Mazvinga

Overview

Mazvinga is a war-torn territory that covers the southern portion of the continent of Thrabad. A fractured battleground where five factions hold a piece of a once-whole nation. Its geography is as diverse as its occupants, from arid plateaus and desert stretches to a verdant, lake-ringed island. For over fifteen centuries, Mazvinga has known only conflict, its unity shattered by a historical event known only as The Fracturing.

Geography

Mazvinga is bordered to the north by the towering Mazalta Mountains, separating it from the country of Djakoro. The Mazalta Pass provides the only practical land route between the two regions. The climate is generally warm and dry with wet seasons, though that differs depending in which part as the geography differs vastly:

  • The northwest is dry savannah and rocky highlands.
  • The northeast features rugged scrublands.
  • The southeast holds arid mountain ranges and wind blasted plateaus.
  • The southwest is surprisingly fertile, marked by forests, rivers and the massive lake at the heart of Lake Guardian territory.
  • The central expanse is unforgiving desert.

The seasons can be harsh, and the flora and fauna as varied as the locations are.

History

Over 1,500 years ago, Mazvinga was ruled over by a sovereign authority, though their identity remains debated. External references to a Sovereign of Mazvinga describe a dark-haired, dark-skinned figure. However, with no other distinguishing features mentioned - and notably none that would identify a specific species, many presume this Sovereign to be human. These records are sparse and almost always sourced from external archives in other regions, as all records in Mazvinga were seemingly destroyed the time of The Fracturing. It is presumed the events that led to this saw the collapse of a centralised power and the rise of warlord culture.

Schlolars theorise that the Orcish peoples, under some form of subjugation at the time, led a rebellion against their oppressors to reclaim a supposed homeland, since 'tar' in Orcish means 'home', and the territory held by the Orcs includes the capital city of Maztar. (And they are the Maztar Tribe).

Factions

The Maztar Tribe

Claiming the northwest, and the Mazalta Pass, this predominantly Orcish faction occupies what was once the capital city of Maztar. Their name reflects a belief they are reclaiming ancestral lands. They hold the largest territory and frequently clash with the Crimson Covenant.

The Crimson Covenant

An aggressive, militaristic force based in the northeast. Composed mostly of humans, they are presumed to have originally been formed of the remnants of the previous regime. Their philosophy revolves around martial strength and conquest, and have been locked in a near-constant conflict with the Maztar Tribe.

The Iron Shield

Dwarves and Gnomes dominate the mountainous southeast. Though less interested in control, they require access to outside resources and often expand through force. Their territory includes rich mineral veins and fortified settlements. If the general theory is Orcish people uprising against their Human oppressors, it is thought that The Iron Shield was created by the Dwarves and Gnomes who happened to simply be living within the territory are the time, who fled and congregated in suitable lands for their people.

The Lake Guardians

Occupying the fertile southwest, this faction lives in harmony with nature, a druidic society. Despite a fear of the water itself, they feel duty bound to protect the island at its heart. They are rarely the aggressors in any conflict, usually defending their territory but with resolute purpose when doing so.

The Sand Children

Inhabitants of the central desert, primarily Dust Elves, with a diverse range of descendants of the original refugees amongst them. Though surrounded by enemies, they are highly defensive and experts in desert warfare. Most factions avoid provoking them unless necessary, and the desert holds little resource value - merely strategic due to its central location.

Culture

Mazvinga's people are shaped by war, but their cultures remain strong. Each faction maintains their own traditions and beliefs passed down through the generations. The Maztar Tribe follow general Orcish norms, upholding the Chieftain process of rulerships. The Crimson Covenant remain vigilant, their codes are strong and adhered to. The Iron Shield tinker away in their mountains. The Lake Guardians are one with nature, as are The Sand Children, in their own way, to their own environment.

Location under


Cover image: by Midjourney

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