Kahniran Empire

The Kahniran Empire is a proud civilization, arising forth in the year 3256 of the Second Era from an alliance of nomadic desert tribes and settlements. It dominates and rules central Verh'Un, having vassalized the nations of the Nehru Swamps, Teloom and Faire Hills. The conquest for expansion rages on still, with active warfronts on the south and north of the desert empire.

## Kahn Desert

In the heart of Verh'Un lies the vast desert Kahn. Two long rivers, the Koh and Uun run south from the Nolrë Mountains, to the shores of the Seýnin Isles. Kahn is an unforgiving place, it's endless dunes and scorched cliffs are challenging to cross without proper preperation. During the day, one must have proper clothing and a steady supply of drinking water or will quickly suffer exhaustion, and all of its consequences**.** During the night, the desert reaches dangerously freezing temperatures.

Sandstorms are a common occurance, limiting sight and travelling speeds. While a sandstorm rages, creatures risk suffering damage to equipment and health if caught out in the open for longer periods of time. Aside the harsh sun and sandstorms, all sorts of creatures hide within the dunes, cliffs, ruins and oasis'.

The occasional oasis' and the river banks of Koh and Uun are valuable safe havens from the harsh climate. They are often lush with tropical flora and fauna. Settlements are never far along the rivers, but so are dangerous creatures.

Further out in any direction, the desert cools and makes way for lush savanna', with great grassy plains and small clumps of forests.

## Inhabitants

All official citizens are human. Other races cannot gain citizenship and most are discriminated, disrespected and kept outside of the walled cities. There are only few exceptions, including wealthy or politically important figures of other races, that somehow attained recognition in the Empire.

The people are proud of their achievements, the pride on having raised a powerful empire from nothing but sand raider tribes lingers in every native. Ambition is in high regard, the lazy won't survive in the harsh desert.

The poorest people live in the outer districts surrounding the walled cities or in smaller settlements. This includes those of non-human races and anyone without citizen status.

Those with citizen status live within the city walls and with life as one would expect. Living conditions are far above average compared to surrounding regions. They are respected members of society.

The wealthy and nobility live an incredibly comfortable and posh life, with the grandest of palaces, food and entertainment available in all of the world. They hold very high social status in the society, citizens expected to do exactly as their told by the elite.

### Slaves

There are many slaves of every race (though mostly non-human) all throughout the empire. Slave trade is legal and very lucrative, since royalty has a high demand on exotics. All harsh work such as the mines, lumber, farming and construction is executed mostly by slave labor.

Slaves are often captured from surrounding regions. Dwarves, elves, halflings, gnomes, dragonborn, orc, and anything else the Kahniran slavers can get their hands on is all fair game to them. Since the war has been raging for well over 90 years, many slaves have been born and raised in captivity.

## Royalty

The royal family is a large, wide-spread family holding absolute power in the empire. Members of royalty are awarded high positions in military, culture and industry. Most royalty is treated with immense respect. The royalty knows many branch-families from the main family, though the direct lineage of the current ruler is held in highest regard.

**Empress Ceriliana Vho'Ku Ji'Noah** is the current ruler of the empire. She ascended to the throne after the sudden death of her late husband, **Emperor Ghenoj Nul'Dobh Kanev**. Her many sons are mostly acting as generals in the war. The next in line is the oldest son, **Kevii Nul'Dobh Ji'Noah**, who is leading the war against the Seýnin Isles.

Royalty' arrogance is well known by other nations. They are ruthless and merciless to opponents and traitors, and it is remarkably easy to become branded as traitor. Any act againt royalty no matter how small is quickly punished by death or worse. Most commoners are unaware of their harsh methods, having been told all their lives that royalty is nothing short of divine.

### Royal Names

Unlike members of the royal family, most inhabitants don't casually use their full name. Royalty insists on using both their mother's mother name, and their father's father name, so both family names are carried down the legacy.

## Religion

The gods recognized by the state are called the **Solun Divini**, which is centered around 4 deities. There is a sacred House dedicated to and named after each deity. Priests are fully dedicated to a single god or godess.

* The God of the Moon, Luhno
* The Godess of the Earth, Kohnahi
* The Godess of the Sun, Solvahi
* The God of the Stars, Xurialh

**Luhno** represents grace, logic, judgement and adaptability. His clean and simple white temples are adorned with reflective pools aligned with the moon. He is depicted as a handsome, cultured, well dressed man holding scrolls.

**Kohnahi** represents structure, trust, fertility, resilience. Her sturdy temples are built partially underground with beautiful subterranean gardens. She is depicted as a plain yet determined woman holding a hammer and tree.

**Solvahi** represents passion, might, pride, growth and warmth. Her circular temples feature open ceilings, to let in as much sunlight as possible. Many fires are lit at night. She is depicted as an exotic and strong woman carrying an orb of fire in her hands.

**Xurialh** represents freedom, hope, dreams and humility. His tall, empty temples are constructed high up, with as much open space to view the stars. A roof would be rare. He is depicted as an enlightened, simple yet charming bald man with empty hands.

Each sacred house is ruled by a Divine Prophet, who acts as the spokesperson of the deity, relaying his or her wishes into the mortal realm. The Divine Prophets are the only people in the empire who do not directly answer to the Empress.

Every temple is governed by a High Priest. It's common to have only one temple in a town, with smaller shrines dedicated to the other gods. Most cities have all four temples, if not more. A lack of religion is quickly corrected, and often punished, within the empire.

Priests of the Solun Divini are known to be highly xenophobic, quick to brand anything that is not human as an impure, damned creature. According to this religion, humans are the true sons and daughters of the universe, and are destined to rule the world. Heresy is dealt with harshly, though priests are unlikely to attack anyone on sight. Heresy is rather quickly earned, as even treating non-human individuals as equals is considered impure, as if treating mere pets and animals of burden as fellow human beings.

Although most people are true believers of the gods, they don't bother too much with the extremist views of the Solun Divini. The well-being of the empire and their fellow men itself is more important, which finds a voice with the gods.

## Rebellion

The Kahniran Empire is known to have issues of rebellion within the population. Branded as an extremist faction, the **Silver Venom** carries a presence in nearly every settlement. Hiding away within shadows, most Silver Venom members are commoners whom disagree with the acts of discrimination and racism in the empire. Though rare, certain nobles could be affliated with the rebellion as well, wielding far much more power for their cause.

Most of their methods and members are unknown to the public. The citizens fear the very mention of the Silver Venom, while many of the poor and downtrodden silently cheer for their work. Both royalty and the Solun Divini brand the Silver Venom as treason and heresy, punishable by death of those affiliated and their families.

Most citizens know only of the Silver Venom by the tales told by royalty and priests, believing them to be an extremist group with roots in evil, dark magic, seeking to usurp the Empress and spread heresy.

## Origins of the Kahniran Empire

Many centuries ago, the Kahn Desert was inhabited by no more than simple desert raider tribes. These tribes lived nomadic lives, traveling from oasis to oasis or along the Koh and Uun. The entrance area of ancient ruins still present today were a common place of stay for entire tribes.

### Legend of Aalakni

During most of the second era, the Kahn desert was filled with nothing but tribes of nomadic raiders. They roamed the dunes, from oasis to oasis, settling near the Koh and Uun for some time before moving on. Conflict between the tribes was common.

As population grew, permanent settlements started taking hold about around 2nd Era, Year 2110, all along the Koh and Uun river. Still, each tribe stood alone. Some alliances were formed, but never lasted for long.

Then, 2nd Era, Year 2751, the young tribes warrior Aalakni Nul’Dobh was banished from his tribe for disobeying his elders. He warned the enemy tribe, who had no warriors of their own, that the Nul’Dobh tribe were planning an attack. Once the elders found out he betrayed his tribe, they had no choice but to banish him.

Alone, Aalakni Nul’Dobh traveled through the desert in search of a new home. He came across two tribes fighting over a large river island in the middle of Uun. Because of their struggle, neither tribe could settle on the island and were forced to live in the deserts. Aalakni came forward and, after several weeks, convinced the two tribes to make peace and settle the island together. These two tribes created the settlement Hiiga’Geno, and they made Aalakni their leader, as he was the only one who was part of neither tribe, but family to both.

After some years, Hiiga’Geno grew to be a great city. Aalakni knew the other tribes were still in conflict and struggling. Thus, 2nd Era, Year 2762, Aalakni decided to travel with a party of a variety of experts, to every tribe, to help them. Each tribe took convincing, but eventually accepted the support. Each tribe eventually joined Aalakni’s alliance, one by one, over the years, uniting the entire Kahn desert.

In the end, 2nd Era, Year 2794, an aging Aalakni stood before his former home, the Nul’Dobh tribe. Despite being banished, he never relinquished his tribes’ name. With all of the Kahn united, the tribe still refused to join the alliance. Aalakni left them be.

A great sandstorm scoured the desert in year 2796. Every tribe incurred heavy losses, but Nul’Dobh more than any. Aalakni quickly heard of their despair, and asked each tribe to send a small tribute to the tribe so they could recover. As Aalakni once helped those tribes, they all accepted his request, sending a small tribute to Nul’Dobh. All those tributes, together, was more than enough to save every life of the tribe.

Without those tributes, the Nul’Dobh tribe would be no more. As a sign of gratitude, they joined Aalakni’s alliance, welcoming him home. Aalakni lived the rest of his days at his old home, which became the great city known as Kohun. The alliance was called the Kahniran Tribes.

Where the tribes used to settle is where cities and towns have grown and florished over time. Each settlement still knows what tribe originally lived here, though it is regarded as ancient history.

On 2nd Era, Year 3256, many generations after Aalakni, the Kahniran Tribes became the Kahniran Empire, growing in numbers, industry and strength to become a proud nation ascending from the harsh desert roots.

## Ancient History

In the first era, a great and technologically advanced civilization made the desert their home. Now, all that is left of them are sandstone ruins filled with iron and bronze clockwork marvels. This civilization is called the Jho'Khalahn Empire, which met its demise near the end of the First Era.

What has happened to this first civilization has faded into history, unknown to all but the few historians of the current empire. Expeditions into these ruins are currently uncommon, but not unheard of. The war is drawing most attention from it's people and religious leaders have declared the ruins sacred treasures to be left in peace. Trespassing onto sealed ruins is heresy without permission is heresy of the highest order.

Advanced technology is rumoured to lie within. Grand architecture, magical devices, clockwork automatons and weaponry and many more mystical inventions remain within, still ticking away. Venturing within is never without risk.

## Kahniran Empire Settlements

### Kohun

The capital of the Kahniran Empire hosting the Imperial Palace, nearly a town by itself in the centre. It is constructed in the middle of an absolutely massive asteroid crater, surrounded by tall steep cliffs in every direction. Waterfalls stream down from both the Koh and Uun into rivers and lakes that do not grow in height. Very cultural and politically focused.

### Jiin'lah

Large walled city situated between the desert dunes and giant rock terrain, in the middle of the Kahn desert. It features a prosperous upper city, an adequate lower city and a poor outercommons area. Each section is split up by high, sturdy walls.

Much of the city is protected by sandstone cliffs, and it's all constructed on ruins of the ancients, supposedly an abandoned city below Jiin'Lah. The moderate ancient stronghold, Sadhirrin, is created near the centre of the old city. The city also knows many tunnels and caverns below it's surface, shut off by metal grates and gates, placed within the tunnels of the old ruins.

### Hiiga'Geno

The city of two tribes, it is the second largest city of the Kahniran Empire. Hiiga'Geno is situated on a lush and tropical island in the middle of the Uun river. Two royal families, Hiiga and Geno, wield most power within the city, ensuring a high luxury of life for their citizens.

It was the first city and the birthplace of the alliance that became the Empire and is considered a cultural marvel, with grand, old architecture kept in good condition to preserve history.

### Abodanoh

A reasonable city constructed on an island in the middle of the Koh river, though bridges extend the city to both sides. It is the hub for many small outlying farmland across the riverbanks. It also features wealthy river ports and trade markets of the most exotic goods. Merchants and trade is the focus of this city.

Many of the elven slaves captured from Vul'Taeryni end up on auction here, before being shipped off to their new owners. It is also rumoured to have a high presence of Silver Venom supporters, and the resulting military to investigate such rumours.

### Nivabdeh

An academically focused city situated on the northern riverbanks of the Koh. It's inhabitants are wealthy, and it is the centre-point of research both mundane and arcane for the Kahniran Empire. Spellcasters of all kinds gather here to discuss and experiment all varieties of magic.

All magic practitioners must be sactioned by the Kahniran Arcane Regulations, a faction home to Nivabdeh. Only citizens are eligable, so only humans are allowed to wield magic. Any experiment or group must register itself with the Regulations, whom ensure a quick process of achieving the required permits from both the military and Solun Divini. Cantrip level magic is often deemed irrelevant to cause persecution.

### Duhlii

A smaller city with incredible walls constructed in the middle of the dunes, at a great oasis. It was the home of a powerful raider clan, grown into a great city over the centuries. It has a heavy military focus, Duhlii delivering the most resilient soldiers in all of the Kahniran Empire. Recruits are subject to intense training, starting from an incredibly young age.

It knows a large ring of commoner housing and shops, all of which are free game for the soldiers training in the city. As part of their training, soldiers are sent out at young age to raid the homes of non-citizens, without care of what happens to them. However, non-citizens that manage to defend themselves are never persecuted, only regarded as a failure by the recruits.

### Ferril'Cuu

The Empire's most southern city, Ferril'Cuu is a large settlement and the only southern naval port under their control. It is directly on the front line with the Seýnin Isles and home to the Kahniran Empire's most powerful fleet. New ships are constructed at a rapid pace while troops flow to the city.

Since it is on the front line, it knows an immensely high presence of military forces. Most non-citizen inhabitants have been forcefully relocated to other cities and areas, as precaution against spies or rebellion. Any non-citizen is captured on sight, often executed shortly thereafter.

### Saed'Have

Once a proud city of Faire Hills, the Lord that ruled it was slain in the great war with the Kahniran Empire. It's now the main military outpost for the Empire's control over both Teloom and Faire Hills. Kahniran Royalty tighten their grip on the vassal nations while planning their attack against Folkan and Vul'Taeryni.

The city was renamed to the family name of the general who captured the city, a fact still resented by the inhabitants after all those years. The original name was 'Dunhold'.

### Other Settlements

**Y'Nek** is an oasis restpoint for traders and travellers making the journey to the west. It features plenty of herders and mining camps, but living here is harsh.

**Gvardeh** is a lovely, wealthy town that has been transformed into a military outpost. It features a lot of slave trade of Dwarves and Gnomes.

**Lakdohvi** was turned into the military headquarters against the Nolrë dwarves decades ago. Large number of troops rest and resupply here.

**Zinn'Ker** is a quiet waterfront village, a mere passing point for military convoys. There is a light amount of dwarven slave trade, managed by a small raiding guild.

**Tel'Aviv** is a village surrounded by great plains. It features many farmers and herders, but also a guild of alchemists. It is a small military outpost for the Nehru Swamps. Troubled heavily by Varhkin Orc clans.

**Isal'Lok** is a small farmer, herder and lumber village. It's market is the trade hub for outlying camps.

**Kerbodjah** is a small village with a fisher's guild. It's port is nearly twice the size as the actual village, offering quality shore-leave for passing ships.

**Nikledh** is a small village that acts as a hub for surrounding mining camps. A strong military presence protects the metal industry against the orc clans, though it is a difficult task to stand against the orc hordes.

**Rohvi** is a well secured village that acts as a hub for mining camps in the Gravkin Hills. It knows some very light Hill Dwarf slave trade, and is ocassionally attacked by independant acting dwarves.

**Sul'Ne** is a well-fairing town with a sizable port. It's the closest town to Jiin'Lah, so any trade or convoys that travel to the city from water pass through here. It knows several merchant guilds.

## Wilderness

There are many features and locations rich with history in the dunes of the Kahn Desert. Some described here.

### DragonRidge Mountains

A large mountain range running east of Sul'Ne along the Koh river banks. Scorched, steep cliffs, tall spires and deep valleys of rocks, dust and cacti can be found there. From miles away, the ridge looks much like the resting back of an enormous dragon.

A bandit settlement called **DustGrave** is hidden within the mountains. At the end of every season, thousands of raiders come together to trade, boast, exchange members, goods or favors. It is a dangerous place to be around during the festival, though clans are often most approachable during such time.

### Khoan'Farhin

Ancient ruins 22 miles North-East of Y'Nek was once constructed on the side of a lonely volcano, in the middle of the dune desert. Access to the location is strictly forbidden by the House of Xurialh.

### Rocksledge Oasis

Southwest of Sul'Ne, a few hours away from the Koh river, lies the Rocksledge Oasis. A small yet significant pool of water surrounded by rock formations. It is an excellent resting location for both traveler and bandit alike. The water comes from an underground spring. The oasis is mostly overgrown with plantlife, offering refuge for wildlife.

### Vhaal'Murgalh

The city of the dead, Vhaal'Murgalh, is a large crevice in the middle of the desert dunes. It is **1500ft** long, **60ft** wide and **300ft** deep at it's lowest point. A small underground stream runs through, supplying the area with fresh water.

Hundreds of ancient stone doors can be found on either side of the crevice walls, with walkways and bridges in every direction. Each door is the entrance to a small family tomb. Thousands of dead enjoy their final rest here.

Deeper into the lower parts of the crevice, downstream, the crevice is almost entirely closed off at the top. Only dim light can reach down. At the furthest end, a single large archway stands; the first tomb to be built here. It's been here since the dawn of the First Era Jho'Khalahn Empire.

The environment makes Vhaal'Murgalh the perfect location for burrowing or climbing desert creatures, while the many tombs, caves and bridges are an ideal hide-out for tribal humanoid factions.