From fa03f5537a8095cb7267fddb2f0d3d866098c6bc Mon Sep 17 00:00:00 2001 From: Zachary Vance Date: Wed, 10 Mar 2021 02:48:14 -0800 Subject: [PATCH] Sketch all countries --- aldenmarsh/agaria.md | 23 ++++++++++++----------- aldenmarsh/bal_moshi.md | 24 +++++++++++++----------- aldenmarsh/bat_vadyne.md | 23 ++++++++++++----------- aldenmarsh/copper_kingdom.md | 24 ++++++++++++++---------- aldenmarsh/dwarven_reach.md | 30 +++++++++++++++++++----------- aldenmarsh/graghesh.md | 2 ++ aldenmarsh/north_daylia.md | 23 ++++++++++++----------- aldenmarsh/north_humlend.md | 23 ++++++++++++----------- aldenmarsh/sharoque.md | 25 ++++++++++++++----------- aldenmarsh/south_daylia.md | 25 ++++++++++++++----------- aldenmarsh/southern_federation.md | 24 +++++++++++++----------- 11 files changed, 137 insertions(+), 109 deletions(-) diff --git a/aldenmarsh/agaria.md b/aldenmarsh/agaria.md index 670f288..577c379 100644 --- a/aldenmarsh/agaria.md +++ b/aldenmarsh/agaria.md @@ -1,27 +1,28 @@ # Country, Agaria ## Facts -**Population**: TBD +**Population**: 100,000 -**Capital City**: TBD +**Capital City**: Jonestown -**Climate**: TBD +**Climate**: Warm -**Geography**: TBD +**Geography**: Flat -**Languages**: TBD +**Languages**: Common, Aldish -**Exports**: TBD +**Exports**: Food, Tin -**Imports**: TBD +**Imports**: Culture, Clothing, Luxuries, Timber -**Economy**: TBD +**Economy**: Agriculture, Manufacturing -**Species**: TBD +**Species**: Mixed, mostly humans -**Laws**: TBD +**Laws**: Typical -**Government**: TBD +**Government**: Republic **Bordering nations (clockwise)**: [Bal Moshi](bal_moshi.md), [Dwarven Reach](dwarven_reach.md), [Magic Sea](magic_sea.md) ## About +Agaria is a mostly self-sufficient country with large amounts of fertile land. They supply much of the surrounding areas with food. In the last 100 years, the population has moved from farms to larger towns and cities. diff --git a/aldenmarsh/bal_moshi.md b/aldenmarsh/bal_moshi.md index 350b75b..38a840e 100644 --- a/aldenmarsh/bal_moshi.md +++ b/aldenmarsh/bal_moshi.md @@ -1,29 +1,31 @@ # Country, Bal Moshi ## Facts -**Population**: TBD +**Population**: 400,000 -**Capital City**: TBD +**Capital City**: Va Jankri -**Climate**: TBD +**Climate**: Mild -**Geography**: TBD +**Geography**: Flat and hills. -**Languages**: TBD +**Languages**: Traki, Common -**Exports**: TBD +**Exports**: Wine, Food, Clothing, Hardwoods, Luxuries, Culture, Tobacco -**Imports**: TBD +**Imports**: Food, Lumber, Metal and metal products -**Economy**: TBD +**Economy**: Agriculture, Manufacturing, Trade -**Species**: TBD +**Species**: Dark Elves, Dark Dwarves, Halflings, Humans, Tabaxi -**Laws**: TBD +**Laws**: Typical. Clans and guilds are formal. -**Government**: TBD +**Government**: Monarch (prince) and clans **Bordering nations (clockwise)**: Ocean, Bal Traki, Ocean, [North Humlend](north_humlend.md), [Dwarven Reach](dwarven_reach.md), [Agaria](agaria.md), [Magic Sea](magic_sea.md), [North Daylia](north_daylia.md), [South Daylia](south_daylia.md) ## About +Bal Moshi seceded from the much larger Traki empire under the direction of its prince 150 years ago. Traki (and so Bal Moshi, which shares its culture and society) is a cultural powerhouse--outside the magic sea region they're the kings of society and education. All first-rate poets, playwrights, historians, scholars et al are from Traki or Traki-educated (by definition--or else they won't be considered first-class). ### Tabaxi (Protectorate) +Tabaxi is a chain of islands off the coast of Bal Moshi. It's the home of the Tabaxi race. The north part of the islands is called Han Tababi and is owned by Bel Traki. diff --git a/aldenmarsh/bat_vadyne.md b/aldenmarsh/bat_vadyne.md index 16002d4..e82fdfd 100644 --- a/aldenmarsh/bat_vadyne.md +++ b/aldenmarsh/bat_vadyne.md @@ -1,27 +1,28 @@ # Country, Bat Vadyne ## Facts -**Population**: TBD +**Population**: 10,000 -**Capital City**: TBD +**Capital City**: Va Popli -**Climate**: TBD +**Climate**: Arid, Hot -**Geography**: TBD +**Geography**: Sandy Desert -**Languages**: TBD +**Languages**: Common, Traki -**Exports**: TBD +**Exports**: Pottery, Art (carving and painting), Culture -**Imports**: TBD +**Imports**: Food, Water, Magic -**Economy**: TBD +**Economy**: Subsistence -**Species**: TBD +**Species**: Mixed -**Laws**: TBD +**Laws**: Typical. Hospitality is mandatory. -**Government**: TBD +**Government**: Democracy **Bordering nations (clockwise)**: [The Wastes](wastes.md), Ocean ## About +Bat Vadyne is the largest (arguably, only) settlement in the Wastes. It survives on a combination of sea trade and very limited agriculture. Living standards are subsistence-only. The population is mostly happy. Several heroes, major political figures, and philosophers are from Bat Vadyne. It houses a few monestaries. diff --git a/aldenmarsh/copper_kingdom.md b/aldenmarsh/copper_kingdom.md index d5915b0..b5c7ad3 100644 --- a/aldenmarsh/copper_kingdom.md +++ b/aldenmarsh/copper_kingdom.md @@ -1,27 +1,31 @@ # Country, Copper Kingdom ## Facts -**Population**: TBD +**Population**: 40,000 -**Capital City**:TBD +**Capital City**: Copper Palace (government), Draxlaxis (largest city) -**Climate**: TBD +**Climate**: Cold -**Geography**: TBD +**Geography**: Hills and mountains **Languages**: Draconic -**Exports**: TBD +**Exports**: Gems, Tea, Metals -**Imports**: TBD +**Imports**: Food, Wood, Metal, Services -**Economy**: TBD +**Economy**: Gem mines, Military -**Species**: TBD +**Species**: Dragonborn -**Laws**: TBD +**Laws**: Typical, somewhat relaxed. Copper dragonborn citizens only. -**Government**: TBD +**Government**: Monarchy (emperor) with clan heads **Bordering nations (clockwise)**: [Xuxuwell](xuxuwell.md), [Mond](mond.md), Ocean ## About +The Copper Kingdom is one enormous clan of copper dragonborn. A thousand years ago the emperors were copper dragons in human form. Modern emperors still claim to be, but they're really just copper dragonborn. +Non-dragonborn are faily common, but don't have full rights and usually work in service industries. The Copper Kingdom is fairly rich. + +The Copper Kingdom is current engaged in naval and aerial war with another continent. diff --git a/aldenmarsh/dwarven_reach.md b/aldenmarsh/dwarven_reach.md index b0d06ca..f299b49 100644 --- a/aldenmarsh/dwarven_reach.md +++ b/aldenmarsh/dwarven_reach.md @@ -1,27 +1,35 @@ # Country, Dwarven Reach ## Facts -**Population**: TBD +**Population**: 200,000 -**Capital City**: TBD +**Capital City**: Broken Mountain -**Climate**: TBD +**Climate**: Mild to hot. Rainy (monsoons) -**Geography**: TBD +**Geography**: Hills and rivers -**Languages**: Draconic +**Languages**: Dwarvish, Common, Traki, Aldish -**Exports**: TBD +**Exports**: Weapons, armor, metalwork, metals, stones -**Imports**: TBD +**Imports**: Gems, Luxuries, Magic, Leather, Metal Ore -**Economy**: TBD +**Economy**: Mining and manufacturing -**Species**: TBD +**Species**: Dwarves, Humans -**Laws**: TBD +**Laws**: Typical. A strong legal system -**Government**: TBD +**Government**: Monarchy **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 +The Dwarven Reach is a monarchy of hill dwarves and some dark dwarves. There are some human settlements, especially on the coast of the Magic Sea. + +The Reach has a strong military but a policy of nonintervention and loosely tends to be neutral. The Reach does most of its trading as a whole, not as individuals or companies. It is a major player in most trade agreements on the continent. + +Humlend dwarves generally have a reputation for being rich and miserly--a dwarf might eat plain black bread off a golden plate. As the dwarves say, "gold is for having, not for spending". War is looking possible between the Dwarven Reach and the Copper Kingdom over gemstone mines in the Copper Kingdom. + +## Other dwarves +Other dwarvish settlements on the continent are independent and not part of the Dwarven Reach. These include Silver Hall (South Lorille-Wastes), Hammerstrength (South Lorille), Duskforge (Sourth Lorille), Ten Chisels Hall/Yewdell (Nathnan) and Closed Hall (South Lorille-Xuxuwell). diff --git a/aldenmarsh/graghesh.md b/aldenmarsh/graghesh.md index 85dc139..ddab248 100644 --- a/aldenmarsh/graghesh.md +++ b/aldenmarsh/graghesh.md @@ -26,3 +26,5 @@ ## 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. + +Grag'hesh is currently at war with Sharoque, and skirmishes with the Dwarven Reach. diff --git a/aldenmarsh/north_daylia.md b/aldenmarsh/north_daylia.md index 2ef8831..c6d7649 100644 --- a/aldenmarsh/north_daylia.md +++ b/aldenmarsh/north_daylia.md @@ -1,27 +1,28 @@ # Country, North Daylia ## Facts -**Population**: TBD +**Population**: 30,000 -**Capital City**: TBD +**Capital City**: Henrikston -**Climate**: TBD +**Climate**: Mild -**Geography**: TBD +**Geography**: Forests -**Languages**:TBD +**Languages**: Aldish, Common -**Exports**: TBD +**Exports**: Leatherwork, Meat, Lumber -**Imports**: TBD +**Imports**: Weapons, Food, Armor, Culture, Luxuries -**Economy**: TBD +**Economy**: Struggling -**Species**: TBD +**Species**: Humans, mixed -**Laws**: TBD +**Laws**: Typical -**Government**: TBD +**Government**: Monarchy **Bordering nations (clockwise)**: [Bal Moshi](bal_moshi.md), [Magic Sea](magic_sea.md), [South Daylia](south_daylia.md) ## About +North Daylia and South Daylia are at war. They have been on-and-off at war for two hundred years, since they split. diff --git a/aldenmarsh/north_humlend.md b/aldenmarsh/north_humlend.md index 4d8f3bf..9e8afbc 100644 --- a/aldenmarsh/north_humlend.md +++ b/aldenmarsh/north_humlend.md @@ -1,27 +1,28 @@ # Country, North Humland ## Facts -**Population**: TBD +**Population**: 70,000 -**Capital City**: TBD +**Capital City**: Amity -**Climate**: TBD +**Climate**: Mild to Cold. Frequent rain. -**Geography**: TBD +**Geography**: Sandy rock, meadows -**Languages**: TBD +**Languages**: Common -**Exports**: TBD +**Exports**: Salt, Wine, Tobacco -**Imports**: TBD +**Imports**: Metalwork, Culture, Luxuries -**Economy**: TBD +**Economy**: Self-sufficient -**Species**: TBD +**Species**: Human, some halfling -**Laws**: TBD +**Laws**: Typical -**Government**: TBD +**Government**: Five principalities **Bordering nations (clockwise)**: [Bal Moshi](bal_moshi.md), Ocean, [Eldwood](eldwood.md), [Dwarven Reach](dwarven_reach.md) ## About +The ancenstral home of humankind, North Humland is now home to halflings as well. It's mostly self-sufficient farmland. diff --git a/aldenmarsh/sharoque.md b/aldenmarsh/sharoque.md index d0e813d..e9ff861 100644 --- a/aldenmarsh/sharoque.md +++ b/aldenmarsh/sharoque.md @@ -1,27 +1,30 @@ # Country, Sharoque ## Facts -**Population**: TBD +**Population**: 80,000 -**Capital City**: TBD +**Capital City**: Chandler -**Climate**: TBD +**Climate**: Warm, wet -**Geography**: TBD +**Geography**: Forests with some mountains -**Languages**: TBD +**Languages**: Common, Aldish -**Exports**: TBD +**Exports**: Art, Clothing, Services -**Imports**: TBD +**Imports**: Food -**Economy**: TBD +**Economy**: Struggling (usually tourism) -**Species**: TBD +**Species**: Humans, orcs, elves, dwarves -**Laws**: TBD +**Laws**: Typical -**Government**: TBD +**Government**: Monarchy and Theocracy **Bordering nations (clockwise)**: Ocean, [Southern Federation](southern_federation.md), [Grag'hesh](graghesh.md), [The Wastes](wastes.md) ## About +A small kingdom in the south, Sharoque is known for its vibrant local clothing and martial monastaries. Treehouse villages are common, although cities are typically on the ground. + +Sharoque and Grag'hesh are currently at war. When not at war, Sharoque is a popular tourist destination. diff --git a/aldenmarsh/south_daylia.md b/aldenmarsh/south_daylia.md index b27f308..315b0a4 100644 --- a/aldenmarsh/south_daylia.md +++ b/aldenmarsh/south_daylia.md @@ -1,27 +1,30 @@ # Country, South Daylia ## Facts -**Population**: +**Population**: 35,000 -**Capital City**: +**Capital City**: Coaltown -**Climate**: +**Climate**: Moderate -**Geography**: +**Geography**: Plains and forests -**Languages**: +**Languages**: Aldish, Common -**Exports**: +**Exports**: Coal -**Imports**: +**Imports**: Timber, Metal and metalwork, Mercenaries, Weapons -**Economy**: +**Economy**: Coal mining -**Species**: +**Species**: Humans, Gnomes, Orcs -**Laws**: +**Laws**: Typical -**Government**: +**Government**: Monarchy **Bordering nations (clockwise)**: [Southern Federation](southern_federation.md), [Bal Moshi](bal_moshi.md), [North Daylia](north_daylia.md), [Magic Sea](magic_sea.md) ## About +South Daylia and North Daylia are at war. They have been on-and-off at war for two hundred years, since they split. + +The Southern Federation wants South Daylia to join. diff --git a/aldenmarsh/southern_federation.md b/aldenmarsh/southern_federation.md index 2e5859b..27bf449 100644 --- a/aldenmarsh/southern_federation.md +++ b/aldenmarsh/southern_federation.md @@ -1,29 +1,31 @@ # Country, Southern (Humland) Federation ## Facts -**Population**: TBD +**Population**: 170,000 -**Capital City**: TBD +**Capital City**: Kingston (in Yania) -**Climate**: TBD +**Climate**: Moderate -**Geography**: TBD +**Geography**: Mixed. Forests, Meadows, Valleys, and cliffs. -**Languages**: TBD +**Languages**: Aldish, Common, Traki -**Exports**: TBD +**Exports**: Craft goods, Mercenaries, Food, Timber -**Imports**: TBD +**Imports**: Luxuries, Culture, Food, Drink, Drugs -**Economy**: TBD +**Economy**: Mixed, but mostly self-sufficient -**Species**: TBD +**Species**: Mixed -**Laws**: TBD +**Laws**: Liberal -**Government**: TBD +**Government**: Federation (4 monarchies) **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 +The Southern Humland Federation is made up of four monarchies: Yania, Leesque, Pendlend, and Rothia. The Federation wants South Daylia and Sharoque to join as well. The Southern Federation has a fair amount of migration and traffic across internal borders. ### Jaroni Islands +The Jaroni Islands, off the coast, have also joined the federation. They have a population of 5,000 and are too small to get an equal say. -- 2.47.3