, Gilgemash has held territory in what is now the Blind Bastard’s Domain, the Mumak Mahudom, the Moonlight Shores States, The Strange Meadows, the Ettin-Range, and the Horde Lands. It still has some holdings in the Seguerial Hordas to this day. During other time periods, its territory was even smaller than it is today, with sections being conquered by the Azan Empire or the Gokmavi and their predecessors.

However, its territory has been relatively stable for several centuries now. Some nations are inclined to see them as a nation in decline, but the Gilgemashi are still powerful in their own way, and have recently gained powerful allies in the Blind Bastard's Domain as they contemplate the many threats to the world that have arisen in modern times.

## Government

Gilgemash is theoretically ruled by a king via a centralized system of regional governors, but in practice it is an open secret that true power is in the hands of competing cliques of magic users. The nature of the cliques varies, with some based around religion, and others based around type of magic.

## Economy

To the uninformed, Gilgemash’s economy may seem primitive at first glance. Slaves and lower class farmers in crude kilts use labor intensive techniques to irrigate and process grain crops grown along the fertile rivers in this semi-arid region. But in the cities and remote palaces, craftsmen and magic users are well informed of all the latest innovations from around the world, though much like the former Khenomeric Empire, the aesthetics of their crafted items is often deliberately archaic.

Aside from beers, jewelry, and certain other luxury goods, Gilgemash’s main exports are enchanted items, alchemic potions, and other magically produced goods. Their knowledge of magic is considerable, but the source of said magic is sometimes tainted, so certain Gilgemashi goods are banned in many nations, though this does little other than raise the price.

### The Gilgemashi Itbārūtu

At first glance, it would be normal to assume Gilgemash does not a big weight in the world’s economy. After all, the Kingdom of Gilgemash has been described by many as an “anachronism”, a nation born during ancient times and somehow managed to survive with little apparent change all the way to the present day. Isolated on a small corner of southern Giantstep and seemingly set in their mystical ways, most people would ignore them, setting their sight on more alluring markets. However, a closer look at their economy would show that, behind their veneer of antiquity, one could see cities with markets filled with the latest innovations, valuable items and rich luxury goods difficult to find anywhere else. The reasons for this are considerable. First, Gilgemash controls the biggest organized navy in the region. While the pirates of the Blind Bastard technically outnumber the gilgemashi fleet, the ragtag nature of many of their ships, combined with the quarreling nature of the pirates, means that the ships of the Blind Bastard will avoid a clash with the gilgemashi navy unless they outnumber them by a good margin. Plus, it does not hurt that Gilgemash’s access to many wizards and mystical entities make trying to board a gilgemashi ship dangerous, which applies to even civilian vessel. And even then, Renne and the gilgemashi king have been opening diplomatic ties to stop the fighting between the two powers, allowing gilgemashi fleets to cross the U’ritass Inner Sea and the Strait of the Dead Emperor unopposed, in exchange for luxury goods. This makes Gilgemash a key player in the world’s southern trade route, as any merchant who wants to go northeast will need to cross gilgemashi waters and pay a toll for their protection.

However, that does not mean that the isolation of the nation has not caused reasons for concern throughout the year. This has resulted in the gilgemashi kings having been more focused on protecting their economy from the interference of the bigger empires around it rather than expanding their own. This is something that comes from the days of the arrival of azanese forces dividing the gilgemashi territory in two back in the day, causing a serious concern for the continued survival of the kingdom. This led to the kings ordering the founding of the “**Itbārūtu**”, an organization that would protect the trading interests of Gilgemash against foreign intervention. The Itbārūtu is not focused on trade in the same way modern trading companies are. Instead, the Itbārūtu grants the many individual traders and merchants crossing southern Giantstep a trade warrant known as the “**Seal of the Itbārūtu**”. This allows the owner to buy and sell certain products within Gilgemash (such as weapons, luxury goods and magical items to name a few), as well as imbuing gilgemashi traders outside of their borders with a degree of protection. Those traders who dealt with protected goods and were discovered to not have the Seal of the Itbārūtu could be unceremoniously thrown out of the country with their wares seized. The Itbārūtu does not have the goal of gaining profit for the kingdom directly, but instead it creates a protectionist bubble around their economy, forcing all outsiders to pay a considerable fee to trade within the kingdom, but granting it for relatively little to the local population. While its original purpose of protecting the gilgemashi economy from azanese intervention is long gone, the power and influence the Itbārūtu granted meant that the different court cliques have fought time and time again to control the organization.

The Seal of the Itbārūtu is a well known mark in magical circles, as one of the biggest strengths of the gilgemashi economy is their surplus of magical items and mystical crafts. From enchanted items to alchemic potions, Gilgemash is considerably open minded in regards to magic, and as such, products that are regulated heavily in other nations are easy to find in the ancient nation. The constant pressure from the different mystical factions means that many unsavory contrabandists have tried to gain the favor of said groups to gain access to the Seal of the Itbārūtu, allowing them to buy said magical products in bulk, which results in considerable hidden profits to whatever magical factions controlling the Itbārūtu at the time.

## Foreign Relations

### **Gokmavi**

The Gilgemashi and the Gokmavi (and the predecessors of the Gokmavi) have a long history of warfare against each other, but in recent times things have been relatively peaceful.

### **Blind Bastard’s Domain/Moridan**

Gilgemash initially had poor relations with Moridan given part of Gilgemash was conquered to maintain a land trade route between Moridan and the rest of the Azanese Empire. But as Moridan became more independent minded, relations improved. However, this didn’t stop certain cliques in Gilgemash from supporting the Blind Bastard in order to help turn the Domain into a morally grey, decadent trading nation not unlike themselves. These days, the Domain and Gilgemash are major trading partners, and pirates from the Domain leave Gilgemashi interests alone. The magic using elites of the two nations are said to becoming increasingly firm allies.

### **Moonlight Shores States**

The relations between the two are unusual. Nearly a millennia and a half ago, an astromancer clique (at the time the de facto rulers of Gilgemash) helped a faction of astromancy obsessed elves settle in the lands to the south of their territory. Since then, the Ta’lunasir have been strong allies to some Gilgemashi magic using cliques, and a nuisance to others.

### **Usul**

Gilgemash has never bothered trying to establish colonies there due to its barren landscape and lack of resources. Although most important people in Gilgemash know vampires live there, it is mostly kept secret from the general population.

### **Strange Meadows**

This territory was once claimed by Gilgemash, but few inhabited it as it is prime ettin raiding territory. It was later given to the Ta’lunasir, but they had little interest in it either, and to this day Gilgemashi petty fugitives and frontiersmen make up most of the population. These days it is usually seen as no-man’s land, though there are a few ingredients unique to the area of interest to Gilgemashi alchemists.

### **Ettin-Range**

Gilgemash has some old, but never renounced, claims to territory in the Ettin-Range (as do the Gokmavi), but the mountains are too dangerous for settlement as they are home to two headed giants, said to be the cursed, bastard children of disgraced warrior god.

### **Mumak Mahudom**

The Gilgemashi once had colonies here in ancient times, but they had long been abandoned and the remnants absorbed into the dominant culture. The most obvious cultural remnants are religious, with Gilgemashi gods and demons appearing in certain iterations of the Mumak cults. Modern Mumaks tend to see the Gilgemashi as degenerate and greedy (and to friendly with the Domain), but some Mumak tribes are less hostile to them than others, and trade is fairly common.

### **Seguerial Hordas**

The Gilgemash have a few colonies scattered throughout Segurial territory. Several of the northern colonies were overrun by gnolls, but the southern ones are still intact. The Gilgemashi sometimes capture the Seguerials for use as alchemic slaves, but this is relatively rare, and technically criminal behavior.

### **Great Ra’ga**

The Gilgemashi have some trading ties with them.

### **The Land of the Changing Waters**

The Gilgemashi have some trading relations with them as well. There has been some immigration to Gilgemash by the Ecrkoecknoi.

## Geography

Gilgemash has a harsh climate, with deserts and wastelands making up much of the land, but there are also fertile marshes along the rivers and coasts where intensive agriculture is possible.

Buildings are mostly stone or mud brick and small, but conversely the palaces, temples, tombs, and citadels are sometimes truly massive.

## Demographics

**Humans**

Make up most of the population. Most have a Southern Khenomeric appearance, but traces of Azanese, Gokmavi, Mumak, or Aruandan are often visible. Some small pockets have a strong resemblance to the Thuleans, though the link is unclear.

**Nchuandar**

The Nchuandar are odd hybrids of drow, human, and Ta’lunasir. They trace their origins back to a powerful militant cult of astromancers that held power in Gilgemash for a time. They are still common in the smithing, gem cutting, and magical construct industries.

**Dwarves**

It is unclear when dwarves arrived in the area, but they are now thoroughly assimilated into the dominant culture, usually found in a lower or middle classes.

**Beast Folk**

Like in other parts of the global south, so called beast folk are not uncommon. The most locally prominent are scorpion folk, catfolk (also known as urmahlullu), and merfolk (known as kulullu). They are mostly tribal, but some work as mercenaries and soldiers.

**Extraplanar Hybrids**

Certain Gilgemashi factions have long mixed their bloodlines with those of the servants of the gods or demon lords, not unlike the tieflings of the west. The bull or lion-like lamassu (associated with the Khenomeric goddess Tauora) have long been common among many of the ruling cliques. Many other types of hybrid can also be found like werewolf-like alu and winged hag-like rabisu.

**Drow and Half-Drow**

The drow of the Southern Alliance Cities have long been a nuisance to the Gilgemashi, but there are many communities of drow and half-drow living on the surface for various reasons, where they are far more likely to be accepted than in neighboring lands. Some drow gods have become fairly popular in Gilgemash.

**Ta’lunasir**

The moon elves are rare in modern Gilgemash, but can sometimes be found among astromancer cliques, or followers of moon gods.

**Seguerials**

These ratmen are sometimes used as slaves by alchemists due to their unusual properties.

**Ecrkoecknoi**

Also known as the frogmen, some settled in Gilgemash as fishermen and sailors.

**Orcs and Goblins**

They were once more common in the region, but have been reduced to raiders dwelling in the least populated areas. Some goblins are of the unusual subtype known as coastal goblins.

## Religion

The Gilgemash Pantheon is a strange fusion of gods and demons taken from many different cultures. No real distinction is made between gods and demon lords, according to the Gilgemashi mindset, power is power, and should be worshipped, or at least appeased. Major gods and demons include:

* **Tauora** A bull-headed Khenomeric goddess of war, bravery, and athleticism. In Gilgemash she is strongly associated with the lamassu.
* **Kagal** – The somewhat sinister Khenomeric goddess of mystery, knowledge, and magic, popular with a number of magic using cliques.
* **Ashtor** – The horned Khenomeric fertility goddess, popular with farmers, monster breeders, and hedonists.
* **Eili/Irem/Uana** – The drow, fey, and southern goddess of the good moon respectively. They are often considered the same individual in Gilgemash. Seen as a defender of cosmic stability, not unlike Bronzar of the west. Popular with astromancers, farmers, guards, officials, and others who like order. Uana is often associated with the wind and hawks due to her association with the Khenomeric/Nomad god Kartaluk.
* **Mg’umba** – The god of the dark moon and the father of abominations. He is popular with monster breeders and those interested in the darker aspects of astromancy.
* **Uruc** – Khenomeric god of undeath, popular with those interested in necromancy, or other magics that involve tinkering with life forces.
* **Nchua Ei** – The drow inventor god. Popular with craftsmen, astromancers, and inventors of all races. The name is believed to have been invented by humans, as the drow do not call him this.
* **Gilgam** – Hero god of Gilgamesh. Popular with warriors, poets, and those who want to be seen as charismatic. Said to be a friend of the drow poet god Viv with whom he has many similarities. Some drow consider them to be the same being, with Viv tricking the humans into worshipping him.
* **Gozzer** – Ashtor’s even more degenerate sister, often associated with Gogotha.
* **Azra** – Drow goddess of clans. Also associated with stars, which makes her mildly popular with astromancers.
* **The Maw** – Local version of the Glutton God. Likely responsible for the creation of the alu, as well as certain types of ghouls and hags (though certain other hags are associated with Gozzer). Some followers may be in league with the gnolls.

## Military

Gilgemash’s conventional army is lightly armored, well disciplined, and equipped with a wide range of weaponry. It is supported by various mercenaries, including scorpion folk and urmahlullu.

However, the real heavyweights in the Gilgemash are the magic users and their creations. Gilgemashi practise a wide range of magic including astromancy, necromancy, demon binding, and alchemy. They are fond of creating things that can fight for them, including magical constructs and summoned demons. A particularly popular trick is to bind demons or divine spirits to statues, which then can be summoned for defensive purposes.

Some of the magic using cliques have strong divine or demonic ties, and many of Gilgemash’s strongest magic users have extraplanar bloodlines. The most famous are the lamassu. These often ancient and powerful beings rarely get involved in day-to-day affairs, but are dangerously powerful once roused.