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Kudzemba is one of the three major imperial powers of Beke Wataza. Kudzembans - at least, higher class ones - are typically characterized as a rather practical people, focusing more on the sciences rather than the arts. Kudzemba is also the most industrialized of all the Watazan nations, and the dirty, smog-filled streets of its large cities are known to host the largest ratfolk populations on all Beke Wataza. Kudzemba is known to have an intense rivalry with Magati.
Magati is one of the three major imperial powers of Beke Wataza. Historically, it has been the most powerful of the modern Watazan nations - in 303 FE, it controlled all of modern Voroko, the Midlands, and even some of modern Kudzemba. It is that proximity, starting around 820 FE, after Kudzemba expanded from its islands that led to the legendary rivalry between the two nations. The Magatian capital of Barasi is home to the Grandmaster of Servants, the head of the Fivefold Church. Barasi is filled with exquisite, finely-painted architecture, both religious and secular, making it the perfect example of the extravagance and colour Magatian culture is well-known for.
Voroko is one of the three major imperial powers of Beke Wataza. It has, notably, stayed together since it separated from Magati in 597 FE, unlike the Midlands. Unlike the more mountainous north of Western Beke Wataza, with its lush lowlands, Voroko has almost no mountains and is rather arid, becoming desert to the east along its border with the Orclands. That border makes orc raids something of a problem in Voroko. Vorokoan culture has something of a sadness throughout it. The harshness of the deserts and orcs, many people being stuffed into cities that live on what agricultural land exists along the few rivers... But these hardships have also made the Vorokoans a fierce, passionate people, full of melancholy song.
While they successfully separated from Magati in 1105 FE, it was only 81 years later that they dissolved into various competing states - they just didn't have the will to keep up centralization. Today, we see the states of Kadu-Mbele, Mbeke-Mbele, Deneza, and Bokele - the most unified the Midlands have been since they dissolved. Midlanders tend to be proudly independent folk, as might be surmised from the above. They subsequently have the least adherence to the Fivefold in all of Western Beke Wataza, preferring local deities and spirits. Most of the Midlands are hilly and mountainous, so Midlanders are generally hardy people.
The Dominion of the Unity
The Dominion is a large land power dominated by its religion, called the Unity. The Unity denies the existence of any gods, instead focusing on the collective will of the people, also called the Unity. The Unity values hard work, conformity, and equality. It doesn't like having some few members of society having most of the wealth, like in Western Beke Wataza. Uniquely among all Watazan nations, the Dominion doesn't shun necromancy - in fact, it makes great use of necromancy. The bodies of the people will continue to work, even after their minds have been subsumed into the Unity. Lichdom is even considered a great sacrifice, as the lich continues to exist in the world instead of joining the Unity in eternal bliss. The Archassembler of the Dominion, its leader, is the lich Tonte Kitsula. While psionicism didn't originate in the Dominion, it has become well-accepted, as they believe that psions tap into the collective will of the Unity for their power. (5E Domains of the Unity: Knowledge, Life, Light, Nature, War, Death, City) (Pathfinder Domains of the Unity: Good, Community, Law, Protection, Healing, Artifice, Plant, Earth, Strength, War, Sun, Liberation, Rune, Repose, Knowledge; Special: Good and Neutral clerics of the Unity can choose to channel negative energy.)
There are various kinds of half-human in Watazan society, mostly the product of dalliances with outsiders. These are listed as 'Advanced Races' in the race list.
The Fivefold Church
The Fivefold is the primary religion of Western Beke Wataza, focused on the Fivefold Godhead. It is sometimes said to be five gods acting in concert, but at other times it is said to be one god with five aspects. These aspects are:
Nokombe: The aspect of plants, agriculture, and commerce. (5E Domains: Nature, Life) (Pathfinder Domains: Good, Plant, Earth, Travel, Artifice, Healing)
Inukala: The aspect of animals, people, society, hierarchy, and civilization. (5E Domains: Nature, City) (Pathfinder Domains: Good, Animal, Community, Law, Nobility, Protection)
Tivoza: The aspect of the sea, storms, and war. (5E Domains: Tempest, War) (Pathfinder Domains: Good, Water, War, Chaos, Weather, Luck)
Amakwodi: The aspect of the sky, the planes, celestial bodies, and the void; also the psychopomp aspect. (5E Domains: Light, Death) (Pathfinder Domains: Good, Air, Sun, Void, Darkness, Repose)
Yanatulo: The aspect of love, passion, art, memory, and culture. (5E Domains: Trickery, Knowledge) (Pathfinder Domains: Good, Charm, Fire, Glory, Knowledge, Magic)
Regular clerics are only allowed to have as their patron one single aspect of the Fivefold - only the Grandmaster of Servants can have the entire Fivefold Godhead as her patron.
While, through its dogma of the Hierarchy of Powers, the Church claims that the Fivefold Godhead has authority over all other gods, the worshippers of those local gods and spirits tend to disagree.
The gnomes of Hadrasti are the fey race of Beke Wataza, who came to Bekedzola in the Fey Exodus. Hadrastian society is filled with many competing philosophies that people order their lives around - like the other fey races of Bekedzola, the gnomes do not worship any gods.
Some examples of these philosophies:
The School of Kaleidoscopic Restoration: A major school that seeks to restore and return to the Fey Realm. It is seen as rather conservative. (5E Domains: Life) (Pathfinder Domains: Healing, Protection, Repose, Travel, Law, Nobility)
The School of the Unending Path: A major school that focuses on the future, and how to improve it; rather idealistic, and has a notorious rivalry with the School of Kaleidoscopic Restoration. (5E Domains: Light, City) (Pathfinder Domains: Community, Liberation, Sun, Magic, Strength, Luck, Glory)
The Golden School: A major school focused on money, its acquisition, and efficient use. It has benefited greatly from the world trade created by Watazan colonization efforts. (5E Domains: Knowledge, Trickery) (Pathfinder Domains: Travel, Knowledge, Nobility, Artifice, Law, Luck, Trickery)
The School of the Seven Ways: A minor school that looks to the apparent extremes of reality and tries to understand the dichotomies and the gradients between them. (5E Domains: I don't know how to handle this.) (Pathfinder Domains - domain sets in square brackets must be taken together: [Good, Evil], [Law, Chaos], [Fire, Water], [Earth, Air], [Healing, Death], [Sun, Darkness], [Destruction, Protection])
The Whirling School: An obscure school that seeks out the secrets of the universe as hidden in all texts. (5E Domains: Knowledge, Tempest) (Pathfinder Domains: Knowledge, Rune, Liberation, Chaos, Magic, Darkness)
Psionics originated with the gnomes, said to be an art they developed in their prehistory in the Fey Realm.
The tengu, one of the beast folk of Beke Wataza, live in the high mountains of Western Beke Wataza, in fortresses mostly only they can reach. While their homes may technically fall within the borders of this human nation or that, the tengu have always been independent, as the humans could never figure out how to get anyone more than maybe one or two wizards up to the tengu cities, and so eventually decided to leave them alone to focus on people they could actually fight - eachother. Because of this, there is a certain respect for tengu when they come down to the lowlands. Some tengu have even been known to move permenantly into human societies, even occasionally achieving some kind of status. The tengu are known for having invented the art of the monk. While some human monasteries have arisen over the centuries, most monks are still tengu. However, while the art of the monk itself has not gained much popularity among humans, the schools of martial arts it contains have - humans have even developed their own schools, putting a twist on the tengu-crafted techniques. In addition to their independent pride, tengu are also known to be somewhat greedy, though they don't usually turn to thievery. Living on mountains as they do, they have dug extensive mines to gain wealth. The life of a tengu miner is stressful - the cramped spaces of mines are anathema to the avian race, who much prefer the open air of the mountaintops. Yet, the lure of more shinies is unending...
Ratfolk, one of the beast folk of Beke Wataza, are odd in that they have no known homeland. As far as anyone knows, they've always been around where humans have built cities - just as their smaller, non-sapient cousins. Views of humans on ratfolk can vary, but are usually negative: pests, thieves, violent, and so on. Of course, such activities are usually consequences of the poverty they have been subjected to by said humans.
The Orclands are not actually a unified country at all. It's a collection of nomadic desert herders just as likely to fight eachother as they are to fight humans. The orcs are Beke Wataza's native goblinoids.
Watazan currency is as follows:
silver dollars (16 dollars = 1 ducat)
silver royals (8 royals = 1 dollar)
simple coppers (20 coppers = 1 royal)
A silver dollar is equivalent to 1gp in the Player's Handbook.
Western Beke Wataza is currently undergoing something of an economic crisis. The destruction of most of the Kanandian colonies has led to resource shortages in the Western Watazan nations. While there are colonies on Megakide, they are mostly small trading colonies through which "exotic" hobgoblin and drow luxury goods flow. With the resource shortages came shortages of goods made from those resources, and the goods shortages brought the specter of mass rioting upon the monarchs of Western Beke Wataza. Therefore, they have had to lower or remove their tariffs on goods from the Dominion of the Unity, so as to placate their people with cheap goods. Dominion goods are so cheap because of its use of zombie labour - instead of going through a phase of mass migration out of the country and into the cities like has happened in the Western Watazan nations, the Dominion skipped that step and went straight to mechanization; zombies are pretty much just automatons, and they're cheaper to maintain than it is to feed, clothe, and shelter a living worker. Therefore, the majority of the population of the Dominion is still rural and working in agriculture.1
Weapon Proficiencies, 5E Style
For Watazans, modern firearms and explosives, as listed in the DMG, are available. Bows and crossbows are only available with special dispensation - who needs to train with a bow all their life when they can just pick up a gun, practice for a few weeks, and be just fine? Crossbows do continue to have their place, though, as they are easy to train with, like guns, but are much more silent than guns. Archery has been relegated to being a sport of the nobility.
Weapon Proficiencies, Pathfinder Style
For Watazans, guns are martial weapons, while bows and crossbows are exotic weapons - who needs to train with a bow all their life when they can just pick up a gun, practice for a few weeks, and be just fine? Crossbows do continue to have their place, though, as they are easy to train with, like guns, but are much more silent than guns. Archery has been relegated to being a sport of the nobility.
Proficiency Adjustments By Class
Alchemist: Gains revolver.
Arcanist: Gains revolver.
Archivist: Gains revolver.
Artificer: Gains all guns.
Bard: Gains revolver, loses shortbow.
Beguiler: Gains light and heavy crossbows, and revolver, loses shortbow.
Binder: Gains revolver.
Brawler: Gains revolver.
Cleric: Gains revolver.
Dragonfire Adept: Gains revolver.
Dragon Shaman: Gains revolver.
Favoured Soul: Gains revolver.
Inquisitor: Gains light and heavy crossbows, revolver, loses shortbow and longbow.
Investigator: Gains light and heavy crossbows, gains revolver, loses shortbow.
Oracle: Gains revolver.
Psion: Gains revolver, loses light and heavy crossbows.
Rogue: Gains light and heavy crossbows, gains revolver, loses shortbow.
Scout: Gains revolver and shotgun, loses shortbow.
Shaman: Gains revolver.
Sorcerer: Gains revolver.
Soulknife: Gains revolver.
Spellthief: Gains revolver.
Summoner: Gains revolver.
Warmage: Gains revolver.
Wilder: Gains revolver.
Witch: Gains revolver.
Wizard: Gains revolver, loses light and heavy crossbows.
The Dominion doesn't put zombies on farms - no matter how clean they can make the zombies, nobody wants zombies touching food.