Clan name: Enipel
Clan leader:Tor Aran. The great Lanak- An absent minded bohemian, Lanak has built his clan on the principles of individual science and the discovery of all things. He was become a wealthy Fubarnii through trade and export of various medicines and contraptions over the years and he is often seen in his palace’s great library with an expertly crafted opium pipe by his side.
Capital city- not sure...
This area is situated around, underneath and across a colossal tree that provides shelter and water for the cities inhabitants. The tree itself is ancient with deep roots that extend far beyond what Fubarnii engineers have managed to dig. During the excavations under the tree it was found that its roots are home to a variety of fungi and medicinal herbs that are harvested for medicines and other unscrupulous ‘consumptions’ and re-distributed across Anyaral.
Transport around the city would be difficult if not for the engineers who built an overly complex system of pulleys and lifts that would allow Fubarnii to ascend the heights or depth of the tree, while on the ground clockwork tramps escort traders and the elite through the gateways into the palace.
Info and culture.
The Enipel take pride in the Fubarnii’s ability to overcome any obstacle, whether it is in the battlefield or in the cities, and because of this ethos the cities of the Enipel are home to many unique inventions all designed to help the inhabitants with their daily lives. (whether it actually helps the people is another matter entirely!). This has led to several inventions being incorporated into Enipel culture from clockwork tram systems to large artificial lakes that are occupied by the smaller villages and towns of the Enipel people.
The inhabitants of the clan all worship/praise Engineer Gehran as the remover of obstacles and there are several shrines throughout its territory where offerings are placed and young engineers come for inspiration during lunar rituals.
Back at the capital city, atop the great tree rests an academic centre where the Fubarnii conduct all manner of scientific experiments and as such it is not an uncommon sight to see mad Fubarnii leap from the great branches in their abstract flying machines.
Conveniently the academic centre of herbalists is located at the bottom of the great tree often ready to see the effects of their concoctions on the injured Fubarnii that has just crashed from the skies. The institute holds many secrets about what they do but it is alleged by empire officials that they are responsible for the increasing amount of narcotics found throughout the smaller cities surrounding Enipolis.
The buildings of the Enipel are simple mud-brick and timber and the capital sprawls across the roots and around the trunk. The entrance is well built and defended as Trade is am important factor in keeping this city well funded and often heavily laden caravans will depart from the city and rich traders will return, though all are to pay a tithe to the Lanak.
Surrounding towns/villages
The small villages and towns situated around the capital are dominated by huge artificial lakes, which supply fish, salt and building materials to the capital. The waters are a deep and rich blue and on bright and windy days engineers will travel down from the capital and try out new boats and aqua contraptions, from wind sails to steam the Fubarnii of the Enipel rule nothing out.
History.
The culture is heavily based around the idea that a single Fubarnii can change the fate of millions such as Gehran did. And since its founding has always aspired to the ideals of the original freedom fighters of liberation and ingenuity.
References to the city in empire archives note, through its many pages, that the Enipel culture only contributes the minimum amount of military resources to the empire while preferring to have a standing guard in the capital at all times.
Leadership of the clan is hereditary and has been since it was founded by fleeing slaves liberated by Dimor and his rebels.
The land was once a dry and arid place (no doubt caused by the great tree) when the slaves arrived but the tree provided shelter and from the depths the Fubarnii were able to draw moisture from its roots. Soon engineers, inspired by the stories of Gehran, began the construction of the lakes and by mixing chemicals found on the fungi of the tree they are able to create vast smoke clouds by burning them. This in turn bought the rain. Which through an ingenious method of aqueducts and man-power the engineers were able to fill the lakes. Later these were then populated by several species of fish.
Well thats what I was going for, I hope its not to different from the twilight world.
As for a unit suggestion I posted a Fubarnii herbalist in the 'game' section Which I think would go great with this Clan...Also If mike would like to Sculpt Lanak (opium pipe and all) My birthday is coming up in a couple of months
Anyway Anything to develop the rich story in this game :3