Irombi

Irombi is the southeastern continent of MK Earth, and also a collection of nations.

Background

Believed to be the cradle of human civilization, due to ruins over 16000 years old and genetic research, this land is a mixture of deserts, jungle and savanna.

Many nations of Irombi are highly technologically advanced, and the nation of Espaku (Spake) has been a major naval power in the Central Sea since the medieval era. The continent served as one of the major battlegrounds of the First World War (1832-1838) and Second World War (1885-1893 CR).

Climate

Most of Irombi is either tropical or semitropical. Deserts are common, particularly in the northwestern portion of the continent which is both close to sea level and close to the equator. Much of the continent's interior is at higher altitudes, though, and features large cloud forests that are home to rich, diverse ecosystems. Tropical rain forests can be found around the chain of rift-valley lakes in the northern central portion of the continent, while the southeastern coast is home to semitropical forests and rich, rolling grasslands. The northeastern quarter of the continent is home to a broad flat savanna that is much like the grasslands of southern Fan Shoar.

The only native sentient species is humanity, and humans of this land tend to be darker-skinned than anywhere else on the planet (though some inhabitants of Rukilia come close).

Civilization

The people of Irombi are more advanced than their counterparts in RL Africa during the Middle Ages; the continent was home to the first great human civilizations, and while much of that knowledge has been lost, enough has been retained to ensure their place in world events. The most prominent city in Irombi is Espaku, which is known as Spake to the people of Whales. Espaku and Whales have a long-running rivalry as the two preeminent naval powers, and they have clashed at many times in the past because of their mutual desire to control shipping on the Central Sea.

Arcane magic is highly developed in Irombi, but it has evolved along a different path from the magical practice of Galendor. Most of the magical techniques used in Irombian spellcasting are focused around the summoning and binding of extraplanar beings, including elementals, djinn, aedra (celestials) and daedra (fiends). This type of magic is considered extremely dangerous by most spellcasters in Galendor, and the ancient religion of the Lothanasi considered it a form of diabolism, but to the Irombians it is simply the way magic is done, and few have ever questioned it. True, a bound spirit occasionally breaks free and causes a large amount of property damage before it is recaptured or banished to the outer planes, but few would seriously consider giving up the extraordinary magical benefits of using summoned creatures.

Most of the civilizations in Irombi are patriarchal; women are not quite treated as slaves or property, but they're definitely second-class citizens. On the other hand, a woman with a high degree of magical talent can usually overcome this bias and gain the respect of her peers … partly because excellence is rewarded wherever it is seen, and partly because she might have summoned creatures at her command that could kill them in their sleep.

Religion

Note: the following information is from the days of Metamor Keep. Little is stated regarding Irombian religion since the Great Fall.

Because of their skill in summoning magic, Irombians were often characterized as being demon-worshipers. This is not entirely fair. The Irombians do acknowledge the Daedra Lords and pay honor to them as the Gods of Shadow, but they also revere the Aedra Lords as the Gods of Heaven. Each of these beings is considered on his or her own merits, without regard for the divine politics that define religion in Galendor. An Irombian merchant might make an offering to Agemnos before setting out on a trade expedition, offer a sacrifice to Wvelkim before loading his cargo aboard a ship, then go home and pray to side-by-side idols of Velena and Suspira before going to bed with his wife.

Unlike the lutins, who worship the Daedra Lords in ignorance of their true nature, the Irombians know very well how malicious some daedra can be — and treat them with great caution and respect because of this knowledge. Conversely, they also understand the capabilities and moral ambiguities of the celestials to a far greater degree than most people in Galendor. In a society where summoning is such an integral part of magical practice, most people quickly learn to treat all supernatural beings with respect — much like the respect given to a poisonous snake by its handlers. Making pacts with daedra is not considered inherently evil in Irombian society, but a person who lets himself get roped into a bad pact is generally considered too stupid to live, and others will have few compunctions about letting him bear the consequences of his choice.

In addition to the aedra and daedra, Irombians also pay respect to the djinn. This respect is not usually considered worship — particularly since many djinn now live on the Material plane — but it carries some of the same characteristics. Most Irombians also acknowledge a Creator-deity, who is known by various names in different cultures; the people of Espaku use the title of the Great Maker, who is usually depicted as masculine. A few of the mountain tribes worship the Mother Goddess instead.

Irombi Today

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Places of Note

Known Nations

Geographical Features

Known Citizens (not associated with specific nations)

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Sources

MK2K Original Bible entry- Slang, MK Wiki entry - Irombi, First World War,

Author's Note

Irombi is the Metamor version of Africa. Since the stories of Metamor Keep and Metamor city are focused on the continent of Galendor, Irombi's separate nations seem to be mixed together into one larger entity, even if there isn't a political entity to account for it.1

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