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Viser opslag med etiketten Geography nation. Vis alle opslag

lørdag den 25. oktober 2014

Federation of the Inner Sea

See Freeport and you can die. It is hard to explain just how impressive the capital of the Federation of the Inner Sea is, but let me try. More than one million people live there, it spans three continents and 47 islands. The inner walls are more than 150 feet tall and 40 feet thick, while the outer walls are a paltry 100 feet tall and 30 feet thick. There is more gold there than in any other nation on Gemnos. Freeport is truly the greatest city of them all.

When would later become the Federation left the Empire of Ortygal in 2999, there was much discussion on how this new nation should be run. No one wanted to have a kingdom or an empire, no one wanted something similar to the Saldanas. But they wanted the best possible person or persons to make the decisions. In the end, they opted to create a council called the Conclave.

The members of the conclave were: A great warrior, an arch-mage, a high-priest, a powerful merchant and the leading noble. To advise them, there is another council, comprised of senior members of every single guild in the Federation. This is how it was, and still is. Whenever a member of the Conclave dies, the other members choose another similar person to fill the vacant seat. A member of the Conclave forfeits all personal assets except for a few items and work for the remainder of his life to improve the Federation.

To some, this might seem like an odd way of running a nation, but it has worked well for the Federation. Ever since it's inception, it has just gotten more and more powerful. It's capital and dwarfs all other cities on Gemnos in size and importance. Freeport is by and large the greatest city in the world. The merchant fleet of the Federation sail to all ports of Gemnos and it's navy is matched by none.

In fact, the Federation has managed to stay out of every single war since it was founded. Sure, there has been a lot of skirmishes, both with Ortygal and the Kingdom of Erathis. The Federation seems more than satisfied with the land it has, only seeking to gain power through wealth and diplomacy.

Uruak

Hard men and women inhabit Uruak. That much is certain. And they will never admit so, but they live in fear. Long ago, they sold their souls to the wizards and now there is no going back. The Black Robes are the law, yet they exist outside the law. I tell you, those rumors of children with magical aptitude disappearing from their homes are just the tip of the iceberg. 
Gaellar Ytran, moments before he died when four fireballs obliterated the inn he was staying at. 

Located in eastern Anglar, south of the 100 kingdoms, north of Pyrrak and east of the Inner Sea, Uruak is to many a very inhospitable place. Half of the country are plains where the ground is hard and things only grow there with great difficulty. The other half are hills. That is probably why the original inhabitants of Anglar avoided the are for so long.

But around 1100, roaming tribesmen were no longer the only inhabitants of Uruak. Villages began to spring up near the Inner Sea, gradually moving further and further inland.

But it was a hard land, difficult to live there and even more difficult to prosper there. For another millennia, the people of Uruak struggled. Then the people turned to magic to solve their problems. Even the lowliest village soon had a spell-caster or two to help them make things just a bit easier.

As things became better, the inhabitants of Uruak became more and more dependent on magic in order to survive and evolve. Naturally, the spell-casters got more and more influence and soon, most villages were run by those spell-casters, if not in name, then in reality.

For a long time, things stayed pretty much the same in Uruak. No one but those living there were interested in the land, so the other nations let them be.

Then in 4666, the Black Council was formed. The most powerful spell-casters of the land donned black robes and masks and named themselves the Black Robes, and decided they needed to take an active hand in leading, not just the individual city-states, but the nation as a whole. Ever since, the spell-casters have run Uruak.

The Republic

For the people, by the people, of the people.
 Republican motto

For thousands of years, after the fall of the Dragon Empire, the plains of what is now the Republic were populated by flesh-eating barbarians. It was, by and large, regarded by the other nations of Kounark as a waste of time. While there were plenty of natural resources to gain by invading the area, it would simply require way too much time and men to take control off.

Then around 3700 something happened down south. The tribe called the Headhunters began winning many wars, and began assimilating the tribes they had beaten, something which had never happened previously. In less than 20 years, the Headhunters' control of what would become the Republic was absolute.

For some years, the area had no official name. It remained behind the Wall of Gemnos, and there was no trade in nor out. Outsiders were put to the sword as soon as they set foot on the ground.

Then, in 4359, the Republic was founded an everything changed. Towns and cities had been built, and the old tribal flesh-eating ways had disappeared. The Republic was based on an idea that no one was worth more than others, that people should work for the common good. The State owned everything and shared everything with it's inhabitants.

A complicated system of votes had also been created, so that every two years, 13 people (one from each region) would be chosen by all adults of that region to represent them at the Senate, the ruling body of the Republic.

The first decision of the first Senate was to outlaw all magic. Also called the First Law, it condemns anyone using magic to the death. The logic behind this decision was that magic sets people above others, that magic cheats people, and that such behavior was to be avoided.

The First Law is extremely popular in the Republic, as even though they have cast aside their ancient ways, the people of the land still descend from tribes that were very vary of magic. But naturally, a law like that was thought of as a provocation by the nation of warlocks to the north, Bael Turath.

From 4694 to 4853 Bael Turath and the Republic fought a number of wars. Mostly Bael Turath was the aggressor, but not every time. After a 150 years of wars, the warlocks had managed to capture the north-westernmost part of the Republic.

And the Republic seemed happy enough to just keep the rest of their land. While the situation was and still is tense along the border, and that there are frequent skirmishes, it seems they do not plan on taking the land back. In general, they had not expanded at all. At least until 5484, when they launched an attack across the sea and captured two significant areas of Pyrrak, one to the northwest of Drakolyz, one to the northeast. After about 10 years of war, a peace was reached, and the land now belonged to the Republic. All spellcasters promptly left or were executed.

Evercold

There is absolutely no reason to travel to Evercold. Unless you plan to wage war on the clans. But why would anyone want to do that? Normal people can't live off their lands, and each barbarian is easily worth 4 or 5 normal soldiers. Subduing them would require a huge army. Larger than many nations could comfortably muster.
Vice-roy Hyperton of Ortygal 

Far to the north-east of Gemnos lies Evercold, arguably the most inhospitable area you can set foot on in the mortal world. Deep fjords, jagged hills, an abundance of large, wild animals and a constant cold that will freeze the marrow of your bones. No, Evercold is definitely not for the faint of heart. And if that wasn't enough, it is inhabited by thousands of clans of aggressive raiders.

Deep from within their fjords, they launch their dragonships and send them out to raid and pillage. The Empire of Zun, the Empire of Ortygal, the Ebon Empire, Varnor. Few places are out of reach of these dragonships who almost supernaturally glide through the water at incredible speeds. Even the Quaran Empire has had their coasts assailed by these northerners. Only the dwarves of the Iron Kingdoms have managed to establish a lasting peace and some trade with them.

Evercold has no central leader, nor a government or any king. Each clan is ruled by a jarl or baron or king, each making his own decisions based on personal beliefs, superstition or the advice of whoever has his ear. Only thing in common all these barbarians have are three things. They love to fight, women are little more than slaves in their eyes and they all worship To, an ancient burtal no-nonesence version of Torax, and believe white dragons are his divine messengers and thus worthy of their worship.

The 100 Kingdoms

The 100 Kingdoms is insanity on the grandest scales. 100 nations locked in an endless cycle of war, betrayal and alliances that would even make most drow matron mothers think twice before they join the game. Waiting for one king to become strong enough to recreate the glories of the Arborean Empire.
Sage Willian Archibald Grookwald 


Founded in the year 4000, the Arborean Empire was a young aggressive empire comprised of many nations won by the sword over the previous 120 years. Not being able to match the might of Ortygal and not really interested in the goldness of Uruak, the Arborean Empire stopped their expansion at their borders. For years, they plotted and built up their armies, because in their mind, expansion was a  must. Then in 4670, they unleashed their armies on the elves of Quel'Terath.

At first, it looked as if the Arborean Empire, along with their many orc mercenaries, would manage what everyone at the time considered an impossibility: To enter the domain of the elves and destroy their forest cities.

But the elves were not about to capitulate so easily. Their arch-mages, called spell-weavers, found a way to even the odds. Using captured orcs, they created a new race, the half-orc, that could fight for them and even the odds against the overwhelming numbers of the Arboreans. The rest, as they say, is history. The elves won the war, and the Arborean Empire collapsed when the elven-half-orcen army marched into their capital and executed the imperial family.

That was the beginning of the 100 Kingdoms. Ever since, the 100 kingdoms have fought each other trying to get the upper hand, and every one of the 100 kings dream of returning to Phelgrane, the imperial capital sacked by the elves and reclaiming the throne and restoring the metropolis to it's former glory.

Having been locked in constant wars for almost 1000 years on and off, the 100 Kingdoms produce some of the finest soldiers in all of Gemnos. And if some day one king manages to unite them all, their army will be feared by everyone else. Everyone.

fredag den 17. oktober 2014

The Empire of Ortygal

For almost 4500 years, the Saldanas have ruled Ortygal. They are not just the imperial family. They are living, breathing gods of Ortygal and worshipped and regarded as such. That means they can get away with just about anything without fearing losing the support of their subjects. Which makes them very dangerous. Extremely dangerous.
-King Anturak of Pyrrak 


When King Geoff Saldana I was crowned King of Ortygal in Keyport in 1368, little did anyone suspect how much the Saldanas would accomplish and how far they would take Ortygal.

In just 300 years, Ortygal had expanded south and east, becoming a large and powerful kingdom. After annexing several other small kingdoms and dominating the continent of Anglar from north to south, King Michael Saldana II was crowned Emperor Saldana of the Empire of Ortygal. But the expansion did not stop there.

Within another 400 years the Empire of Ortygal was encompassing what is today the Federation of the Inner Sea and most of the Empire of Pyrrak and it's merchant fleet dominated harbors all over Gemnos.

From around the year 2000-2500, Ortygal was the de facto power on Gemnos. No one could come close rivaling their economic or military power.

Then in 2745, explorer Jack Moulineux found his way to Torabor and Ortygal immediately launched a project of exploration, subjugation and colonization that stretched even it's considerable resources. Money was pouring into Ortygal, but not all were happy. And in the south, trouble was brewing.

In 2999, with a large part of Ortygal's armies waging war 3500 miles away, southern separatists lead the charge for the south-western part of Ortygal to leave the Empire and form a new nation, one which wasn't ruled by one man, one family. James Saldana III, arguably one of the weakest Saldanas to ever take the golden throne in Keyport, allowed them to leave without a fight, and the Federation of the Inner Sea was formed.

By 3115, most of Torabor was colonized under Ortygalian control, although Varnor had taken a good chunk down south. Just 16 years later, in 3131 came the second revolution. This time in the south-eastern part of the Empire of Ortygal. Tired of all the money staying in the north, the southerns rebelled. This time however, the Saldanas refused to stand by and watch their empire shrink again. 27 years of bloody civil war followed before  Ortygal lost the war and the Kingdom of Pyrrak was founded.

In 3686 the Kyzian Empire started to spread out from the desert and soon became neighbor with Ortygal on Torabor.

Meanwhile, in 3987, the Empire of Ortygal is once again embroiled in a war with the Kingdom of  Pyrrak. This time it about the north tip of Anglar, just south of Evercold. The race and war ends in a stall-mate, with the two nations dividing the area between them. But this was not by far the last time the two giants would fight over territory. At least 6 wars (4369, 4682, 4823, 4992, 5289 and 5545) have since been fought between the two, each war resulting in land changing hands and people changing nationality. Especially the baronies of Terram, Kortt and Zungal have been affected by these changes due to their location.

After some centuries of status quo, the decline of Ortygal continued again in 4292 when the Kyzian Empire began to be aggressive and take huge swats of land from Ortygal in northern Torabor. Seizing the opportunity with a weakened Ortygal, Varnor started attacking it's lands in southern Torabor. By 4486, the Kyzian Empire held more than 2/3's of the northern part of the continent, while Varnor held most of the south. Ortygal's holdings on Torabor had been diminished to less than 1/20 of their original size.

In 5123, the last of the great losses happened. The Ebon Empire was formed and The Empire of Ortygal lost a huge chunk of land in the north.


The Ebon Empire

The Ebon Empire? Yeah, I wouldn't go there even if you paid me ten thousand gold pieces. They have more rules than a man could learn in a lifetime. I guess that is what happens when you have an emperor who is immortal.
Tomaz Radiff, explorer extraordinaire of ruins and dungeons all over Gemnos 

Northern Ortygal, even though a part of the Empire of Ortygal, was still very much influenced by it's proximity to Quel'Terath and the Iron Kingdoms. Elves and dwarves were common in all bigger cities, and the two races dominated many aspects of society.

Over the 500 years following the appearance of the New Gods, Bane became fairly popular in northern Ortygal. As the Banites grew in power and controlled more and more villages and towns, the friction with the many elves and dwarves increased rapidly.

Then, in 5123, Xerachotol, self-proclaimed Son of Bane appeared. More than 20 feet tall and extremely powerful, Xerachotol appeared before Karim Darkheart, a lowly priest of Bane in a remote village in northern Ortygal. From there, things went quickly. In just a few short months, several villages, towns and a couple of cities left the Empire of Ortygal, killing or banishing those still loyal to the Empire of Ortygal. Together they formed the Black Federation. The following years, the Black Federation expanded south, swallowing up a good chunk of northern Ortygal.

By 5134, the Ebon Empire was formed, with Xerachotol the Son of Bane as emperor. All demi-humans were given the choice to leave or to subject to the new laws, effectively making them slaves. The borders to the Iron Kingdom and to Quel'Terath closed soon after, stopping trade and passage.

For the next 100 years, Ortygal and the Ebon Empire waged several smaller wars over dominion of the area. Both won some, but all in all, the Ebon Empire gained more than they lost.

Nowadays, even though Xerachotol still rules the Ebon Empire, there is and has been peace for a long time between the two Empires. There is a lot of trade between the Ebon Empire and both Ortygal, the Federation and the Quaran Empire

Instead the Ebon Empire is looking north towards Evercold and east towards the 100 kingdoms.

lørdag den 19. april 2014

Quel'Terath

So you have heard about the treasures of Quel'Terath? Let me save you some time, lad. Give me your money and your knife. Let me cut your throat. At least that way, your money stays in human hands. If you enter the forest, you will not find gold and riches, just death.
Yarm Beersling, Innkeeper, the 100 Kingdoms 
Quel'Terath, also called The Elven Refuge. A large forest untouched by man.

The forest has always belonged to the elves, but in the old days, it was a place open to all, where you could visit the elven cities and mingle with the fay folk. Those days are long gone. Because of the greed and violence of human rulers, the elven king and queen long ago closed their borders.

For more than 900 years, no non-elf has set food inside Quel'Terath and lived to tell about it. Instead it has become a place of refuge for elves all around Gemnos that has seen their territory encroached upon, whether it be by humans, orcs or something else all together.

So, little is known about the place today. But the ancient stories tell of a place full of life, with beautiful crystal palaces seemingly grown from the earth itself. They speak of the King and Queen of elves, eternal and wise, of a fusion of art, magic and song intertwined into the fabric of reality. The stories also speak of riches beyond the wildest dreams of the richest mortal king - something which may explain why so many have tried to attack and take control of the elven empire. Naturally all have failed, because as the old stories go, Quel'Terath the forest is alive and protects the elves.

In fact so little is known, that sages today do not even know if King Dernath and Queen E'virha still rule the empire of elves, as they did 900 years ago. Normal elves do not live that long, but elven royalty has been known to obey other rules.


fredag den 2. august 2013

The Seven Army Nation

To the west and south of the Cursed Lands lies the nation called the Seven Army Nation. A nation of hard and brutal men, the Seven Army Nation is a nation of city-states bound by a fragile and constantly tested alliance. It is a nation surrounded by wilderness and monsters. It is a nation hardened by war, where everybody looks out for themselves.

Right now, the power of the Seven Army Nation is more or less evenly distributed amongst the nine warlords that rule the nine biggest city-states. They each rule like kings and emperors from their fortified cities, each watching the others like a hawk, waiting for one of the others to show weakness. Meanwhile, they openly support the coalition to work together against outside threats, while trying to gain more territory to control.

While the nine warlords are very different from one another, make no mistake, they are warlords for a reason.