Emperors Choice Games and Miniatures Corp.


Nation of Saast


Saast long ago chose to follow an isolationist approach in relations with other countries. Their policies allow little other than limited trade. Its borders are closed to travelers and the intrepid. The penalty for breaking this law is a quick journey to the dark mines of the Frozen Hells; a region of the Heaven Wall Mountains where they mine stone and gems. The Saast regard their neighboring countries with disinterest and apathy, except for Azelkha. When that country formed after the events of the Gods Flood in the previously held Tuchukk and Kierkamé lands, Saast watched with tired indifference. Theft of Saast land by the Azelkhan people led to the first stirring of the sleepy northern people in cycles. Aside from these small conflicts with Azelkha, Saast has not invaded or warred on any large scale with other nations since the Wars of When. During that war, they stirred to full power, driving deep through Khorsar into Arduin, and squabbling with the rest for dominion of the nexus gates.

The ruling of the country is as inward driven and turgid as its outward policies. There is a vast brood of nobility under the monarch that extends a single level deep. The social distinction in Saast is that you are noble, or you are not noble, and nothing in between. Nobility is only gained by birth, and roughly a third of the population is considered of noble blood. Those of the noble families are allowed to assume leadership positions in the government, military, and religious positions. Arcane matters are solely the distinction of the nobility, and there are no common born practitioners of magik outside the priests. The sole royal family is the one source of rulers, and no one without the blood of royalty is allowed on the throne. Even should a noble achieve the fact, the populace would revolt and overthrow him in order to support another with the slightest hint of royal blood.

Saast is diverse in people and races. Hawkmen dwelling in the cold parapets of the Heaven Walls are commonplace sights in southern Saast, and so are Swamp Saurigs, adapted to the colder climate of the Seven Stars Fens or the Sunken Dark Swamp near where the Star Helm, Mist Fox, and Zool Rivers meet. The heavy fog that bathes the land in the lowland areas gives the region an almost surreal quality, and the Saast delight in the tales of what creatures dwell in the wet, cold mists that creep out in the night. The Saast enjoy their sedate lives, and tend to react to innovation with fear bordering on the pathological. Their first impulse when shown something new is to destroy or break it, and only with a great feat of will can they overcome this initial impulse. Perhaps the only exception to this reactionary thinking is in the arena of combat, where they have great facility in adapting to enemy tactics. They will often sacrifice strategically important areas to learn enemy tactics, and then use the same tactics to understand and then defeat invaders.

The family unit in Saast is considered very sacred, and filial piety is both traditional and expected. To act without respect is to invite a firm beating by a person’s own family, if not further assisted by total strangers.

Slavery is practiced where those convicted of guilt by law are sentenced to chain gangs to work on the many fields of the country, to build or repair structures, or to help in the war effort (typically through assignment as practice targets; an obviously death sentence). Criminals given a life sentence of slavery are also commonly traded to other countries.

Clothing is dull, uninspired, and generally whatever is most practical for the activity. Fur lining is common, as well as multiple layers of clothing and padding. Tunics, parkas, jackets, and coats are joined with boots and rugged trousers or pant, often bloused for comfort or design. Hats are well liked and worn, and if not inspired, are at least functional.

Amusement and relaxation in Saast revolves around the sedate enjoyments of life, and Saast love nothing more than smoking, eating, and other such idle amusements. Another activity well liked is the enactment of the silent play on the stage. For some reason, this strikes a chord with Saast, and they cannot seem to get enough.

In a contrast to their normal sedate and boring approach to life and amusement, gladiatorial games are very popular. All the cities have arenas of one size or another. A majority of the games are non-lethal, but the heart of the games is the fighting between the gladiators. The gladiators are drawn from the ranks of condemned men, usually prisoners taken in war, escaped slaves, and other such possibilities, but in their number are a few who come to compete by choice or predilection.

Saast early in history had imported Ghorfarian architecture, and the building styles used by these architects are still in style today. Their cities are highly structured and organized communities, well engineered with an eye towards the good use of architecture and engineering of roads, sewage, and concourses. Buildings are tall, slender, and commonly connected with suspended walks and corridors. Fluting is used as decoration, and so are repeated patterns, designs, and inscriptions of famous sayings, deeds, or battles. Most commoners have 2 room homes, and those with more wealth and influence often the more spacious or luxurious of the sort.


Links to Expanded areas in Saast

Village of Mgzeluin

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