Kumaur

Kumaur (formerly known as Kumuur) is a city on the largest of the islands located in the strait that separates South-Western Sparwood and Western Cymru. The town was founded on the 12 of February 2021.

It is currently part of the Province of Silvay (though it rarely accepts the oversight or ruling of the Hanzerouenn) within the Autokratoria of Sirradra. It is one of two Siradrii towns in Sparwood, the other being Kairos, which lies within the county of Kemria, and thus also under same jurisdiction. It is the first frontier into the northern continent, and falls along the border of Eisenland, Aezenfjord, and Tortuga.

The city (and surrounding county of Kemria) is ruled by Llyre es vel Volaerys, the former Prime Minister of Sirradra.

Founding and Past
Founded by Breton Aerouant and Deltafox on February 12, 2021, Kumaur was originally settled (unknowingly) on land that belonged to the the VIR successor state of Aezenfjord. After negotiations with SirMisterPanda, the owner of the land, the city was granted independence to become the city state of Kumuur (a bastardisation of the Kemrian "Golden City"). Kumuur rapidly began to expand, attracting members form the wave of fourth generation new players. It proclaimed itself to be a Pirate-Republic turned mercantile city state. It is also during this period that ties with the growing Viodoxa where established and began to deepen. This would be followed by an expantion of the rest of the Crescent Islands. The political structure of the town now also began to solidify, with trusted members and a monarch coming to a decision together. It is this very system that would lead Kummur to make the most crucial choice in its short existence, joining the rising nation of Viodoxa.

This decision however, occurred at a sour time as a prior misunderstanding would lead to Azenfjord seeing the prior statement that the settlement was mistakenly placed on their land as disingenuous and revoking the land claims of Kumuur, threatening them with a mass migration to the northern Falkheim-Concord territory of Cymru. This would see representatives from all three cities, notably Valen McSpeigel, Valerie Hirshy, and SirMrPanda deliberating on the future of Kumuur. The conflict was resolved with the Kumuur Accords, setting an alliance that allowed Kumuur to join Viodoxa and had deeper ramifications in forging an alliance between the VIR successor states of Viodoxa and Aezenfjord.

Kumuur had also been undergoing a boom in population with the both the city's player count and area rapidly increasing. Trade with mainland Viodoxa would lead to the creation of the Viodoxan name, Kamarum, also being adopted as one of the region's many names. This period also saw a religious reawakening in the city, with it's citizens coming to the realisation that the island itself was cursed, allowing for several cults to spring up in the growing paranoia surrounding it. During this time the Flavian family, royal house of Regnum Fortuna, also sought, and were granted, asylum in Kumaur following the coup of Antonius II.

Breton made Augustine Salvay Hanzerouenn in September of that year, during the Reformation movement, and Kumaur was once again being worked on. Refugees from Ryzan, Alfheim, and Chevkri also immigrated to the region, and several colonies were established on mainland Cymru, forming the basis of Silvay. Eventually, conflict with Libertalians over the city of Salapet/Thalassii built on Silvish land led to the Massacre of Salapet and eventually the Libertalian incident in early October, redulting in the mass executions and exodus of Libertalians to north Sparwood, eventually forming the Kingdom of Thalassii.

After the Second Archonate of Viodoxa collapsed in Late October 2021, Silvay was recognised as independant, soon joining the Seratovian State with Kumuur as a county within the province. Silvay entered a golden age during the next few months under Seratova and later the Third Archonate, until war once again came to their shores.

Imperial Archonal Union
By the time of the beginning of the Second Purple Insurrection (also known as Loic's War, The March of the Exiles, and the Viodoxan War) at the end of 2021/beginning of 2022, Kumaur was still in its golden age, with a large population. However, this brutal war of attrition spanning decades slowly whittled down the population of the Viodoxan cities, until eventually Kumaur's population had been reduced to less than half of its original size, and many cities suffered the same fate. By the end of the war, Kumaur was struggling to hang on, with only several dedicated residents as the curse and the ocean slowly consumed the town. While physically untouched, the city had more or less died, with many citizens falling victim to the cursed land or diseases, killed in the battles, or simply leaving for other, less war-torn regions of the world.

The better part of two decades passed and Augustine, the Count of Kumaur was growing old, in his will passed the city on to Llyre es vel Volaerys, one of the young ministers of the Union who had taken office under Loic's administration. It is unclear if he made that choice genuinely or due to his mind being addled, but regardless he died shortly afterwards, and his son (and heir) William also died soon therafter, marking the end of old Kemrian culture.

By this time the city was a ghost town and in more or less ruins, but Llyre (and his friend Ryan vom Dirkson) came to the city with the intent to rebuild it. Unfortunately, due to the concurrent events of the Eisenlandian Reunification, Ryan committed suicide on the island and Llyre, unable to cope with the situation, returned to mainland Cymru. It was around this time that a meteor partially destroyed the lighthouse in the southern harbour, and another impacted the southeastern end of the island, triggering the opening of a large sinkhole that released the strange black worms into the soil and water of Kumaur, as well as slowly leeching a strange gas into the air, that upon reacting with the air, quickly turned noxious.

Autorkratoria of Sirradra
Following the Viesten Coup, Llyre once again returned to Kumaur, stationed along the Eisenlandian and Tortugan borders. While some pirates were permitted to enter the city, Eisenlandian citizens were barred from the island under threat of violence. During this time, Llyre and his nephew Reyan Bakura began renovations of the city, tearing down crumbling houses and rebuilding parts of the canal system in order to at least attempt to restore a sense of safety and life into the ruins.

Several years later, Ravennn von Technostatos, a former Eisenlandian politician, defected from the nation and was allowed to join Kumaur despite tensions in the region. It is unknown what happened to him, and despite months of invesitgations, nothing was ever turned up regarding the mass of pulsating flesh slowly spreading through his house or what became of the man. The house was later detached from the main canal system of the city, towed out to sea, and destroyed with a series of artillery barrages from the shore.

As the city's repairs continued, including restructuring of the cities layout, the mutagenic properties of the city were discovered, as citizens reported minor mutations such as vestigial wings, horn growth, claw growth, tails, eyes, and other strange happenings. Psychic powers also began cropping up in the population, mostly out of control. Those who lost control of their abilities had exponentially more... aggressive mutations, becoming unrecognisable as their flesh warped into conglomerations of teeth, flesh, and bone. Mass purges of all "infected" were enacted, and any with even mild psychic abilities was executed, regardless of station. Those with extreme mutations were also culled, reducing the population of the city to 2/3s of its original size. Minor mutations are still viewed with some suspicion, but generally tolerated.

As of currently, the city is under intense lockdown, and all unauthorised visits are turned away at the docks, and failing that, met with force.

Geography
Kumaur is on an island of the same name off the southwestern coast of Sparwood, between the Eisenlandian Archapelago and Aezenfjord. The island has a rocky shore, multiple coves, and several hills. Much of the land is occupied by farmland, while the city itself is mostly built on the water on the southern end of the island.

Government
Kumaur is ruled by the Count of Kemria, Llyre es vel Volaerys. It is a complete authoritarian state under martial law, forgoing some of the guidelines set out by the Imperial Syntagma in the name of safety and efficiency. Beyond the Count himself, Kumaur also mantains a council, made up of 2-5 citizens selected by the leader as recognition for hard work and seniority.

The government provides all citizens with the necessities of life, including homes, food, water, uniforms, rebreather systems, and healthcare. These things are provided with the explicit intent to increase productivity by ensuring citizens are in good health and satisfied, ensuring maximum efficiency. The city is run under the presence of the Peacekeepers, the local police force who enforce curfews, culling of mutations, and root out any rumours of treason and heresy.

Weather
Kumaur's weather is usually cold, and most often gloomy. While it rarely snows, thunderstorms are common all year, and the torrential downpour can vary from rain to sleet and hail. The rare sunny days in Kumaur as seen as holidays and all workers are given the day off to enjoy the occasion and spend time with their families. The sky is usually dark, due mostly to the overcast weather from storms, but in the months leading up to large battles, the arms and munitions factories in Kumaur are pushed to their limits, and the sky is often blackened with smoke and coal fumes.

The Curse
According to local legend stretching from the Kamarum era to modern Kumaur, the Golden Isle itself is cursed by the gods. Misfortune has always seemed to come to Kumaur, and is part of why the Kemrian peoples built their homes out in the water, instead of on the cursed land itself. Additionally, the city itself seems to be mutating the populace...

The Sinkhole
The impact site of the meteor that struck the southeastern side of the island opened a large sinkhole, one that seemed to have been sealed for an impossibly long time. Upon its exhumation, the sinkhole (or perhaps the meteor itself) released several things, namely among them the strange black worms that lived in it, and a strange gas, that upon reacting with the air, becomes a compound known as Verhzgene.

At the bottom of the sinkhole sits the meteor itself, large enough for fifteen men to stand around it with their arms outstretched. Inside, it has been carved into a small shrine filled with candles. Here, it is where the souls of the honourable dead are kept. The walls are decorated with ochre handprints, each representing the closest bond to those who died in a way seen as "honourable" by Kumaura (especially in battle or to save another). Entering the shrine is extremely dangerous due to the high concentration of Verhzgene gas, but also a necessary part of trausang, or mourning.

Verhzgene
Verhzgene, or Kemrian Gas, is purplish-grey in colour and settles close to the ground, forming a noxious fog and an unsettling haze across the city. It is also, unfortunately, extremely toxic, causing severe respiratory damage upon inhalation, as well as irritation to the mucous membranes of the eyes, nose and mouth. Upon extended exposure, Kemrian Gas begins to corrode and essentially 'liquify' the esophagus and lungs, eventually killing the victim via asphyxiation. It is also extremely reactive to saltwater, allowing for the port of Kumaur to be relatively safe (far longer exposure is required to cause any damage), while the island and city proper require adequate respiratory protection. Attempts to contain the gas have been as of yet unsuccessful, as well as attempts to use it as a chemical weapon in warfare.

Despite how deadly Verhzgene is, it can however, become an intoxicant. When filtered improperly and exposure is limited to small amounts, the afflicted will begin to hear voices and see strange things. Extremely addictive, this hallucinogenic slowly eats away at the victim. The side effects start small, pallid, clammy skin and sleepless nights, but slowly become worse, the skin turning grey and sickly, veins darkening and the sclera of the eyes turning black. Violent outbursts, paranoia, and slurred or garbled speech are also signs that one may be afflicted by Verhzgene gas.

Wildlife & Animals
The most distinctive native wildlife is the aforementioned black worms, small parasitic organisms originating from the sinkhole (or possibly the meteor) that infest the island. When they find a host and left untreated, they will consume the host from the inside out, bursting from the hollowed husk as a fully grown phantom. The size of the phantom varies depending on the size of the host, and most phantoms are small enough to be seen as pests and easily killed by an intrepid citizen with good aim or a good swinging arm. Other wildlife include various sea creatures and sea birds, as well as wild rabbits and small game, though mutated and adapted to the harsh environment and often living along the shore. There are no large animals (predatory or otherwise) native to Kumaur. Livestock are also rarely kept on the island itself, due to the air quality, but some of the smaller islands around the main settlement have small herds of caribou, aurochs, and sheep. Pets are a luxury, and those who can afford them often have specially fitted masks for their animals. The only beasts of burden on the island are various skeleton horse breeds, used to plow fields, carry loads, and provide transportation.

Overview
While originally a mercantile state, Kumaur's culture has diverged rapidly from the time of the Second Archonate to the modern day Sirradra. Kemrian culture is completely extinct following the collapse of the 3rd Archonate, being replaced with Kumaura culture. Kumaura is a more melting pot, with Eisenlandian, Silvish, Kartek, and Tovarishan influence, straying far from the original culture of the region. It is however, still a strongly maritime culture, and most citizens are proficient swimmers and are familiar on and around seafaring vessels.

There is no particular prevalence of any races in Kumuar, though the city is best suited for more robust species capable of surving the brutal environment. Particularly suited are infernal races like demons and devils, undead, and constructs.

For more in-depth information see: Kemrian Culture

People
The people of Kumaur are hardy, to say the least. They continue to survive and scrape by every day despite the extremely high mortality rate (between 20-40% by most estimates, depending on the year) of the region, mostly from accidents related to the dilapidated city, the toxic air, drowning, or by going insane. Despite this, the average resident of Kumaur, is as a general statement, fairly satisfied with their life, and few people who come to the city choose to leave.

Appearance wise, the native (human or elvish) people of Kumaur usually have dark brown or black hair and pale eyes with varying skintones. Residents are commonly quite tall, and 185cm (6ft) is a common average, with some citizens pushing 7 feet or more. In all species present on the island, albinism and leucism are extremely common, as well are mutations such as growth of horns/antlers or vestigial wings. Kumaura folk also tend to have sharper, more pronounced canine teeth than the average member of their species from outside of the Kemrian region.

The family unit is extremely important to Kumaura. Since infant mortality is fairly high, children are rarely given names until they are around 3-5 years old and are suitably healthy, as a method of preventing unnecessary attachment in case of death. Despite this attitude, family units are quite close knit and are seen as the backbone of the city. Due to the general necessity of wearing a rebreather system, the masks have become part of Kumaura identity, and thus most people only remove them around close friends or family.

It is a common attitude to be extremely grim and fatalistic, and the humour of the people of modern-day Kumaur is most often described as "uncomfortable" and "dry", and predominantly seems to be gallows humour. Celebration is a rare occurance and usually only reserved for a marriage, victory, or the coming of age of a healthy child. When celebrations do happen, they are spirited affairs with plenty of alcohol, food, and occasionally, ritualised combat. Suspicion and wariness of "newcomers" is seen as normal, and Kumaura are a naturally distrustful and cautious people.

In their day to day lives, beyond the relatively gloomy attitudes, the people of Kumaur are extremely hardworking and utilitarian. The city is the heart of the Information Ministry's propaganda department, as well as one of the core centers of the Sirradrii military's equiptment depot and production centers. Almost every resource Kumaur has to offer has been stripped to the bare minimum to survive, with all excess sent to the Autokratoria. Kumaura exemplify the motto of the city, Honourable in Duty. Dedication to the glorious Empire is the utmost glory and honour.

While Kumaur provides no combat units (at most 1-2 fireteams), it does front a surprisingly large amount of gear and money to the military for its small population. Kumaura soldiers also are effective engineers, quickly digging large trenches during wartime or in preparation for attacks, as well as tunnels and saps. The general attitude of Kumuara towards war is that it is necessary and it is honourable to serve, either by prodoucing weapons and gear, fighting on the frontline, fortifying defenses, or infiltrating and disrupting the enemy.

Clothing
The most distinctive part of a Kumaura appearance is the rebreather systems almost every citizen wears. Due to the toxic nature of the air in Kumaur, all residents and visitors must wear respiratory protection, most commonly gas masks/rebreathers, or full sealed suits. Full-face or hood masks are msot common, while races with a higher resistance to Vergzhene often wear half-face respiration masks. No matter the sort, they are most often connected via hose to a centralised filtration system carried on one's person. Higher-end models, often given to military officers and other leadership, are self contained and don't require a seperate system. Gas masks are often painted or decorated, animal, sun and moon, or skull motifs are all common, with the latter most often seen within military units.

Due to the cold (and often stormy) weather of the island, residents in Kumaur tend to wear heavier clothes, as well as hats, gloves, and boots. Common day to day wear for a Kumauran citizen would include their base layers (often linen or cotton imported from mainland Sirradra or Kairos as well as woolen socks), a second layer for insulation, a heavy woolen sweater, wool or gabardine trousers held up by suspenders, a gaberdine or wool overcoat, heavy boots (often accompanied by leg wraps for added insulation), woolen hat, and gloves. Most clothes are dark in colour, with grey, black, navy, olive, and dark brown as the most common, though occasionally sweaters will be off-white from undyed wool. Occassional detailing on clothing will be done with colours, usually green or red. Warmer weather clothes are in the Ryoujing fashion, and come in brighter colours, though these are usually only worn on rare occasions.

During wartime, Kumaura combat uniforms tend to be faded olive drab, but more often than not will be cobbled together from scavenged gear. Since Kumaura are rarely combat troops and tend to favour being engineers when on the field, they wear less armour compared to other units, as it is seen as preferable to ensure that forward deployed units are geared as compared to those behind the front line. Due to the cumbersome nature of the gas masks worn in Kumaur, Kumaura troops will usually forgo their rebreathing system in favour of goggles and cloth covering the lower face and mouth for periods of time while on campaign or while in battle unless chemical weapons have been deployed. Uniforms also depend on the theater of war, and adjusted accordingly. All soldiers wear armbands displaying their unit insignia, as well as helmets (similar in style to the Eisenlandian Stalhelm), chestplates, gauntlets, greaves, and sometimes pauldrons. Armour is often an iron-diamond alloy, though diamond-netherite alloys are present in higher ranks, and some Kumaura officers wear pure netherite.

Dress uniforms are composed of a long, high-collared, asymmetrical dark blue-grey coat with brass buttons and a quilted red lining (revealed with a single open lapel), secured with a dark brown belt carrying a brass belt buckle embossed with the Sirradrii bull. Pants are in the same colour as the coat and tucked into tall, laced leather boots matching the belt (compared to shorter hobnailed boots used in combat). The uniform is accompanied by gold epulets (uncommon), an armband displaying their unit insignia or the Sirradrii flag, a peaked cap in the Eisenlandian style, leather gloves, and aiguillettes denoting campaigns participated in. Medals are not worn, and seen as unnecessary waste of materials, as bravery is expected and commonplace, therefore Kumaura troops are not recognised with special rewards.

Language
The daily language of Kumaur is the Kumaura dialect, which is a combination of Silvish and Eisendel, as well as taking loan words from Valroni, Hanzeizh, and the Ryoujing dialect of Silvish. Most residents of the region are fluent in Traveller's Tongue, Silvish, Eisendel, and Hanzeizh in addition to the Kumaura dialect. When speaking Traveller's Tongue, many people have a distinctive accent similar to an Eisenlandian accent.

Due to the prevalance of industrial noise as well as masks and rebreather systems that may muffle speech or prevent effective communication, many people in Kumaur also use a form of rudimentary sign language originating from military hand signals adapted to civilian life.

Food
Most dishes in Kumaur are hot (temperature-wise), rich, heavy, and spicy. Pickled or preserved foods are also fairly common. The basis of most Kumaura meals is rice and/or bread, though potatoes or noodles are also prevalent. An average meal could consist of rice with a spicy seafood stew served with preserved eggs, pickled vegetables, and stuffed meat or vegatable buns. Food is fairly similar to Ryoujing, but some households cook in the Eisenlandian style, featuring less spicy foods, and more potatoes and meat. Sweets are uncommon, though sunflower-seed halvah is occasionally eaten, and during winter months children sometimes are given candied fruits, especially crabapples.

Red meat is seen as a luxury, thus seafood (especially eels, shellfish, and cod), small game (seabirds, rabbits, turtles), and eggs are common sources of animal protein. Wild plants and mushrooms are commonly foraged when in season, while other plants such as kelp, radishes, peppers, garlic, ginger, wheat, potatoes, stone fuit (such as plums and cherries) and sunflowers are cultivated as the weather allows. Livestock are usually slaughtered in the fall and preserved for the winter as sausages, and salted meats, and households tend to grow their own herbs. Dairy products are often made into hard cheeses.

Alcohol is commonly brewed in Kumaura homes as well, most commonly lighter alcohols like beer, mead, and ale. These are often drunk with meals, as it is seen as safer than water in the region unless it has been boiled. People also enjoy tea, and prefer water to be warm or hot as water on the island must be boiled to be potable.

Entertainment
While Kumaur is a relatively serious city, the people do have leisure time and often enjoy their evenings with family, board games, gambling, music, and some sports.

Children often play games similar to those from Ryoujing, such as fede-zhi, in which players attempt to keep a weighted bundle of bells, feathers, and other small trinkets in the air without the use of their hands, as well as hafuqiu, where the bundle is replaced by a ball made of stitched and quilted fabric, filled with scraps of fabric surrounding a bell and is used to play a sort of handball-like game. Some hafu balls are so elaborately decorated they cannot be used in game and are more of a display of sewing and embroidery skill. Tag is common, but hide-and-seek is highly discouraged due to the dangerous environment of Kumaur. Playing soldier is also a frequent game, and mock battles are held in the streets with wooden swords and weapons, and occasionally adults will join as the opposing force for younger Kumaura to fight against. Children are often encouraged to play outside during times of nice weather, as it is fairly rare. Toys are often carved from whalebone or treated wood.

Most board games are 1 on 1, most popularly games such as Weigoqi, where two players attempt to surround eachothers pieces on a 19x19 board, Cine (played often on the weigoqi board) in which the players attempt to control as much of the board as possible based on dice throws and strategy, and other competitive strategy games. Chess and checkers are also popular, though not as common.

Other time-passing common hobbies are knitting, scrimshaw and woodworking, needlework and embroidery, falconry, fishing, and music.

Kumaura music rarely involves more than a few instruments, the most common of which is the rosined-wheel, double keyed ninera, as it is fairly strudy, travels well, and produces a distinctive sound. Kumaura music tends to be similar to Kartek music, and on occasion can feature Gertek horse-head fiddles, though the instruments are rare in the southern reaches of Sparwood. Other instruments found in Kumaura music include bowed strings in the huqin family or bowed lyre family (such as the strakharpa), plucked or strummed strings similar to pipa or shamisen, keyed fiddles such as the nyckelharpa, toha (particularly popular due to the ability to be played by multiple people at once to form a melody), glass armonica, yaybahar, and zither-family instruments. Improvised percussion such as clapping, stomping, and hand drumming are also sometimes present. Sometimes concertinas and other bellows-type instruments can be found, though rare, and within the castle of Kumaur there is a singular pipe organ played on the infrequent holidays celebrated in the region. Of particular notice is the lack of instruments such as horns, flutes, and woodwinds. Due to the presence of respiratory protection as a mainstay of Kumaura life, these, as well as singing, is rare in their music, and often seen as strange. Any music with vocal accompaniment is reserved for marching songs, shanties (from Tortugan influence) or hymns, and are rarely found while within the city, preferred for when on campaign or travelling. Kumaura songs are usually described by outsiders as mournful, haunting, or sad.

In particular interest, there is only one situation in which wind instrument are used-- in Trausang-Ge ("war mourning tune" in Kumaura Silvish). It is a slow dirge played on a large overtone flute (based on the fujara) known as a Trausang-Di ("war mourning flute" in Kumaura Silvish), and occasioanlly accompanied by a string instruement, most often a huqin. Trausang is a particularly important type of music, played when a family member is killed in battle. The most common forms are after the death of a partner, child, or parent. The usage of a wind instrument is intended to represent a willingness to inflict pain upon oneself as an act of solidarity with the person killed, and is only reserved for close relations. Each piece is unique, and composed as part as funerary rites by the family and played during the mourning period. To have trausang is considered a high honour, as those who die in service to the glorious empire are seen as absolved of all sins committed in life and venerated as having fulfilled the words of Kumaur-- Honourable in Duty.

Architecture
Homes and buildings in Kumaur are built in a similar style to those in Ryoujing, though much less colourful. Homes are primarily constructed from deepslate, blackstone, bone, and spruce wood, though the air can slowly corrode untreated wood. All homes are able to be sealed completely from the outside in order to filter the air, allowing people to remain at home with no rebreather system. These systems are constructed by redstone mechanics and powered by the lightning rods that sit on every home to collect the energy from the frequent storms in the area. These also power the klaxon alarms that warn residents of particularly bad weather, raids, increased Verhzgene concentration in the air, or other emergencies. Underground construction is fairly common as well, and there are several large windmills planned for construction on the island in order to harness the high wind prevalent in certain regions of the island. In homes, there is a space before entering the rest of the house functioning as an 'airlock' of sorts, allowing for occupants to remove their coats, masks, shoes, etc. before entering.

Some larger houses (most notably in the castle itself and armoury) employ a particular form of construction which make the floorboard creak as pressure is applied, the resulting sounds similar to birdsong, which would allow anyone inside to be aware if someone was trying to break in or somewhere they should not be. Windows are usually 3 layers, with thick glass, a partially-sealable sliding wooden layer to manage light levels, and a sliding paper screen adding decoration to the room.

Interior decoration is usually, in the spirit of Kumaur, rather utilitarian. Most furniture is low to the ground, and made from natural materials and in plain, simple colours

Technology & Industry
Redstone-based technology is fairly common in Kumaur, with water wheels, windmills, and lightning rods all playing a part in powering the cities factories, docks, and homes. Redstone also fuels the rebreather systems that citizens wear. Due to the high prevalance of redstone in the city, redstone sickness is also somewhat common, though often only mild cases due to the respiratory protection the rebreathers offer. Innovations with redstone tech also allow for the creation of inventions such as the Kemrian Automatic Portrait Machine. Redstone-based prosthetics are also commonplace as replacements for limbs and appendages lost in war or accidents.

War innovation is also not uncommon in the city, as the core of Kumaur's economy is the production and development of equiptment and weapons for the Sirradrii military. Kumaura troops also often take roles as combat engineers in wartime, and thusly have spearheaded the development of several types of explosives used for excavation of trenches, saps, and tunnels, as well as breaching charges. Attempts to make weapons capable of effectively launching smaller explosive charges (often incindiary or containing shrapnel) have been successful, but not widely rolled out due to the relative lack of effect as compared to the price of production and fielding such devices. Continued development is also in place regarding the production and fielding of mechanised war engines.

Beliefs & Religion
While there is no unifying religion in Kumaur, the people of the island are extremely superstitious, as well as dedicated to the cult venerating the Autokrator as a living God. To die in service to the empire is the most glorious fate, and complete dedication to the nation is expected and normal.

Magic is seen as strange and dangerous, preferring the reliable nature of their own technology to the fickle whims of magic and gods. This leads to a preference for medicine as compared to potions and brews, or even healing magic. When injured, a Kumara will generally prefer mechanical replacements over a magical one, even if the magical solution is objectively "better". However, this also leads to a degree of veneration and supersition around redstone tech, leading to almost a pseudo-religious zeal. People will often pray to or leave offerings to their machines, to the point of near anthropomorphisation of the object, treating it as a living being.

Psychic abilities and extreme mutations are seen as a nearly heretical insult to Kemrian culture, and those showing signs of either are often quickly culled by the Peacekeeper Corps, or otherwise captured, and sent to elsewhere in the Empire if the Council determines their abilities are useful to the Autokrator's will and vision.

Meta

 * A lot of stuff in the city hasn't been built yet, so the appearance doesn't quite match the lore yet, but hopefully will soon!! :D
 * This page is being constantly updated with more and more information by foolscrow (foolscrow#9346 i take lore comms!! msg me on discord)
 * The main influences on Kumaur are fairly obvious from the contents of the wiki I feel, those primarily being Mongolian/Turkic, Tang Dynasty China, WW1 Era Germany, Edo Period Japan, and Warhammer 40k (especially the Armageddon Steel Legions, Death Korps of Kreig, and Adeptus Mechanicus). A lot of the stuff like food and clothing were borrowed from a variety of places (food being primarily based in Northern and East Asian cuisines, especially Mongolian, Sami, Korean, and Japanese, as well as some slight influences from western China, and clothing being a mix of 19th century European wear for the most part, particularly Irish fishermen and their whole looks).
 * I am currently developing a conland for Kemria that is primarily build on Barsoomian, Silvish, Middle Low German, Proto Sino-Tibetan, Chinese, and Japanese. :D
 * Might make individual pages for some of the cultural things as well.