Tensokari (Ten-So-Kar-ee)

Summary

Long ago during Nerzin's ancient wars, a venerable lineage of wokma observed the conflicts. Foreseeing terrible ruin, they chose to uproot and find a new home elsewhere, creating a vast fleet for them and their servants. They left across the Shinespark Ocean, following after the lumii. Shermadi tribes, finding the wayward ships lost, guided them to the Howling Waters at first, but then elsewhere when the wokma cried upon seeing the jagged land. It would be upon the shores of hence unnamed Honokom nearby that their hard journey came to an end. Xendoten, matriarch of the lineage of Dot, declared the land at the world's end their 'final bastion'. It is from that proclamation that the later name Honokom emerged, something to the effect of 'guarded home'.   These new migrants and their wokma mistresses settled around the massive central mountain of Honokom's main island. Seeing that the mountain yet had a tail behind it, Xendoten remarked that it had an appearance of a sleeping dragon. She called it Mount Velondot, bestowing an official adoption into their lineage upon it. Upon its vast peaks, the wokma made their palace homes, and their servants filled the veltron beneath them.   Their arrival hadn't gone unnoticed by Honokom's native populations. Those of a distant relation to Etzli Cuauhtla inhabited the nothern ends of the island continent. Scattered cultures occupied the midlands, and the regions to the south–along with a smaller, habitable island–formed a distinctly third, collective ethnicity. Many flocked to join the newly arrived wokma, heralding them as goddesses or divine beings from across the oceans. Many more resisted and brought arms to war, finding both their lands and people being absorbed by a great enemy. Xendoten and her small but capable army met them all in war, systematically crushing the unprepared natives. Unlike Nerzin, Honokom hadn't embraced a warring culture as the norm, and they were ill-prepared for what Xendoten brought to bear.   Whether through violence or diplomacy, Xendoten tentatively brought all the lands under her rule. Thus, Tensokari–loosely, "(heavenly) mandated greatness"–took form, and Honokom became its territory. The major and minor islands, as well as all their lands, were subdivided into various provinces based on the greatest local ruling powers. These local rulers would be allowed some autonomy, as long as they obeyed Tensokari's orders.   A tense peace followed, and much of what the wokma brought with them spread across their lands. The native cultures and old ways of Nerzin melded together, birthing altogether different ideas in a rather unique blend not seen elsewhere. Great interest in learned arts, especially philosophy, bloomed as the peoples explored the meanings of life with new eyes. Vast troves of treasures, artworks, libraries, and anything of value had come with the Dot, sparking all sorts of growth. For the first time in its recorded history, Honokom flourished with great prosperity.   Generations later, highly successful provinces sought to expand their influence. Long-suppressed tensions boiled over (whether naturally or engineered to), sparking the first open wars. Unfortunately, the lineage of Dot no longer had a clean grip on overwhelming power as they once did. To move improperly would see Tensokari fall apart completely. Instead, they sought to commoditize a method of war, without unduly threatening themselves or the people. In other words, they mandated various forms of challenges, open-field combat, and select siege locations as 'sanctioned conflicts'. Victors would be determined in either body count or acquired gains, but violating the newly described 'rules of war' would force even neutral provinces to retaliate. The foundations of this relationship would come to inform Honokom's highly ritualized cultures later on, as observance of proper convention became critical to conducting business.   In a cruel, ironic twist, the violence the lineage of Dot sought to escape simply became the new norm for Honokom. Ambitious people seeking more ever invoked the rules of war, challenging others and leaving scores of dead, dying, and worse behind. The Forsaken followed after, plunging Honokom into vicious cycles of peace and carnage. Worse, in the following centuries especially terrible storms from Olaniad struck Honokom, annihilating portions of the mainland and sinking parts of the minor islands. Faith in Tensokari, even among its enemies, wavered, and all sorts of subversive ideologies arose. It became a tenuous balancing act keeping Honokom together, one that continued on seemingly without end.   The destruction of the World Gate and resulting Great Darkness rattled the lands. Xendoten, seeing great calamities would fall upon her people, resolved to not avert her eyes once again. She passed the mantle of leadership onto her daughter, and ascended into the Heavens, becoming a true divine being. It is thanks to her that the storms calmed, and the ever-prevalent ash-clouds receded, sparing Honokom from a terrible end. Immortalized as a goddess for such a deed, the new faiths were brought into line, and a heavenly pantheon founded to bridge the differences. Those who wouldn't abide such an arrangement were outcasted, and Honokom's outrageous wars came to an end. For a while, at least.   It became an unending balancing act keeping the various provinces at peace, and managing the outbursts of violence that emerged. Complex familial relationships developed, and a ceaselessly churning quagmire of political games spun its way throughout history. It wouldn't be until tradeships from Dorvar, Etzli Cuauhtla, and even far away Sa-kemet that Honokom's world rattled once again. All too aware of foreign powers farther afield, some sought to isolation, others to lure these foreigners to their side. Rather than fight over existing resources, they would use others, and so swell in power. Worse, there are those daring to leave Honokom to the north, invading Etzli Cuauhtla in search of riches of their own. The arrangement threatened the Tensokari's dominance.   Seeing as closing off their lands was impossible, the Tensokari went about securing and naming certain port cities as 'sanctioned'. They would personally control the flow of foreigners and goods in and out, strangling the provinces of their rebellious dreams. Yet as more ships come and trade continues to increase, even their grip is starting to fail. Wars of conquest may yet spark once again, shattering the careful balance that has kept Honokom together for many centuries.

Structure

Broadly, Tensokari is goverened by the Tensokari Palace itself, and then its separate provincial governors.   The Tensokari Palace is ran by the wokma lineage of Dot, and has been ever since its inception. By necessity to continue the lineage, and broker fruitful diplomatic arrangements, all sorts have married into the family over time. As a result there's a much higher rate of hybrids and anaxials compared to other draconic lineages, and they are (ostensibly) more open-minded about such affairs. Traditionally, the head of the family is the matriarch for those in the family. Those in the Palace, and broader political scene, refer to her instead as the Tensuou; literally, "(heavenly) great being". More modern vernacular simply refers to her as Empress.   Beneath the Tensuou sits her wife or husband, who is comfortably second in authority throughout the Tensokari. Beneath them, as a couple, sits the elders of the family, then the most accomplished that are ranked by merit or contribution. Military members often fill out these ranks the easiest, as being capable fighters or army commanders is an 'easy' path to prestige. Less common are philosophers, doctors, merchants, and artisans who are deserving of direct recognition by the Tensuou. Those that are tend to command far more influence as a result, though.   Around the Dot family sits the rest of the imperial court, essentially functionaries that serve the family, or representatives of the various provinces. The bulk of governance is actually done through them, the operating apparatus that runs the greater Tensokari 'government'. The Dot family serves as directional leadership and more ritualistic roles of importance. Often, they are usually busier keeping the various political machinations in line so nothing disruptive blows up.   One of the largest offices in the imperial court is the Hall of Honor. Comprised of many different military veterans, strategists, and diplomats, it is the intermediary to all the major conflicts that happen on Honokom. If any would-be ruler would have their efforts recognized, it must be sanctioned by the hall. This usually involves strict rules of wars, win and loss conditions, and other agreements being codified before a council of representatives. While the hall does strive for peace, it lives with the recognition that once a claim is submitted, violence is inevitable. It is through the appropriate ritual of war that said violence can be contained, or channeled, in the least destructive ways.   The provinces are the main divisions of land and power throughout Honokom. In part because of clan or tribal heritages, broadly aligned 'families' tend to be the powerhouses that assume control. Regardless of how they organize themselves internally, the official governor is dubbed Volnya, an older term for favored servants among dragons. The volnya is responsible for acting as an intermediary of their province's needs to the Tensuou, but also ensuring the Tensuou's orders are obeyed. There are some provinces where the most powerful families or beings are not actually the volnya, as they refrain from direct engagement with politics. This is usually a sore friction point, as these 'independents' clash with Tensokari in some form or another frequently.   The rise of merchants and trading has shifted the power balance of the provinces greatly. Traditional warrior families have been supplanted or weakened by the intricacies of exponential economics, leaving them in a threatened state. An ever-present need to stave off the Relentless and Forsaken assures their continued livelihoods, but less so for dreams of granduer in conquest. It is this more peaceful existence the lineage of Dot seeks, and so they have made it their business to support economies over war when possible. A problem arises in that the prospect of foreign conquest arrived too quickly, and so many are starting to turn their attention to that instead. Some more than others push for that agenda, and their ambitions may drag Honokom into the flames with them.

Demography and Population

  • Humans
  • Wokma (vast minority)
  • Dragon (vast minority)
  • Muurun
  • Nebubis
  • Rachtoh
  • Jiuweihu
  • Gehurm
  • Vampyr (minority)
  • Shermadi (coastal dwellers)
  • While Tensokari is quite stable where foreigners are concerned, the island continent is home to all sorts of smaller species. In part thanks to its usually people-friendly goverenace, these groups have survived and flourished well. There's a noticeable divide from the major cities and ports compared to the rural lands as a result.

    Military

    Every province goes about arming themselves, and maintains their own armies. All sorts of traditions can be found, with some being exceptionally notable in one art of war or another. Given the eternal whetstone of Relentless and Forsaken, these armies are usually kept in some semblance of good shape. Ritual combat, either with themselves or against their neighbors, fills out their experience repetoire and gives them a decisively practiced, deadly edge. This relatively high-tempo diet fills out their capabilities even though each province may be quite lacking in gear or particular equipment.   Heroine worship is a cultural phenomenom in Honokom, with great beings revered and honored. Their singular capability on the battlefield is amplified with all sorts of resources given to them, often over the wider armies at large. The lopsided nature of such an arrangement actually suits their island continent quite well, as it ends up (unintentionally) minimizing the damage much greater armies could do. Entire battles, and wars, have been determined by these heroines and their actions, making for endless dramas to be told down the line. Warrior ladies by far fill out the nobility across Honokom, perhaps more so than many contemporary civilizations might. Not everyone adheres to such worship strictly, and more populous provinces usually sport more roboust, capable armies.   All of them, however, tread carefully around the Tensokari Palace the most. Theirs is unironically the best of the best, for many warriors choose to marry into the family of Dot once recognized. Their considerable talent is bent to the Dot's desires, and the provinces are kept in line all the more because of it. On the same note, that same arrangement becomes a double-edged sword, for the warriors' familial relationships are brought to prominence as well. Many sides become reluctant to do anything because both of them have family on the line, creating a tense stalemate. It is profoundly rare for the family of Dot to actually go to war in earnest as a result.

    Religion

    Honokom's many faiths have ever fought each other, blended harmoniously, then spat out again violently. Sometimes the same faith ends up having two different names due to societal differences between provinces as well. They are all, however, underpinned by some relatively common themes: nobility, self-reflection and improvement, and respect for the goddesses. The finer details often end up in relation to these ideas. While many cults and reclusive temples exist, five religions hold majority sway.   Chaoha, so named after its iconic prayer chant, is favored by menial laborers and those seeking simpler, more ascetic lifestyles. An extraordinarily pious faith, it emphasizes rote ritual and due decorum, seeking enlightenment through natural life guided by divine purpose. Priestesses of Chaoha often travel across Honokom, dispensing aide, prayers, and spiritual communion with the masses. Of the five faiths, they abscond from political intrigue the most, which ends up making them favored arbitrators in disputed matters. Members of this faith often wear brown or yellow attires, the most common (and cheapest) colors available.   Heshri, the smallest of the five, holds a unique distinction in being an off-shoot from Etzli Cuauhtla. While its nature has mutated extensively over the centuries since crossing to Honokom, one core tenet aligns its many versions together. All faithful of Heshri must find and kill the Relentless, without pause, without end. Their greatest joy is to deliver fear into the fearless, and triumph over that which cannot be triumphed. A somewhat fatalistic religion, the vast majority of its members are garrison guards, warriors, hunters, and others who deal in the wilds. They often practice a watered-down, easier-to-live with version than the suicide-pact wielding veterans who have given up on living a normal life anymore.   Onho is often derided as a frivolous faith, one practiced by those with too much time on their hands. Its roots are in martial warfare, seeking perfection through mistressy of weapons. Through diligent practice, one can come to gain insights into the world and life. However, these insights are often rare, and usually only those who are rich or affluent can practice extensively. Lifetime warriors and nobles are usually those who practice the martial tenets of Onho. However, as the ways of the warrior are defined by their weapons, smiths have moved in quite comfortably as well. Two halves emerged: the ways of the smith, and the ways of the warrior. One often feeds into the other, though usually with coin and food rather than metaphorical concepts.   Wumumu, a faith favored by those braving the seas and dangerous travels, curries favor toward the goddesses the most. In lieu of hierarchy, one's sacrifices (both in material goods or effort spent) are what is recognized. If one achieves reward-worthy recognition, they might be allowed a gift, or a selection, from the vaults of divinity. It carries a certain equitability to its tenets, so that even though merchants may spend much, they must work harder to earn what paupers may receive. Wumumu is sometimes seen as a sister-faith to Chaoha, as they overlap somewhat, though Wumumu emphasizes personal effort. If that effort happens to be humanitarian in nature, it is because of that person's efforts.   Dotnya is a contentious cult centered around the lineage of Dot. Since the divine ascension of Xendoten, many mortals have regarded the wokma line as sacred in nature. While not an uncommon thing in older times, it has ever adapted to continue veneration of the wokma despite better education and awareness. Whether by study or coincidence, Dotnya seeks emulation of draconic power, and does so through methods similar to cultivation. Its tenets emphasize personal growth and power the most, which some have taken to unfortunate extremes. While there aren't a lot of strict adherents, it is a useful vessel for those seeking conquest to call upon.

    Agriculture & Industry

    Predominantly agricultural, the vast expanse of Honokom is broken up by forests, farming fields, and ranches. Often at the forefront of tempests from Olainad, life of all kinds has adapted to enduring the harsh, semi-regular visits. It is a constant game against the Heavens to till equitable land, sow for a harvest, and then collect before a storm arrives. Sometimes years may go in between these visits, leaving Honokom prosperous for a while. Ironically, much of the flora and fauna need the storms to come or their extravagant ways of living will quickly kill them off.   Storm grass is the most notable example, as some subspecies of it produce rice, a staple food crop. While they can grow on their own, true harvests only come in the wake of lightning. The ebb-and-flow of expansion and contraction for agriculture is normally a root cause for conflict as well. While dirt remains dirt, where people draw their borders is as much reclaimation as it is aggressive takeover. Life blooms after said storms, especially, can spur on all sorts of crazy harvests and bountiful game.   One persistent problem throughout Honokom's history has been usable metals. The largest sources, found on Mount Velondot, are the property of the Tensokari Palace. Their choice of home gave them a surprising monopoly, and so one of their largest sources of wealth is in the trade of metal goods. Only a bare handful of mines outside of Mount Velondot can compete, and numerous smaller ones struggle to find deep, lasting veins. The qualities of the metals there are, however, are usually quite good. Often mana-charged or amendable to it, Tensokari smiths and artisans can create fantastic works. As a result, metal is reserved for far more serious affairs. Building one's house with metal nails, for example, can be seen as a showing of wealth in most places. A thriving form of business is often metal recycling, and scavengers can get quite the beautiful pay some times.   Thanks to both Golden Tides and Olaniad, Honokom has massive fishing industries–if not the largest on Veltrona. In fact, most of their meat consumption is ultimately fish derived, with ice mages in high demand to help preserve large shipments of said fish. Olaniad's fearsome leviathans are also items of incredible demand, with the Tensokari Palace itself placing unimaginable bounties on them. Those who can help secure one of these titanic monstrosities can quite literally set their families up for life. No end of would-be fisherwomen go out to Olaniad, never to return. The shermadi dwelling on the coastline help a lot for saving surviving crews, though.

    Education

    No uniform sense of education has existed on Tensokari throughout most of its history, making schools of any kind both precious and desirable. Nearly all of them have ties to the ruling powers, propped up to ensure their children and favored associates' children can receive great education. Often the only choice for commoners and those without good connections are public temples of the various faiths. So-called prodigies or geniuses may receive scholarships, becoming pawns in their benefactors' games. Otherwise, clans and families see to meeting their own needs, passing down learned knowledge through their own guarded libraries.   The fragmentation of knowledge has ultimately left much of the intellectual development in Tensokari lopsided. Once an ignorable issue, the need for more expansive government and competent functionaries has twisted the arm of the Dot family. In the last few centuries, they have arranged for more uniform educational standards, which has not been kindly received by nobility. Indeed, education is one of their privileged hallmarks, and they despise commoners lowering the esteem it carries. The rows back and forth over the matter have enflamed the class divide, twisting the Dot family's arm even further.   Furthermore, the works of foreign minds entering Honokom's cultural awareness is also engendering change. All sorts of newer ideas are cropping up, but it is hard to tell which will bring prosperity, and which will bring ruin. Its served to enflame an already festering wound, and what may come out of it is enough to give the wokma migraines.
    Type
    Geopolitical, Empire
    Training Level
    Trained
    Veterancy Level
    Veteran
    Government System
    Monarchy, Absolute
    Power Structure
    Unitary state
    Economic System
    Mixed economy
    Location

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