by Nael
Capital: Onar City
Population: 76,000 (Onarian human 95%, Gildanesti 5%)
Government: Tribal Monarchy
Religions: Goddess of Wind (Chislev), God of Fire (Sirrion), God of Stone (Reorx), God of Water (Habbakuk), Goddess of Storms (Zeboim)
Languages: Onarian, Common
Trade: Grain, Cattle, Sheep, Wool, and Fine Linen
Legions: Mercenaries, town militia
Alignment: CG, NG, LN, N, CN
The Kingdom of Onar is a pastoral country, where life is governed more by the seasons than by the edicts of its monarch. Much of the country is cultivated or set aside as pasture for the large herds of sheep and goats that are raised in the shadow of the Condor Range of mountains. Onar was not always an independent kingdom, prior to the flooding the kingdom of Onar was a province of a now drowned realm.
Life and Society
Onarians are a very independent people, who view most outsiders with trepidation. Onarians live simple lives consisting of farming or herding from small mud brick villages built on the innumerable hilltops of the eastern shore. Unlike the other cultures of Adlatum, the Onarians are a matrilineal people, where all the land and property is owned by the women, with males paying “rent” to their wives, daughters and mothers in law, in order to farm or raise livestock. Onarian women are also the warriors as well as the landowners, as it is an Onarian superstition that only one that can bring life should take life. Onarians are a very superstitious people and have as many superstitions and taboos as they have hills.
Religion
Onarians build small shrines to the gods on craggy hilltops and windswept outcrops of rock, believing that the deities of nature view these places as Dhaka, or sacred. Onarians believe that the goddess of Wind (Chislev) the god of Water (Habakkuk), the god of Stone (Reorx), the god of Fire (Sirrion) and the goddess of Storms (Zeboim) created the land of Onar as a reward for their continued devotion. Even when the gods where absent after the Drowning, since the elements remained, the Onarians refuse to believe the gods ever left even when the gods answer no prayers, the Onarians refuse to accept their absence.
Government
While there is a King, the position is mostly ceremonial with the true power is in the hands of the Grandmothers. The Nine Grandmothers are the oldest female relatives of the presiding King and they decide all policy for the entire kingdom. While the edicts are not enforceable militarily, as the kingdom has no standing military, it is enforced traditionally, as the superstitions of the Onarians also reinforce this.
Military
There is no military or standing army in the entire country, rather each village has a standing militia made up of all the females age 13 to 30. The Onarian government, in exchange for grain that the republic is unable to produce, contracts professional soldiers and mercenaries to guard its southern borders and the Pactlands year round.
Magic and Mysticism
Onarians are a superstitious people, who view arcane magic with a jaundiced eye with very few practitioners. While mystics are fairly common, they are almost always dedicated to an element (Air, Earth, Fire, Water) and are viewed as blessed of the gods of nature.
Major Geographical Features and Locations
Split Rock: Split Rock is a large granite hill that appears to have been ripped in two. Local legend has it that Habakkuk’s spear came to earth here, splitting the hill in ages past.
The Condor Mountains: The Condor Range is a series of granite and sandstone mountains that travel north to south along the western border that is shared with Gildanesti.
The Pool of Nine Depths: An odd limestone depression filled with absolutely clear water that perfectly reflects the sky. This site is considered Dhaka, by most Onarians as they claim it is the eye of an ancient dragon.
Regional History
It is unknown when the province of Onar was first settled or by who. The Gildanesti claim that when they first crossed the Condor Mountains the people who call themselves Onarian where already present and where ruled by an emperor who lived somewhere in the far east. The Onarians have always claimed that they resided in the far south and where forced north by there conquers and resettled in this northern climate. Onarians have had no large wars and even fewer territorial disputes between countries. Strong ties with the Gildanesti to the west have prevented any major incursion from the south and the Goblins of Thule.
Current Events
- Onyx drakes from the north seem to be moving farther and farther south becoming more than just a nuisance to herders and there flocks.
- A large cult seems to be building near the Pool of Nine Depths. They Claim they wish to awaken the dragon, which they believe will rise and ravage the world and remake it as a utopia.
- Tammath of Salt Port, one of the largest shippers in all of Onar, claims that he has seem a large black ship sailing to the east from the jungles of No Man’s End.
Major Settlements
Onar City (Large City 25,000): Capital of Onar and center of all government, Onar city is built upon a large flat topped hill that has been terraced into 4 distinct levels. Each level is walled and gated. In the center of the flattened hill top an artificial hill was constructed and it was on top of this hill that the palace was built. Only nobles are allowed within the palace. Even the servants are of some degree of noble blood. Foreign dignitaries and visiting diplomats meet with the King and his council of Grandmothers in specially constructed lower palaces on the great plateau.
Salt Port (Large Town 15,000): Salt Port is the largest and primary port of all of Onar. Ships depart from Salt Port for all of Adlatum. Salt Port is also the location of the Corinesti trade enclave for all of Onar. The Captains Council governs Salt Port; each captain is appointed by the King of Onar after the council of Grandmothers has screened candidates and made recommendations.
Trader Bay (Large Town 11,000): Trader Bay is a large town situated between Salt Port and Onar City. Trader Bay is a Freeport and is used by the Gildanesti and the Etlarnish by permission of the King of Onar. All caravan traffic converges on Trader Bay and many exotic items can be found in the large bazaars and markets that dot the town. Trader Bay is so cosmopolitan that even other races which normally are considered enemies or even Evil, are allowed to trade here as long as they do not cause trouble.