Farim
Land of Gold, Land of the Unconquered.
A far-off land established as a colony by humanity and their most ancient allies, Farim stands as a pillar of unity and mortal strength within the world. Where the other civilized lands might struggle and compete between nations and races, each looking to expand their own glories and their own interests, the peoples of Farim are all united against a single, overwhelming enemy, the cancerous Weavers and their Children, and this has led to a proper integration of each race into every organization and level of each society.
While the council may politically identify as an alliance of separate nations, after almost a thousand years the rivalries and divisions between the nations are mostly just kept out of habit, and are used to identify each race's population center. Major laws passed within each nation are brought before allies before being implemented to ensure all nations are in agreement, trade flows freely, and crafts, magical theory and finer arts are all shared to ensure the strength of each nation and their neighbors.
Political intrigue still exists, but generally does not lead to war or even skirmishes between the races. The overwhelming threat of absolute annihilation at the hands of an alien and utterly monstrous foe has seen to that. Typically, they are little more than a single nation experiencing a shift in power, be that in a quick and bloody coup, or through economic and political pressure, with no overt interference from the other nations on the outcome.
As far as recent history is concerned, Farim has had a tumultuous chain of events occur. Fifty years ago, in the heart of Spring, the dragon Ahmit came to Farim, and delivered death to the nations such as a single being had never delivered before. She ripped through the country, tearing apart the dwarven kingdom and stealing the spirit of the cleansing crystal that was key to their rebirth, before flying north, across oceans and towards the Cradle of Life once more. In doing so she butchered nearly three hundred thousand souls, only a third of them dwarves, and the rest soldiers or civilians who happened to get in her way, and her timing was awful. Because at the same time, a weaver, Chistrithx the crimson, had invaded the Isle of Dusk, and with her arrival a surge of arachnid horrors overwhelmed Farim's far outposts and began massing for an invasion of the mainland.
But, clearly, she failed. A group of ascendant heroes, assisted by the survivors of the outposts, wandering fey, a bandit army and the last-minute arrival of another nation's punitive and diplomatic army being sent to Farim, managed to slay the weaver and many of the widows she had gathered to her army of horrors, shattering the entire western stranglehold and alleviating the threat that had been hanging over Farim for so long. And the good fortune did not stop there.
Ten years after this event, the nations of Farim were greeted with the resurgence of an ally that they had long thought extinct, as the Djinn began coming from the north. Whatever ritual Ahmit had performed at the Cradle had inadvertently freed the souls of this magical race, allowing them to return and assist the colonists in their continued efforts to expand and wipe the Isle of Dusk clean of its corruption.
Demography and Population
The lands of Farim are divided into six distinct nations, each of which have fulfilled vital roles and functions in their alliance.
Total Population
- 3,353,705 people of various races
- 2,608,182 adults
- 473,031 children
- 272,492 elderly
- 533,190 total individuals
- 430,622 adults
- 99,917 children
- 2,651 elderly
- Death rate from disease or starvation: 640/ year without major epidemic
- Death rate from violence: 3,000/ year without major engagements
- Birth rate: 8,320/ year
- Infant mortality rate: 20%
- 705,150 total individuals
- 150 matrons
- 608,400 adults
- 21,600 children
- 75,000 elderly
- Death rate from disease or starvation: 85/ year without major epidemic
- Death rate from violence: 300/ year without major engagements
- Birth rate: 2,400/ year
- Infant mortality rate: 25%
- 345,030 individuals
- 30 matrons
- 220,520 adults
- 79,480 children
- 45,000 elderly
- Death rate from disease or starvation: 500/ year without major epidemic
- Death rate from violence: 1,700/ year without major engagements
- Birth rate: 3,500/ year (480 Lizard-folk, 1,020 serpent-folk, 2,000 various others)
- Infant mortality rate: 18%
- 430,103 total individuals
- 380,065 adults
- 49,603 children
- 435 elderly
- Death rate from disease or starvation: 430/ year without major epidemic
- Death rate from violence: 600/ year without major engagements
- Birth rate: 4,000/ year
- Infant mortality rate: 15%
- 249,123 total individuals
- 181,520 adults
- 38,356 children
- 29,247 elderly
- Death rate from disease or starvation: 500/ year without major epidemic
- Death rate from violence: 700/ year without major engagements
- Birth rate: 2,900/ year
- Infant mortality rate: 16%
- 67,653 total individuals
- 41,150 adults
- 26,500 children
- 3 elderly
- Death rate from disease or starvation: Practically non-existent
- Death rate from violence: 120 dwarves/ year
- Birth rate: 900/ year
- Infant mortality rate: 3%
- Maximum population (dwarven only): 182,730
- 1,023,456 total individuals
- 745,725 adults
- 157,575 children
- 120,156 elderly
- Death rate from disease or starvation: 8,000/ year without major epidemic
- Death rate from violence: 13,000/ year without major engagements
- Birth rate: 29,000/ year
- Infant mortality rate: 13%
Survival is Victory, Unity is Survival
Type
Political, Federation
Alternative Names
Land of Gold, the Summer Nation, the Lost Nation, Land of Demons, the Unconquered
Training Level
Professional
Veterancy Level
Decorated/Honored
Demonym
Farimis
Government System
Meritocracy
Power Structure
Federation
Economic System
Mixed economy
Legislative Body
The Conclave of Farim
Judicial Body
The Immortals
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