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Abstract:
History of Nalamoor and Mesk
Nalamoor is
both the region as well as the most powerful nation within the
region of that name.
As a
Region, Nalamoor is smaller than average by about 15%, but most
of the region is land instead of the normal mix of land and water,
which allows a much larger population than would be normal for a
region of Nalamoor’s size. The center of its single massive
continent is a large sea named the Sea of Oltar, though it actually
is a landlocked salt ocean. The position of such a large central
body of water creates some rather extreme climates in the
surrounding area. Otherwise, Nalamoor is only noteworthy in the
relative peace in the lands. Fighting between human nations is
relatively rare and most often settled through trade instead of open
warfare.
As a
Nation, Nalamoor was founded two times, or else, may be thought
of as the second nation with said name. Founded first by refugees
fleeing conflicts early after the collapse of the Unified Empire,
who settled in Mesk, it was at that time named the Nalamoor Nation
of Mesk, as the region already bore the name of Nalamoor. Later the
name was shortened to Nalamoor upon the inclusion of more distant
cities including Chozmal and Hildon.
The Guild
Wars eventually brought down the alliance between cities, though
Mesk never gave up its claim of regional nationhood. When the Clans
moved into central Nalamoor as the Wars declined, they found Mesk a
suitable place to settle exactly as the refugees of earlier wars had
almost 1,000 years earlier. With the strength of such a population
increase, and the warfare knowledge which the clans brought with
them, the city felt strong enough to prohibit banditry within a
rather large area around itself. Only 10 years after the arrival of
the clans, the governors offered protection to Holat and Yolfu (as
these were relatively safe anyway, being near Kethiltre,) as well as
Ches. Ches declined, but the other two accepted, and Nalamoor was
reborn as more than a simple city-state around Mesk.
Mesk
itself was founded by nomads moving inland from the coast south
of Yolfu. The canyons offered easy protection from the windstorms
coming off the Sea of Oltar. Game was available as was water in the
wetlands at the bottom of the canyon that later would be called The
King. Such a central location made Mesk an obvious trading hub, and
indeed traders had been sheltering in the canyons for a very long
time before the nomads settled there. The rough terrain and harsh
climate outside the canyons made it easily defensible.
Mesk grew
larger when various displaced groups moved into more of the nearby
canyons, and was easily large and rich enough to be first among
cities in a nation. Still, the features which made it so easy to
defend also limited its growth as few people moved to Mesk other
than eager merchants or refugees. Much of its early wealth came
from farming and ranching, as the very fertile river lands were
tilled and made into farms. It was not until the Gurrog War that
Mesk became anything like its current state. Millions of refugees
fled their overrun cities and resettled in western Nalamoor. Few
made it south to Ches, who really did not want the outsiders to
enter its borders anyway. Though both Chozmal and Holat maintained
an open acceptance of those fleeing the wars, it was only Mesk which
had enough food to feed the massive number of humans. Even when The
King was “full” without much of the significant development we see
today, the other canyons offered shelter and water, while the
farmers there willingly gave food to those who needed it. After the
war, many chose to remain in their new home, some having then lived
in Mesk for almost 15 years. Efficient administration and far
sighted businesses put the influx population to work building the
foundations for many of the grand works of modern Mesk.
The Guild
Wars took their toll on all of Nalamoor, but Mesk was spared much of
the destruction seen elsewhere. The exact reason(s) for this are a
matter of much debate among conspiracy theorists as well as
historians. After the wars, Mesk began to arrange trade again, but
found that many “bandits” plagued the trade routes. (Note: many of
the groups which the governors of Mesk labeled bandits were in fact
the legitimate armies of very small city-states that had been
founded during the Guild conflicts. Most were likely trying to
collect taxes on goods crossing lands their nations claimed.) The
escalating conflicts between armed forces threatened the very
existence of the growing economy by crippling entire trade routes.
During these
border conflicts, for reasons not entirely clear, 13 major Clans
moved out of the wastes, accompanied by over 100 subservient minor
clans, and migrated south. They sacked Jofth’kyi and Holat, taking
both goods and prisoners. While still over 1000 km from Mesk,
diplomats from Mesk reached the clan forces with the purpose of
negotiating a peace. Three weeks of negotiating led to the
establishment of the Council of Elders. Much of the military might
within the clans was put to work stabilizing trade routes, while
those not of armed forces were arranged to live in various places.
Most of the population settled in Mesk and Chozmal as Holat was
rather hostile to the clansmen who had so recently attacked their
city. To this day, most of the population in the steppes between
Mesk and Chozmal is almost entirely of clan descent.
Three of the
major clans, disillusioned by conflict in Nalamoor, feeling betrayed
by their leaders, and apparently feeling they were being led to
abandon whatever purpose the clans had migrated south for, refused
to agree to the peace. They left the campaign though as they could
not fight the rest of the clans on their own, and moved further
south, passing Hildon, where the clans had stopped during the
negotiations, finally coming into what is now Teloam. The remaining
ten clans agreed to split up between the major cities of Nalamoor,
with the three most powerful in Mesk itself, where the council would
be housed.
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