Clandoms of the Fourlands
“The four truths of the elements, the twenty-seven truths of the gods, the One Word- what are the clans to believe?” - the 67th Kama Le

Capital: None
Settlements: Kama Rue (12,000; A’tez), Solimat (18,000; M’linas), Vestin Za (15,000; I’nsian)
Ruler: Can Baniu (I’nsian), Gilna (S’ocha), the Kama Le (A’tez), Tolinmar (M’linas)
Government: Confederation
Races: Anumus, Dragonblood, Half-Giant, Human, Lizardfolk, Zendiqi
Faiths: Chiuta, Lord Grunzol Firestorm, The New Way, Toma Thule
Resources: Agriculture, precious metals (gold), spices
Languages: Common, Draconic, Giant, Old Porphyran
Border Conditions: Limited (porphyrite border south and north-east)

History
The Fourlands are named for the confederation of dominant clandoms that hold sway in the area, but it was not always so. Once these fertile lands were the home to the Grand Empire of Al’mahk, playground of the genie khans to do with as they wished, a gift from the Elemental Lords for their lieutenancy. The indolent genies amused themselves by placing the Lizard Kings in ascendancy, their Galleries of the Sun held as estates and arenas of homage from lesser giants, zendiqi, and erkunae overseers. But more wondrous even than these were the Colossi—the Totem Shrines. The Colossi rose from the land visible for miles, each Colossus in the shape of the Wyrmlord within, an ancient and advanced elemental Dragon held as the embodiment of power and elementalism. The Colossi were monolithic elemental constructs that, according to fragmentary records, had the ability to move about the realm, literally a living extension of the land.

The chiefest of the fragments, the Book of Zarnu, details the height and fall of the Grand Empire- from the forbidden Anumi Fruit that the Al’mahk thought they could use to become race-creators themselves, to the Nine Trials of M’razzak the Hunter, a Lizard King convert to Chiuta who was said to have brought low the Lord Grunzol Firestorm and bound his spirit form within the Heartshard of Emelt. The Book also details the myriad giant tribes, the mutable soldiers of the
elementalists, that were twisted by the Seven Warlords of Brom as engines of destruction, and even force-bred with humans for a desperate edge over the deists from Xoa, Iffud and overseas.

In the end, the devastation of The Calling and the NewGod Wars obliterated the already-decadent Empire of Al’mahk, and drove the great Lords from the world. The farmers, peasantry and administrative humans stayed out of battle’s way, adapting the fierce beliefs of the orthodox to a New Way, and ensuring their survival by not stepping between the Elementals and the Gods.
The genie khans were imprisoned in powerful items, the Lizard Kings’ gardens left shattered, overgrown and feral, the people blasted back to a primal state; and the Wyrmlord Colossi, the Totem Shrines were reduced to derelict hulks. Many were buried for all time, humbled by the devastation wrought by the new believers. The farmers (M’linas), herders (S’ocha), administrators (I’nsian) and artists (A’tez) bravely made peace with the conquerors, built their cities on top of the pleasure palaces of the Al’mahk, and began to follow the New Way of prosperity.

Current Events
Today the Fourlands are a more serene place, if no less primal. It is said by many that visit the Clandoms that the very pulse of Porphyra can be felt if one only takes the time to stop and become one with the land. The northeast shore of the western continent is now dominated by the four clans, the inheritors for which the realm is named. Considered the grandest of these are the golden ziggurat temple cities of the M’linas. Clinging to the sides of sleeping volcanoes, the Temple Cities of the M’linas are surrounded by rich and bountiful farms that are often home to a tribe of half-giants that live hand in hand with the M’linas.

The plateau lands of the I’nsian are equally wondrous, as the Mesa Arcologies house as many people as most proud cities in the Middle Kingdoms. The I’nsian also soar the skies from one Arcology to another in large ‘skyships’ decorated in luminous feathers and great wingsails, emulating the wyrmlords of old.

The S’ocha are the most known to land travelers in the realm, as they live a semi-nomadic existence upon the Meridi Plains, following the herds of goats, horses, cattle, even giant stags and glyptodons. They travel between the Ancestor Mounds of their fallen, hunting as they go, and winter within the Mound Cities at first frost, taking to the migration paths at first thaw again. Some have suggested that the Mound Cities may be the remains of the Totem Shrines of the Wyrmlords.

Though insular by the standards of the other clans, the A’tez are a peaceful people. Th ey build tranquil gardens along the shores of Mordeep Bay, incorporated into sprawling cities with vast aqueducts and levees with communal pools where many A’tez spend their time in quiet contemplation. The A’tez are led by a spiritual leader called the Kama Le, who never dies, it is said, but passes into the body of a newborn child when the old body passes.

All of the races of the Fourlands trace their lineage to the times of Old Porphyra and the rule of the elementals, and most practice a progressive form of elementalism called The New Way, which preaches co-tolerance of elementalism and deism. Chiuta is followed by the lizardfolk and a few druidic humans, and cults of Toma Thule are popular among the nobility of all clans. The eastern Landed countries tolerate the New Way, but still send missionaries to the Fourlands to sway them from their elementalist faith.

Tolerance is not felt by all races of the Clandoms, though. Remnant tribes of zendiqi haunt the badlands of the Fourlands, and are as xenophobic and anti-deist as their eastern brothers, though with oddly divergent customs and practices, such as their habit of hooding themselves and learning to fight blind. Dragonbloods are common in the Fourlands, and though suffered to live, are accepted with no little exasperation—at least until one reaches a station of power, whereupon his history is lauded to all.

Settlements
The major settlements of the Clandoms are:

Solimat, the Golden Temple, is the most widely spoken of and sought-out city in the Fourlands. It serves as the center of power of the M’linas, and uses gold as other nations use tin or lead. Food is the true wealth here, and many nations know of Solimati cuisine as rare delicacy.

Vestin Za is the largest of the Mesa Arcologies, spanning almost five hundred square miles, gently populated according to guilds of interest and heritage. The Skyracks are an impressive sight, holding dozens of ready skyships for the Can’s wishes.

Kama Rue, on the shores of the Opal Sea, is the holy spiritual center of the A’tez. Located near the Falls of Xin, that empty into the sea after cascading over the titanic fossilized skeleton of an ancient Wyrmlord, it is interesting that the Kama Le never visits Kama Rue, preferring to wander the land, visiting his folk as a humble beggar or lama, holding court in tent gatherings.

Intrigues

  • A leader is uniting the scattered packs and clans of anumus into a single force. Rumor is they follow an ancient unbottled genie that survived the ruination of the War and seeks to reclaim former power.
  • A plague rampages through the East, and all divination points to a cure within the Fourlands, within an abandoned Mound City forbidden to even the S’ocha.
  • A new colony of missionaries has gone missing in the western Fourlands. The buildings and animals remain, but the people are gone, as if they disappeared in the middle of their daily chores.

See Also