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The Frozen Plains of Enca

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#1Naga 

The Frozen Plains of Enca Empty Sun Jan 29, 2023 8:51 am

Naga

Frozen Plains of Enca




Description: Enca is one of the most isolated societies- At least if you're hoping to find civilization. While it was built a couple of miles away from the actual border, it stands as an extremely strategic point. Nestled between a mountain range and the Southern Seaa, there are only two ways into this country. One is by water, though a large wall separates the capital from any actual sea. The next is from further South, where only ice and water lay. Due to its freezing temperatures and the fact that the nation has been built into the landscape, it has never been taken in an invasion. Most of the food for the town comes from trade and wildlife from the Mountains, and Water Magic users are employed in the country to supply a steady source of fresh water. Enca is the Southern most country in ishgar, resting upon its border. The capital was built into the icy landscape, and many of Iceberg's most powerful ice mages call this place home. Towering above the capital are the cliffs of the very ice that it was carved upon, and upon these monstrous cliffs lay several blocks of extra housing that were constructed originally as shopping districts, but have since become home to many of the poorer residents. Enca rests directly upon the Southern sea, nestled near a large mountain range.

Localization: Enca and their many islands are located south of their bitter rival, Sin. An Isolated country, Enca has few neighbors beyond a long-distance sailing journey.

Politics: Enca is an independent state located just south of Sin ruled by a hereditary monarchic chiefdom. Even though much of its territory encompasses largely inhospitable tundra terrain, Enca always thrived in its isolation and grew into a major naval and economic power. Unlike many of its counterparts, Enca has never succumbed to foreign invasions. People of Frozen lands are traditionally conservative and very spiritual, but still open to change and reform. Enca's ice and water magic style is considered one of the most efficient and powerful ways to use these elemental magics.

Economy: The economy of Enca is driven entirely by raiding and slavery. Due to the kingdom being considered one of the most strategic points in the southern ocean, the military presence is well-funded with scouts littered across the country's outskirts. Due to this, there is a constant expenditure of money by those stationed up north to raid potential merchants from Sin and Desierto. Enca is incredibly difficult to reach through the Frothsam Seas which is filled with icebergs and other hindrances. Merchants therefore never bothered to travel there since they'd most likely lose most of their wares on their way there, if not their lives.

Culture: A patriarchial country, Enca holds an assortment of beliefs reinforced over centuries of brutal regimes and harsh times. These consist of outdated and dangerous coming-of-age ceremonies as well as routine mass sacrifices of slave population in the practice of the "Blood Cleanse". Men and women are almost entirely separate from one another in society outside of family members, with men being delegated to roles of authority while women are given the tasks of caretaking and childrearing. It is not uncommon for there to be long-lasting blood feuds between families of Enca due to the isolating nature of their culture.

Religion: Encans follow the polytheistic religion of Anirniq consisting of a pantheon of gods that, unlike many other religions almost entirely on peace, harmony, and oneness with nature. This oneness incorporates a "three-soul" philosophy;  with everything having three souls: the iñuusiq or "life force", the iḷitqusiq or "personal spirit" and atiq, a "name soul". After death, the iñuusiq departs into the ether, but the other soul components could be reborn.

Language: As a civilization with an entirely seperate development compared to most of other Ishgar nations, the language of Enca is distinctly alien with the use of clicks and body movements being used to articulate the intent of the individual rather than any form of spoken language. Use of any written form is rare with tomes of the Encan language mimicking music notes rather than traditional text.

Locations



Frothsam Sea: The back of Nanuq is properly protected by a natural defense making it impossible to reach it from behind and the front can only be entered via the Frothsam Sea. The Nanuq Seas is the part of the Southern Seas around the frozen gates of Nanuq and is filled with large icebergs making it impossible for large armies to get close to the gates.

Irniq Walls: Irniq Walls is a large ice wall that has been erected around the Nanuq's entrance in order to protect the town from any invaders. Even if a few ships slip through the icebergs they will be laid to waste by a barrage of attacks coming from the top of the walls. It is advised to be on a ship that has been recognized as allied when trying to enter the city.

Tarluq Frozen Frost: At the base of the Mountains that partially close in the town is the Tarluq Frozen Forest. Indication of there being a greener past behind the frozen tundra, this forest is said to have been an area where two ice magicians once did battle (which is believed to be how the Southern area became as it is today). There are still lower to mid-level beasts there, but their patterns of travel are well known, and they rarely pose threat to anyone from Nanuq.

The Spirit Oasis: The Spirit Oasis is a verdant and lush garden located in a cave behind Castle Nataqin. Although the land outside is perpetually frozen, the Spirit Oasis itself is warm. This is where the mortal incarnations of the Moon and Ocean Spirits live. The water of the oasis is said to contain unique healing properties. It is a place where the Spirit World overlaps with the mortal world. It is known to be one of the most peaceful places in the bending world.

Castle of Harmony: This castle belongs to the Nataqin. The Nataqin are tribal nobility that are recognized by Crocus as Fiorian nobility as well. The castle can be freely entered by adventurers in order to take quests but causing any disturbances will result in immediate arrests or worse.

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