From: Zachary Vance Date: Wed, 10 Mar 2021 07:22:46 +0000 (-0800) Subject: new nations, completing humlend without details X-Git-Url: https://git.za3k.com/?a=commitdiff_plain;h=b7fec898e8a47878629530ca3c3031dffebd2539;p=za3k.git new nations, completing humlend without details --- diff --git a/aldenmarsh/agaria.md b/aldenmarsh/agaria.md new file mode 100644 index 0000000..670f288 --- /dev/null +++ b/aldenmarsh/agaria.md @@ -0,0 +1,27 @@ +# Country, Agaria +## Facts +**Population**: TBD + +**Capital City**: TBD + +**Climate**: TBD + +**Geography**: TBD + +**Languages**: TBD + +**Exports**: TBD + +**Imports**: TBD + +**Economy**: TBD + +**Species**: TBD + +**Laws**: TBD + +**Government**: TBD + +**Bordering nations (clockwise)**: [Bal Moshi](bal_moshi.md), [Dwarven Reach](dwarven_reach.md), [Magic Sea](magic_sea.md) + +## About diff --git a/aldenmarsh/bal_moshi.md b/aldenmarsh/bal_moshi.md new file mode 100644 index 0000000..22c73bf --- /dev/null +++ b/aldenmarsh/bal_moshi.md @@ -0,0 +1,30 @@ +# Country, Bal Moshi +## Facts +**Population**: TBD + +**Capital City**: TBD + +**Climate**: TBD + +**Geography**: TBD + +**Languages**: TBD + +**Exports**: TBD + +**Imports**: TBD + +**Economy**: TBD + +**Species**: TBD + +**Laws**: TBD + +**Government**: TBD + +**Bordering nations (clockwise)**: Ocean, Bal Traki, [Dwarven Reach](dwarven_reach.md), [Agaria](agaria.md), [Magic Sea](magic_sea.md), [North Daylia](north_daylia.md) + +## About + + +## Tabaxi (Protectorate) diff --git a/aldenmarsh/bat_vadyne.md b/aldenmarsh/bat_vadyne.md new file mode 100644 index 0000000..16002d4 --- /dev/null +++ b/aldenmarsh/bat_vadyne.md @@ -0,0 +1,27 @@ +# Country, Bat Vadyne +## Facts +**Population**: TBD + +**Capital City**: TBD + +**Climate**: TBD + +**Geography**: TBD + +**Languages**: TBD + +**Exports**: TBD + +**Imports**: TBD + +**Economy**: TBD + +**Species**: TBD + +**Laws**: TBD + +**Government**: TBD + +**Bordering nations (clockwise)**: [The Wastes](wastes.md), Ocean + +## About diff --git a/aldenmarsh/copper_kingdom.md b/aldenmarsh/copper_kingdom.md new file mode 100644 index 0000000..d5915b0 --- /dev/null +++ b/aldenmarsh/copper_kingdom.md @@ -0,0 +1,27 @@ +# Country, Copper Kingdom +## Facts +**Population**: TBD + +**Capital City**:TBD + +**Climate**: TBD + +**Geography**: TBD + +**Languages**: Draconic + +**Exports**: TBD + +**Imports**: TBD + +**Economy**: TBD + +**Species**: TBD + +**Laws**: TBD + +**Government**: TBD + +**Bordering nations (clockwise)**: [Xuxuwell](xuxuwell.md), [Mond](mond.md), Ocean + +## About diff --git a/aldenmarsh/dwarven_reach.md b/aldenmarsh/dwarven_reach.md new file mode 100644 index 0000000..35de942 --- /dev/null +++ b/aldenmarsh/dwarven_reach.md @@ -0,0 +1,27 @@ +# Country, Copper Kingdom +## Facts +**Population**: TBD + +**Capital City**: TBD + +**Climate**: TBD + +**Geography**: TBD + +**Languages**: Draconic + +**Exports**: TBD + +**Imports**: TBD + +**Economy**: TBD + +**Species**: TBD + +**Laws**: TBD + +**Government**: TBD + +**Bordering nations (clockwise)**: [Bal Moshi](bal_moshi.md), [North Humlend](north_humlend.md), [Eldwood](eldwood.md), [Magic Sea](magic_sea.md), [Agaria](agaria.md) + +## About diff --git a/aldenmarsh/eldwood.md b/aldenmarsh/eldwood.md index 6ac7646..8e10d09 100644 --- a/aldenmarsh/eldwood.md +++ b/aldenmarsh/eldwood.md @@ -23,7 +23,7 @@ **Government**: Unknown -**Bordering nations (clockwise)**: [Magic Sea](magic_sea.md), TBD, [Lorille](lorille.md), [Four Spires](four_spires.md), [Maris](maris.md), [Aldenmarsh](aldenmarsh.md) +**Bordering nations (clockwise)**: [Magic Sea](magic_sea.md), [Dwarven Reach](dwarven_reach.md), Ocean, [New Humlend](new_humlend.md), [Splintered States](splintered_states.md), [Lorille](lorille.md), [Four Spires](four_spires.md), [Maris](maris.md), [Aldenmarsh](aldenmarsh.md) ## About The Eldwood is a dense forest, defining the country. diff --git a/aldenmarsh/graghesh.md b/aldenmarsh/graghesh.md index 6d7e46f..85dc139 100644 --- a/aldenmarsh/graghesh.md +++ b/aldenmarsh/graghesh.md @@ -22,7 +22,7 @@ **Government**: Rule by military hierarchy. -**Bordering nations (clockwise)**: [Magic Sea](magic_sea.md), [Nathnan](nathnan.md), [The Wastes](wastes.md), TBD +**Bordering nations (clockwise)**: [Magic Sea](magic_sea.md), [Nathnan](nathnan.md), [The Wastes](wastes.md), [Sharoque](sharoque.md), [Southern Federation](southern_federation.md) ## About Grag'hesh is the orcish homeland--all orcs on the continent come from there. It is in a state of perpetual war with one or more of its neighbors. It's essentially incapable of surviving on its own--raids and wars with neighbors are the only way the orcs can eat, either by directly stealing food, or more often pillaging and buying food. Orcish society respects soldier, raiders, and the strong. diff --git a/aldenmarsh/magic_sea.md b/aldenmarsh/magic_sea.md index cfdd363..79bcf87 100644 --- a/aldenmarsh/magic_sea.md +++ b/aldenmarsh/magic_sea.md @@ -2,4 +2,6 @@ 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. +**Bordering Nations (clockwise)**: [South Daylia](south_daylia.md), [North Daylia](north_daylia.md), [Bal Moshi](bal_moshi.md), [Agaria](agaria.md), [Dwarven Reach](dwarven_reach.md), [Eldwood](eldwood.md), [Aldenmarsh](aldenmarsh.md), [Nathnan](nathnan.md), [Grag'hesh](graghesh.md), [Southern Federation](southern_federation.md) +"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. The phrase "The Magic Sea" usually excludes the bigger Bal Moshi and the Eldwood. + diff --git a/aldenmarsh/maps.md b/aldenmarsh/maps.md index e70b652..daf087f 100644 --- a/aldenmarsh/maps.md +++ b/aldenmarsh/maps.md @@ -5,30 +5,32 @@ # Gazetteer (Humlend) - [Aldenmarsh](aldenmarsh.md) - [Canyonport](canyonport.md) -- Agaria -- Bal Moshi +- [Agaria](agaria.md) +- [Bal Moshi](bal_moshi.md) - Tabaxi (protectorate) -- Bat Vadyne +- [Bat Vadyne](bat_vadyne.md) - Camphor Islands -- Copper Kingdom -- Dwarven Reach +- [Copper Kingdom](copper_kingdom.md) +- [Dwarven Reach](dwarven_reach.md) +- Egg Island - [Eldwood](eldwood.md) - [Four Spires](four_spires.md) - [Grag'hesh](graghesh.md) -- Han Tabaxi (Bel Traki) +- Han Tabaxi (Bal Traki) - [Lorille](lorille.md) - [Magic Sea](magic_sea.md) - [Maris](maris.md) - [Mond](mond.md) - [Nathnan](nathnan.md) -- North Daylia -- North Humlend -- South Daylia -- Southern Federation +- [North Daylia](north_daylia.md) +- [North Humlend](north_humlend.md) +- [South Daylia](south_daylia.md) +- [Southern Federation](southern_federation.md) - Jaroni Islands - [Senly Faye](senly_faye.md) -- Sharoque +- [Sharoque](sharoque.md) - [Splintered States](splintered_states.md) - [The Wastes](wastes.md) - [Xuxuwell](xuxuwell.md) - Mortia + diff --git a/aldenmarsh/mond.md b/aldenmarsh/mond.md index 9e3983e..9356a92 100644 --- a/aldenmarsh/mond.md +++ b/aldenmarsh/mond.md @@ -22,7 +22,7 @@ **Government**: Republic -**Bordering nations (clockwise)**: [Lorille](lorille.md), [Splintered States](splintered_states.md), TBD, [Xuxuwell](xuxuwell.md) +**Bordering nations (clockwise)**: [Lorille](lorille.md), [Splintered States](splintered_states.md), [Copper Kingdom](copper_kingdom.md), [Xuxuwell](xuxuwell.md) # About Mond is a fairly large, industrialized country. It manufactures high-quality items, often at larger scales. Although it is at about the same technology level as Aldenmarsh, the technology is widespread, rather than being used only for a few large public projects or specialized goods. It is relatively mechanized--watermills and windmills may power log-cutting operations or transport minecarts. diff --git a/aldenmarsh/north_daylia.md b/aldenmarsh/north_daylia.md new file mode 100644 index 0000000..2ef8831 --- /dev/null +++ b/aldenmarsh/north_daylia.md @@ -0,0 +1,27 @@ +# Country, North Daylia +## Facts +**Population**: TBD + +**Capital City**: TBD + +**Climate**: TBD + +**Geography**: TBD + +**Languages**:TBD + +**Exports**: TBD + +**Imports**: TBD + +**Economy**: TBD + +**Species**: TBD + +**Laws**: TBD + +**Government**: TBD + +**Bordering nations (clockwise)**: [Bal Moshi](bal_moshi.md), [Magic Sea](magic_sea.md), [South Daylia](south_daylia.md) + +## About diff --git a/aldenmarsh/north_humlend.md b/aldenmarsh/north_humlend.md new file mode 100644 index 0000000..4d8f3bf --- /dev/null +++ b/aldenmarsh/north_humlend.md @@ -0,0 +1,27 @@ +# Country, North Humland +## Facts +**Population**: TBD + +**Capital City**: TBD + +**Climate**: TBD + +**Geography**: TBD + +**Languages**: TBD + +**Exports**: TBD + +**Imports**: TBD + +**Economy**: TBD + +**Species**: TBD + +**Laws**: TBD + +**Government**: TBD + +**Bordering nations (clockwise)**: [Bal Moshi](bal_moshi.md), Ocean, [Eldwood](eldwood.md), [Dwarven Reach](dwarven_reach.md) + +## About diff --git a/aldenmarsh/senly_faye.md b/aldenmarsh/senly_faye.md index 8349f8b..f309b30 100644 --- a/aldenmarsh/senly_faye.md +++ b/aldenmarsh/senly_faye.md @@ -23,7 +23,7 @@ **Government**: Tribal -**Bordering nations (clockwise)**: [The Wastes](wastes.md), [Lorille](lorille.md), [Xuxuwell](xuxuwell.md), TBD +**Bordering nations (clockwise)**: [The Wastes](wastes.md), [Lorille](lorille.md), [Xuxuwell](xuxuwell.md), Ocean ## About The Senly Faye is home to the a tribe of halfings, who ride standing on the back of horses and buffalo; tieflings in the colder east, who care for enormous herds of yaks; and smaller groups of goat-herding humans. All three are nomadic. diff --git a/aldenmarsh/sharoque.md b/aldenmarsh/sharoque.md new file mode 100644 index 0000000..d0e813d --- /dev/null +++ b/aldenmarsh/sharoque.md @@ -0,0 +1,27 @@ +# Country, Sharoque +## Facts +**Population**: TBD + +**Capital City**: TBD + +**Climate**: TBD + +**Geography**: TBD + +**Languages**: TBD + +**Exports**: TBD + +**Imports**: TBD + +**Economy**: TBD + +**Species**: TBD + +**Laws**: TBD + +**Government**: TBD + +**Bordering nations (clockwise)**: Ocean, [Southern Federation](southern_federation.md), [Grag'hesh](graghesh.md), [The Wastes](wastes.md) + +## About diff --git a/aldenmarsh/south_daylia.md b/aldenmarsh/south_daylia.md new file mode 100644 index 0000000..2a9a0ab --- /dev/null +++ b/aldenmarsh/south_daylia.md @@ -0,0 +1,27 @@ +# Country, South Daylia +## Facts +**Population**: + +**Capital City**: + +**Climate**: + +**Geography**: + +**Languages**: + +**Exports**: + +**Imports**: + +**Economy**: + +**Species**: + +**Laws**: + +**Government**: + +**Bordering nations (clockwise)**: [Southern Federation](southern_federation.md), [North Daylia](north_daylia.md), [Magic Sea](magic_sea.md) + +## About diff --git a/aldenmarsh/southern_federation.md b/aldenmarsh/southern_federation.md new file mode 100644 index 0000000..2e5859b --- /dev/null +++ b/aldenmarsh/southern_federation.md @@ -0,0 +1,29 @@ +# Country, Southern (Humland) Federation +## Facts +**Population**: TBD + +**Capital City**: TBD + +**Climate**: TBD + +**Geography**: TBD + +**Languages**: TBD + +**Exports**: TBD + +**Imports**: TBD + +**Economy**: TBD + +**Species**: TBD + +**Laws**: TBD + +**Government**: TBD + +**Bordering nations (clockwise)**: Ocean, [Bal Moshi](bal_moshi.md), [South Daylia](south_daylia.md), [Magic Sea](magic_sea.md), [Grag'hesh](graghesh.md), [Sharoque](sharoque.md) + +## About + +### Jaroni Islands diff --git a/aldenmarsh/wastes.md b/aldenmarsh/wastes.md index 1ae6a01..726db6e 100644 --- a/aldenmarsh/wastes.md +++ b/aldenmarsh/wastes.md @@ -22,7 +22,7 @@ **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) +**Bordering nations (clockwise)**: [Sharoque](sharoque.md), [Grag'hesh](graghesh.md), [Nathnan](nathnan.md), [Aldenmarsh](aldenmarsh.md), [Lorille](lorille.md), [Senly Faye](senly_faye.md), Ocean, [Bat Vadyne](bat_vadyne.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. diff --git a/aldenmarsh/xuxuwell.md b/aldenmarsh/xuxuwell.md index d611bfb..5a6b0e5 100644 --- a/aldenmarsh/xuxuwell.md +++ b/aldenmarsh/xuxuwell.md @@ -22,11 +22,45 @@ **Government**: Federation (per-city and per-tribe) -**Bordering nations (clockwise)**: [Lorille](lorille.md), [Mond](mond.md), TBD, [Senly Faye](senly_faye.md) +**Bordering nations (clockwise)**: [Lorille](lorille.md), [Mond](mond.md), [Copper Kingdom](copper_kingdom.md), Ocean, [Senly Faye](senly_faye.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 +Overall Xuxuwell doesn't have much of a central government--each city and tribe is fairly independent. The land isn't divided into states, rather some areas are claimed by a tribe and city, and most is not claimed by anyone. The nominal "capital city" is Makasis, the largest city. There is a central government square with standing representatives and embassies from the tribes and cities. + +## Notable places +### Hellgates +There are two Hellgates in Xuxuwell--large, permanent portals to the Hells themselves. One is outside Makasis, the other is in Seven Walls. + +### City of Makasis +Makasis or "Spike City" is the largest city in Xuxuwell. It has a reputation as a den of iniquity where anything can be bought for the right price. It's the place to go to aquire power at any cost--whether powerful artifacts, personal contacts, or information. It attracts ambitious adventurers and mages like moths, and as many leave alive as dead. Makasis about fifty miles away from one of the two Hellgates. Rumors have it that the politicians are all in the pocket of the Hells--whether it's true or not, they're corrupt enough that it's believable. Slavery is legal in Makasis. + +### City of Wendmar +Wendmar is the holy city of Pelor, Hextor, and Kord. It's large and sprawling. The three factions are currently in an uneasy truce. It's the oldest major city, but has been rebuilt several times after repeated wars. The city is home to all kinds of religious churches, cults, scholars, libraries, and charletans. It also seems to attract more than its fair share of devils and tieflings. There are a few monestaries outside Wendmar well-known for their martial skill. + +### City of Weirmont +Weirmont, more commonly called "The City of Dogs", is the only major city in the hills. It's fairly large, with several suburbs. The city has a high population of werewolves and other were-people. It exports magic items and services. There are several prestigious training schools for mages and clergy in the city. + +### City of Haven +Haven is a large mixed-race walled city, founded as a safe haven for anyone. It waged an active war on the Hells 20 years ago and lost, and there is some worry the city may not be able to defend itself now. It's a cultural mixing pot. It's generally a cheerful place, but it's poorer in recent years. The city walls are packed tight, and the ghost towns outside the walls are inhabited only by the very old. + +### City of Seven Walls +Seven Walls is the only city directly ruled by the Hells. It's medium-sized. A military force keeps it under draconian martial law. It has a reputation for being clean and crime-free. Devils rarely visit the city, but terrorize the citizenry when they do. It's not particularly known for anything else. It's a port city and manufactures salt and metal parts. There is a Hellgate in the city itself. + +### Janth Tribe +A human tribe. They're known as backwoods savages. They live in bamboo forests, where they construct grass-and-bamboo huts. They're very resistant to any kind of social or technological change. They have a rigid caste system for jobs, but a fairly liberal society. They believe in reincarnation, in some way that doesn't always make sense to outsiders. They have deep oral storytelling and performance traditions--many bards and famous heroes grew up in Janth. + +### Aventrax Tribe +A tribe of mixed dragonborn and gnomes. They're nomadic, travelling with the weather, and mostly live by hunting. They're medium-size. They let outsiders stay as guests, but generally don't open up. They're held in a somewhat romantic light by civilized Xuxuwell. Part of the tribe's coming of age is a journey abroad--especially powerful or ambitious tribe members may leave for years or decades before returning. Shamans and stealthy hunters could be from Aventrax. + +### Vaxaran Tribe +A tribe of dragonborn and tieflings living in the southeast hills, partly below ground. They are very secretive with outsiders, and repeat visitors usually find previous visit spots abandoned. They're believed to be stationary, not nomadic. Rumors say they worship or serve the metallic dragons in the hills. They mostly avoid the other tribes. Incursions on their territory meet with violent responses from the dragons in the area, while the tribe itself stays out of sight. + +### Ordus Tribe +A southern gatherer/farmer tribe, who move between different semi-permanent settlements according to a calendar. They live both in the meadows and hills. They live in tents or stone huts, and each settlement has a farm. Elves, humans, and tieflings are all part of the tribe, but kept racially segregated. They have an incredibly strict system of ritual cleanliness and taboo, which some outsiders have called inhumane. They export clerics and paladins, who rarely convert anyone outside the tribe. + +### Mortia +Mortia is a very large desert island off the coast of the Senly Faye, owned by Xuxuwell. No one lives there.