Rhas'cton

Leader
Master Hayid, Father of Hemlock, Giver of Gifts, First to Despair.

Former titles: Rayisu

Appearance:
The people of Rhas'cton are all of similar appearance. Average height, slim and wiry build with bronzed sun-kissed skin. All Rhas'ctonians lack hair of any kind on their heads and decorate their faces with kohl rings around their eyes. This creates a stark contrast with the diverse peoples of Pangow who dwell in the same region of the Blood Lands.

Beliefs:
During the Sanguine Age Rhas'ctonian nationals believed firmly in a 'Might is Right' attitude and felt they had the right to claim anything they were capable of taking by force. After the coming of Hayid the nation progressed in its beliefs under his leadership; moving away from barbarism and towards more structured ideology. He spent a large time away from Court to perfect his vision and to determine how to best share his new found gift of clarity with his fellow Courtiers.

Further developments and interpretations of the Book of Hayid have become reinforced through the Rhas'ctonian lands, all who dwell eschew material possessions and items of singular worth deeming such trappings as a weight upon the soul. This has lead to the remodelling of the settlements that fall under the rule of The Master, long terraces of uniform and functional dwellings now stitch the lands the inhabitants choosing a more economic use of space now that the need for vast housing to hold unnecessary trinkets and furniture is no longer widely accepted.

The Sanguine Age
Aled (Deceased)

Bitterclaw - (Deceased)

Butcher, The - (Deceased)

Chemist, The - (Deceased)

Fabius (Bequethed to Pangow)

Hermit, The ; Annointed of the Master AKA Omar

Madman, The (Deceased)

Maester, The - (Deceased)

Saladin - - (Deceased)

Surgeon, The (Deceased)

Memphis (Capital):
Memphis is a former town of the Ashkai, liberated during the closing stages of the Sanguine Age. The city was taken while Rhas'cton and Pangow formed the Hemlock Accords during the Ascension War with Skogridd & The Duskwyld. Typical Ashkai architecture fills this town, a shanty can be seen growing to handle the influx of displace populace as a result of the Ascension War

Oasis:
This village resides on small set of islands on a Lake Ma'an that separates the lands of Rhas'cton and Pangow. Like all Rhas'cton settlements the centre of this village resides one of Hayids monuments surrounding which are scattered huts and shanties and plots for growing food.

Thebes:
Former mining town liberated from the Ashkai during the closing stages of the Sanguine Age. Typical Ashkai architecture studs this mining town. This town is policed by a contingent of Atlantean immigrants who now reside in The Masters blessed lands.

Ferrus:
This village resides on small on the banks of a large lake that separates the lands of Rhas'cton and Pangow. Like all Rhas'cton settlements the centre of this village resides one of Hayids monuments surrounding which are scattered huts and shanties and tunnels which dig into the earth.

Jahrak:
Former capital of Rhas'Cton. Jahrak was taken by the Skogridd military during the Ascension War.

Jahrak was the largest of Rhas'ctons settlement and holds one of the many monuments created in Hayids vision for a better and progressive Bloodlands.

Spice:
A flower originating from the lands of Ashkai. Large amounts of this flower was imported prior to the liberation of Ashkai cities during the Ascension War. This flower is manufactured and then consumed as a recreational drug that slows the mind and the body.

Mukkali:
Land beasts native to the lands of Rhas'cton. These are desert-dwelling herbivores, used as large mounts, and are indigenous to the desert. Mukkali are capable of living for long periods of time without food or water, but conversely have very poor tolerance to cold climates.

The main advantage of utilising a Mukkali over a horse is its exceptional endurance and load bearing capability. Their feet were specifically crafted by Hayid to move over sand at high speeds, and the large soft pads help spread their weight to avoid sinking in soft sand.

Terrain:
Where once the arid grass lands spread there is now an overgrown tangle of vegetation. A haze blocks the light and casts an unearthly hue over the plains. Insect swarms drone through the sky and unearthly creatures have taken up residence in the overgrown parts. The towns and settlements a close knot huddle of huts and shanties, great monuments to the Master rise in the centre, those deemed the most devout to the faith have taken up residence closest to the monuments.

Climate:
The air is oppressively thick and humid, there is a sickly sweet scent to the air that is pervasive and overwhelms the nostrils.

Doctrines:
N/A

Notable Units:
Atlantean Misery

Golem Guard - KIA

Bitterclaw

Military Victories
The nation of Rhas'Cton is not an outwardly militaristic nation, the only major military campaign they had any involvement was the Liberation of Ashkai during the Ascension War.

Military defeats
The armies of Rhas'Cton and Skogridd met only once in battle. A heavy toll was taken on both sides but the battle was tipped in the favour of Skogridd by the arrival of their winged beast. The armies of Skogridd returned to their frozen homes heavily wounded but victorious.