From: Zachary Vance Date: Fri, 29 Jan 2021 08:14:49 +0000 (-0800) Subject: places X-Git-Url: https://git.za3k.com/?a=commitdiff_plain;h=a1f25b836ac9e4517e6d73fcc1f86e901b562c29;p=za3k.git places --- diff --git a/aldenmarsh/aldenmarsh.md b/aldenmarsh/aldenmarsh.md index 7fa3d4e..5d6d733 100644 --- a/aldenmarsh/aldenmarsh.md +++ b/aldenmarsh/aldenmarsh.md @@ -23,9 +23,14 @@ **Laws**: Standard, but with strict penalties, especially for repeat offenders. [Divination](divination.md) is punishable by death. -**Government**: Theocracy by the Church of Baneth. Aldenmarsh is nominally controlled by a council composed of representatives from the Church, guilds, and the noblility. In practice, the Church rules alone, and strictly. +**Government (actual)**: Theocracy by the Church of Baneth -**Bordering nations (clockwise)**: Magic Sea, Eldwood, Free City of Maris, Four Spires (+ Lanolis River), Lorille, The Wastes, Nathnan Barony +**Government (nominal)**: Council composed of representatives from the Church of Baneth, guilds, and the noblility + +**Bordering nations (clockwise)**: [Magic Sea](magic_sea.md), [Eldwood](eldwood.md), [Free City of Maris](maris.md), [Four Spires](four_spires.md) (+ Lanolis River), [Lorille](lorille.md), [The Wastes](wastes.md), [Nathnan Barony](nathnan.md) + +## About +The southernmost part of Aldenmarsh, called South Aldenmarsh, is part of the [Wastes](wastes.md). It's plataeu with only a handful of forts on it. It's also claimed by Nathnan and Lorille, but there hasn't been any armed conflict over it. The land has no value, no people living there, and all the people currently living there are from Aldenmarsh (or the wastes). ## Economy Aldenmarsh, through Canyonport, controls trade across the entire Magic Sea through trade agreements. Between its economic power, and position near the Lanolis River, most trade goods travelling by water on the continent pass through Canyonport, and Aldenmarsh taxes them. Aldenmarsh uses [silver currency](coins.md). @@ -34,4 +39,3 @@ Aldenmarsh, through Canyonport, controls trade across the entire Magic Sea throu Aldenmarsh is the cultural center of the Magic Sea. Heavy influences from the Church of Baneth. Education and virtue are instilled by free and mandatory education from Gardeners. Church service is mandatory. Outside religion is closely regulated and censured, but permitted if practitioners regularly swear oaths of faith to Baneth. Citizens care strongly about proper procedures and sophistication. Faith, virtue, reading, and gardening are considered high culture. Gardens, quality textiles, elaborate mechanical devices, or rare books might be shown as signs of wealth. There is a general mistrust of foreigners and foreign influence. Foreign workers must wear local clothing, speak only Common or Aldish, stay in the Foreign Quarter in Canyonport at night. Foreigners are are not permitted to stay long-term, and immigration is exceptional. Foreign goods and food are common, foreign customs and phrases are not. - diff --git a/aldenmarsh/days_of_week.md b/aldenmarsh/days_of_week.md index f6cb1aa..55f940c 100644 --- a/aldenmarsh/days_of_week.md +++ b/aldenmarsh/days_of_week.md @@ -1,3 +1,7 @@ +Aldenmarsh years are 350 days long. The calendar drifts about two weeks a year (it doesn't match how long seasons are) + +Aldenmarsh's year system is numbered from the founding of Aldenmarsh. Each year is divided exactly into 50 weeks of 7 days each. Aldenmarsh hasn't used months for a couple centuries. Normally the date is writteh like: "Year 422, Charity 43", which would be followed by "Year 422, Patience 44". + The days of the week in Aldenmarsh are named after the virtues. They are: - Truth - Charity diff --git a/aldenmarsh/divination.md b/aldenmarsh/divination.md index a350f2b..f1973b2 100644 --- a/aldenmarsh/divination.md +++ b/aldenmarsh/divination.md @@ -2,8 +2,8 @@ In [Aldenmarsh](aldenmarsh.md), divination spells are prohibited by law--they ar - They're absolutely allowed in building your character they're only prohibited by the government in-game, not by the DM. - Spells marked with * below are available for [sale](spell_sales.md) by the Church of Baneth. - There is no special magic in place to detect the use of these spells. -- Normally, they would be detected in spellsbooks while going through customs at the border. It's common practice for spellcasters to cut out those pages before entering the country (and some less law-abiding ones may hide them or commit them to memory to write down after entry). -- A particularly showy use of divination magic, or what looks like divination magic, may be reported to the Steel. +- Normally, they would be detected while going through customs at the border, by inspecting spellbooks. It's common practice for spellcasters to cut out those pages before entering the country (and some less law-abiding ones may take the pages with them, or memorize the spells to write on the other side of customs). +- A particularly showy use of divination magic, or what looks like divination magic, may be reported to the [Steel](baneth.md). | Level | Prohibited Spell | |-------|------------------| diff --git a/aldenmarsh/eldwood.md b/aldenmarsh/eldwood.md new file mode 100644 index 0000000..c943fea --- /dev/null +++ b/aldenmarsh/eldwood.md @@ -0,0 +1,44 @@ +# Country, Eldwood + +## Facts +**Population**: 2,000 + +**Capital City**: None + +**Climate**: Warm + +**Geography**: Ancient forest + +**Languages**: Elden Elvish, Elvish, Sylvan, Common + +**Exports**: None + +**Imports**: None + +**Economy**: None + +**Species**: Eldwood Elves + +**Laws**: Strict, see below + +**Government**: Anarachy/Monarchy + +**Bordering nations (clockwise)**: [Magic Sea](magic_sea.md), TBD, [Lorille](lorille.md), [Four Spires](four_spires.md), [Maris](maris.md), [Aldenmarsh](aldenmarsh.md) + +## About +The Eldwood is a dense forest, defining the country. + +The only sentient residents are forest sprites and the Children of Eldwood (below), its keepers. The entrire country is a sacred city to the Children of Eldwood. Felling trees is prohibited, and rules regarding making settlements are so stringent as to prohibit them in practice. There are a few settlements along the Lorille river to serve as inns for boatmen. + +## Travel +Entry is regularly permitted to outsiders to travel through, and permimssion is not required in advance. Travellers are often escorted. + +## History +The Eldwood dates from the Creation of the world, circa -15,000. + +Eldwood has not gone to war in written memory. Its neighbors seem content to respect it as a sacred site. + +## Children of Eldwood +Not much is known about the Children of Eldwood, also called the Eldwood Elves, who are singularly uncommunicative with outsiders. They have a lifespan in the high thousands of years, but usually remain passive and silent, both as individuals and as a race. Each Child of Eldwood seems to be different from each other, so it's hard to draw general conclusions. They protect the Eldwood and rarely leave it. Their total population is between 1,000 and 2,000, but many are skilled huntsmen or powerful divine spellcasters. + +Elvish stories often include a child of Eldwood observing in the story, who does nothing, does not progress the story, and is usually mentioned with contempt. Stories from other races may paint them as mysterious, puppetiers of a vast conspiracy, or passive observers. diff --git a/aldenmarsh/four_spires.md b/aldenmarsh/four_spires.md new file mode 100644 index 0000000..a485dcc --- /dev/null +++ b/aldenmarsh/four_spires.md @@ -0,0 +1,31 @@ +# Country, Four Spires + +## Facts +**Population**: 80,000 + +**Capital City**: Largest city, Hartvale; Capitol, White Granite Spire + +**Climate**: Tropical + +**Geography**: Rocky desert, plains + +**Languages**: Common + +**Exports**: Glasswork, drinks, magic, drugs + +**Imports**: Magic, weapons, armor, food + +**Economy**: Agrarian and adventuring + +**Species**: Human, half-elves, halflings, some others + +**Laws**: Standard + +**Government**: A council of nobles directs the country. A council of powerful mages directs the spires and adventurers. + +**Bordering nations (clockwise)**: [Maris](maris.md), [Eldwood](eldwood.md), [Lorille](lorille.md), [Aldenmarsh](aldenmarsh.md) + +# About +Four Spires is named after four large towers created about 800 years ago. The spires are full of dangers and magic. Only three of the four have been opened. + +Four Spires is fairly poor. diff --git a/aldenmarsh/graghesh.md b/aldenmarsh/graghesh.md new file mode 100644 index 0000000..66bc97d --- /dev/null +++ b/aldenmarsh/graghesh.md @@ -0,0 +1,24 @@ +## Facts +**Population**: 130,000 + +**Capital City**: Haldek Vin (Mountain of Skulls) + +**Climate**: Tropical + +**Geography**: Flat plains + +**Languages**: Orcish + +**Exports**: Weapons, salt, lumber, ore, stone + +**Imports**: Weapons, metalwork, armor, food + +**Economy**: Slavery, warfare + +**Species**: Orcs, half-orcs + +**Laws**: Mostly individual judgement. + +**Government**: Rule by military hierarchy. + +**Bordering nations (clockwise)**: [Magic Sea](magic_sea.md), [Nathnan](nathnan.md), [The Wastes](wastes.md), TBD diff --git a/aldenmarsh/hundred_wonders.md b/aldenmarsh/hundred_wonders.md new file mode 100644 index 0000000..ce99efc --- /dev/null +++ b/aldenmarsh/hundred_wonders.md @@ -0,0 +1,4 @@ +# Hundred Wonders +The Hundred Wonders were created about 800 years ago, the same time arcane magic appeared in the world. The origins of most of them are uncertain--they appeared very suddenly, sometimes causing huge or violent change. The name is not literal--there is no complete list of wonders, but there are 50-200 of them in the world. + +- [Magic Sea](magic_sea.md), a magically pure freshwater lake diff --git a/aldenmarsh/lorille.md b/aldenmarsh/lorille.md new file mode 100644 index 0000000..699702a --- /dev/null +++ b/aldenmarsh/lorille.md @@ -0,0 +1,36 @@ +# Country, Lorille + +## Facts +**Population**: 700,000 + +**Capital City**: Hassiny + +**Climate**: Temperate + +**Geography**: Plains and Forests (north), Mountains (south) + +**Languages**: Common + +**Exports**: Lumber, Iron, Silver, Furniture, Food + +**Imports**: Luxuries, Food, Steel + +**Economy**: Mixed agrarian and trade + +**Species**: Mixed. Humans, halflings, gnomes, half-elves. + +**Laws**: Standard + +**Government**: Monarchy + +**Bordering nations (clockwise)**: [Aldenmarsh](aldenmarsh.md), [Four Spires](four_spires.md), [Eldwood](eldwood.md), [Splintered States](splintered_states.md) and Lake Lanolin, [Mond](mond.md) and Lanolin River, [Xuxuwell](xuxuwell.md), [Senly Faye](senly_faye.md), [The Wastes](wastes.md) + +**Underground nations**: Hammerstrength, Silver Hall, Duskforge + +## About +North Lorille has moderate population density. South Lorille is low population density on the surface. There are several dwarvish halls on the surface and underground. These are legally their own nations, but the two are on friendly terms and trade actively. + +## History +Lorille and Aldenmarsh have been frequently at war over land in the 400 years since Aldenmarsh was founded. The last war ended in 398 when Aldenmarsh sued for peace, losing a large part of South Lorille. + +Some of the northern wastes is claimed by both Mond and Lorille. No war has broken out because the land does not have anyone living there. diff --git a/aldenmarsh/magic_sea.md b/aldenmarsh/magic_sea.md new file mode 100644 index 0000000..a937129 --- /dev/null +++ b/aldenmarsh/magic_sea.md @@ -0,0 +1,12 @@ +# Landmark, Magic Sea +## Facts +**Population**: 0 +**Languages**: Aldish and Common +**Government**: None (no territorial waters) +**Bordering nations (clockwise)**: TBD + +## About +The Magic Sea is a freshwater sea created about 800 years ago. It is one of the [Hundred Wonders](hundred_wonders.md). The water is so pure that there are no fish or other animal life in the sea. + +# Geographic Area +"The Magic Sea" is also sometimes used to refer to the broad area surrounding the Magic Sea and trading by water. Aldenmarsh is the cultural center of the Magic Sea area, and one of the major economic powers. diff --git a/aldenmarsh/maps.md b/aldenmarsh/maps.md index 72868a0..7b2185d 100644 --- a/aldenmarsh/maps.md +++ b/aldenmarsh/maps.md @@ -1,3 +1,14 @@ # Maps - [Aldenmarsh](aldenmarsh.md) -- [Canyonport](canyonport.md) + - [Canyonport](canyonport.md) +- [Eldwood](eldwood.md) +- [Four Spires](four_spires.md) +- [Grag'hesh](grag'hesh) +- [Lorille](lorille.md) +- [Maris](maris.md) +- [Mond](mond.md) +- [Nathnan](nathnan.md) +- [Senly Faye](senly_faye.md) +- [Splintered States](splintered_states.md) +- [The Wastes](wastes.md) +- [Xuxuwell](xuxuwell.md) diff --git a/aldenmarsh/maris.md b/aldenmarsh/maris.md new file mode 100644 index 0000000..45f28f5 --- /dev/null +++ b/aldenmarsh/maris.md @@ -0,0 +1,30 @@ +# Country, Maris +# City, Free City of Maris + +## Facts +**Population**: 250,000 (150,000 permanent) + +**Capital City**: Maris + +**Climate**: Tropical + +**Geography**: Metropolis (stone plain) + +**Languages**: Common, Aldish, Elven + +**Exports**: Luxuries, drinks, drugs, magic + +**Imports**: Luxuries, food, raw materials + +**Economy**: Tourism, service industry, and trade + +**Species**: Mixed. Humans, half-elves. Many exotic races. + +**Laws**: Liberal + +**Government**: Democracy + +**Bordering nations (clockwise)**: [Eldwood](eldwood.md), [Four Spires](four_spires.md), [Aldenmarsh](aldenmarsh.md) + +## About +Maris is a large city, recognized together with a small amount of land around the city as a state by its neighbors. It is a major trade center. It's a popular tourist destination, and boasts a number of skilled workers. Nearly half the "population" are temporary workers and tourists. diff --git a/aldenmarsh/mond.md b/aldenmarsh/mond.md new file mode 100644 index 0000000..8340308 --- /dev/null +++ b/aldenmarsh/mond.md @@ -0,0 +1,25 @@ + +## Facts +**Population**: 500,000 + +**Capital City**: Mond City + +**Climate**: Temperate + +**Geography**: Rolling hills, forests, small mountain ranges + +**Languages**: Common + +**Exports**: Fine goods, glassware, ceramics, metalwork, carpentry + +**Imports**: Lumber, raw metals, luxuries, labor + +**Economy**: Import-export + +**Species**: Gnomes, halflings, humans, some others. + +**Laws**: Standard + +**Government**: Republic + +**Bordering nations (clockwise)**: [Lorille](lorille.md), [Splintered States](splintered_states.md), TBD, [Xuxuwell](xuxuwell.md) diff --git a/aldenmarsh/nathnan.md b/aldenmarsh/nathnan.md new file mode 100644 index 0000000..9f0fb75 --- /dev/null +++ b/aldenmarsh/nathnan.md @@ -0,0 +1,25 @@ +# Country, Nathnan +## Facts +**Population**: 150,000 + +**Capital City**: Largest city, Fryberg. Seat of government, Castle Nathnan. + +**Climate**: Tropical + +**Geography**: Rolling and flat wetlands + +**Languages**: Common, Aldish + +**Exports**: Lumber, Armor, Siege weapons, Weapons, Stone, Iron and Steel, Furs, Preserved Meat + +**Imports**: Food (especially plant-based), Services, Cloth, Luxuries + +**Economy**: Self-sufficient + +**Species**: Humans, Dwarves, Half-orcs + +**Laws**: Standard + +**Government**: Monarchy. Rule by Baron Nathnan. + +**Bordering nations (clockwise)**: [Magic Sea](magic_sea.md), [Aldenmarsh](aldenmarsh.md), [The Wastes](wastes.md), [Grag'hesh](graghesh.md) diff --git a/aldenmarsh/senly_faye.md b/aldenmarsh/senly_faye.md new file mode 100644 index 0000000..d65e014 --- /dev/null +++ b/aldenmarsh/senly_faye.md @@ -0,0 +1,26 @@ +# Country, Senly Faye + +## Facts +**Population**: Approx 100,000 + +**Capital City**: "Capital" + +**Climate**: Mild to cool + +**Geography**: Grasslands and tundra + +**Languages**: Common + +**Exports**: Meat, Cheese, Horses, Hides + +**Imports**: Grain, Weapons + +**Economy**: Self-sufficient and trade + +**Species**: Halflings, Tieflings, Humans + +**Laws**: Tribal, somewhat traditional + +**Government**: Tribal + +**Bordering nations (clockwise)**: [The Wastes](wastes.md), [Lorille](lorille.md), [Xuxuwell](xuxuwell.md), TBD diff --git a/aldenmarsh/splintered_states.md b/aldenmarsh/splintered_states.md new file mode 100644 index 0000000..ef13fc2 --- /dev/null +++ b/aldenmarsh/splintered_states.md @@ -0,0 +1,30 @@ +# Political Area, Splintered States + +## Facts +**Population**: 100,000 + +**Climate**: Temperate to cold + +**Geography**: Plains, hills and small mountains + +**Languages**: Common + +**Exports**: Foodstuffs, drinks, precious metals, cloth (rugs and tapestries) + +**Imports**: Weapons, armor, lumber + +**Economy**: Self-sufficient agrarian + +**Species**: Mixed. Humans, halflings, gnomes, dwarves, dragonkin + +**Capital City**: N/A + +**Laws**: N/A + +**Government**: Multiple + +**Bordering nations (clockwise)**: TBD + +## About + +The Splintered States are the name for a political region north of Lake Lanolin. There are over 20 countries in the small area, and due to ever-shifting borders, maps are rarely up to date. Broadly, the area is feudal, with rule by a single prince, duke, king etc or their royal family. Multiple inheritance (appanage) and wars between member states are both common, causing the continuing "splintering" of the Splintered States. Wars rarely cross the border of the region. diff --git a/aldenmarsh/wastes.md b/aldenmarsh/wastes.md new file mode 100644 index 0000000..1ae6a01 --- /dev/null +++ b/aldenmarsh/wastes.md @@ -0,0 +1,30 @@ +# Region, The Wastes +## Facts +**Population**: 5,000 + +**Capital City**: N/A + +**Climate**: Hot, Dry + +**Geography**: Plateau, Rocky Desert, Sandy Desert, Badlands + +**Languages**: Common + +**Exports**: Varies + +**Imports**: Varies + +**Economy**: Trade + +**Species**: Mixed + +**Laws**: None + +**Government**: Anarchy/tribal + +**Bordering nations (clockwise)**: TBD, [Grag'hesh](graghesh.md), [Nathnan](nathnan.md), [Aldenmarsh](aldenmarsh.md), [Lorille](lorille.md), [Senly Faye](senly_faye.md) + +## About +The wastes is a vast wasteland. It's dry, and mostly at high elevation. There are a few scattered settlements, as well as isolated houses, tents, and nomads. The only major city is Salzberg, an human and orcish salt mining town. + +Parts of the wastes are claimed by other countries on paper, sometimes more than one, but no one actually lives there. diff --git a/aldenmarsh/xuxuwell.md b/aldenmarsh/xuxuwell.md new file mode 100644 index 0000000..884058a --- /dev/null +++ b/aldenmarsh/xuxuwell.md @@ -0,0 +1,33 @@ +# Country, Xuxuwell +## Facts +**Population**: 200,000 + +**Capital City**: Makasis + +**Climate**: Moderate + +**Geography**: Grasslands, Hills + +**Languages**: Common, Draconic + +**Exports**: Magic + +**Imports**: Food, stone, metal, labor, crude metalwork, weapons and armor + +**Economy**: Trade taxes and exports + +**Species**: Mixed. Tieflings, dragonkin, humans, gnomes. + +**Laws**: + +**Government**: Theocracy by the Church of Baneth. Aldenmarsh is nominally controlled by a council composed of representatives from the Church, guilds, and the noblility. In practice, the Church rules alone, and strictly. + +**Bordering nations (clockwise)**: [Magic Sea](magic_sea.md), [Eldwood](eldwood.md), [Free City of Maris](maris.md), [Four Spires](four_spires.md) (+ Lanolis River), [Lorille](lorille.md), [The Wastes](wastes.md), [Nathnan Barony](nathnan.md) + +## About +Xuxuwell has two main areas. The north is more civilized, with some big cities. The cities are a few hundred years old, and are built in a Gothic style. They have known connection to the Hells, some scary history, scary places, and ruthless people living there. There's strong magic traditions in the cities, divine and arcane. + +The countryside has tribes which have their own traditions. Some are nomadic, others aren't. There's dragons in the countryside. + +Overall xuxuwell doesn't have much of a central government--each city and tribe is fairly independent +